The is a compilation of monsters for the new AutoDownloader feature, with all creatures in Hak format without 2da files which are provided separately. It's goal is to provide compatibility between projects, fix technical issues and some editorial review, and also to encourage multiple parties using the same haks to encourage players not having to download as much. Please Vote for the original projects on their various pages and check with those authors for usage permissions. They did all the work, i am just grouping it together to provide convenience. As far as i know this includes all vault content related to appearance.2da except for the kuo toa which Hellfire is working on fixing to have full animations ( in his next release. )
It is also designed so you can use the appearance.2da provided and nothing else, or just the haks which relate to your module, which should make what you do more compatible with other peoples haks. They are in separate downloads to make it so you can choose which portions you use, if you are already using always summer for example you probably won't use the appearance.hak.
The inspiration for this came about because as a scripter, i have found that creatures happen to use multiple rows, multiple constants, which makes it very hard to make code that knows about custom creatures and the creature constants provided officially refer to numerous nonexistant creatures. I hope this is helpful for whoever implements the master of many forms or other projects.
Mostly updated except for blueprints and checking all the documentation and credits.
This includes
1) Many of the monsters from the vault combined into a single entry.
2) Complete Packages for each individual Major Studio ( Bouncy Rock, Races of Faerun, Purgatorio, SBRage, Creature Companion Pack, NWN1 style Familiars, Monster Conversions of DLA and NWN1 creatures, Robinson Workshop ) ( ROF is the partial to conserve file size )
3) Optional Supporting Gear and Appearance Packs for gear held by some creatures, this is mainly for those who don't have these already. ( Trident's as weapons because the merpeople need them, pitchforks for the devils, more revealing outfits for the devils, etc. ) Includes portions of
4) Entirely reworked to minimize file size. This is not complete versions of all the packages, about half of ROF was omitted, and only that which is needed by creatures is in the appearance pack. Attempt to get a breadth of options within the given download size. Some additions of tint maps or minor tweaks.
5) Comes with a integration to my Script library and a custom appearance.2da. Creatures have a custom set of constants which do not have incorrect entries and fluff from NWN1. This includes functions to get a creatures height, to flip a creatures sex ( based on 2drunk's work ), to iterate creatures ( Next Appearance, Previous appearance for DM's ) and to get an appearance name without a 2da Lookup. I've also included many other adjustments, the 1st person camera view, as well as adjusted the size of the selection circle. Added "Hidden_" to creatures which are technically needed but which are of custom use, and "del_" preceding any invalid or missing creatures.
6) Integrates with the work to be released for animation modes, such as swimming, flying, horses and the like.
7) This supports the UI Tools being worked on for the DMFI and fixing the DM client, with rows which don't work well with DM appearance changes being marked as hidden, and that projects UI for listing available creatures. You can see this project here.
It is outside the scope of this project to do blueprints, scripts, spells and feats entries for creatures, but rather it's aim is to reduce conflicts and get the models perfected. However i am including my current "mess" of blueprints which are from the following sources ( Monster Manual by Wild Bill, Hellfire Skeletons by K2, Krondorl's D&D Monsters Compilation, etc adjusted to use the models provided. )
If you want, here is information on how to Blueprints for Creatures.pdf do your own blueprints, based on these models/base files, and do your own vault entries or include them with mine.
Detailed Listing of Package Contents ( This is partial, since it includes a lot of thing added for our PW over the years as well, please contact me to correct or add more information here. )
Appearance Optional - only use if you aren't using other vault content for gear
Portions of Always Summer
Portions of Shirtless
Portions of Sexy OC ( Limited to what i would call a PG rated movie )
Portions of Oblivion
Warlock Outfit Revert ( as a new non replacing model )
Alias
Aribeth
Portions of Team Adventure
Celestial Armor ( for the angelic hosts )
Invisible Helm ( I did this for Mad, and it's how i learned how to manage models )
Rags appearance from 2Drunks Wild magic system
Gear Optional - only use if you aren't using other vault content for gear
Blindfold
Equppable Wings-Tintable
lightsaber from Revan
PackHorse
Some ACME Assault & Hattery
Some DarkArmory
Some MwM Weapons
Misc These are creatures by the many authors who only one or a few creatures
Adamantite Golem
Dragon Texture
German Dog
Gibbering Mouther (SEF)
Great Apes
Ice Golem
Magma Golem
Pig
Rakasha - pretty much early work on reskinning
RustMonster
Silver Golem
slime
spidhook
Tiger
unicorn
VFX Fish
Xorn
Zombies ( Sef to Zombiefy any creature)
Hellfire Skeletons ( K2's Sef Work )
Misc2 These are creatures by the many authors who only one or a few creatures - and ArtEChoke who has kind of started taking this over.
Converts These are mainly content from NWN1 converted to NWN2
Basilisk - Ariok
Carrion Crawler - Ariok
Displacer Beast - Ariok
Draco Lich - Ariok
Giant Ant - Ariok
Scorpion - Ariok
Snake
GoblinRiders - QKRCH
Purgatorio Content from the Demo Module by many members of the community.
dabus
Dog Dead
Duodrone
Flying_Book
Monodrone
Portal
Rat Cranium
uridezu
Vargoulle - ArtEChoke
Purgatorio2New This includes some texture swaps for NPC's and Trollocs. Vrocks, Bariaur, Slaad look like they are coming along but still in development
Bladeling
jalboun
mephasm
Sydney
Trolloc_Bear
Trolloc_Boar
Trolloc_Hoof
Trolloc_Raven
MOW
Wererat
Quelzarn
Paeliryon
The Main NPC ( is it a spoiler to give names )
SBRage
Efreeti
Hill Giant
Gray Render
Ree (By Bouncy Rock)
Beholder
Driders
Minotaur
Yuan-Ti Abomination
Yuan-Ti Female
Ree2 (By Bouncy Rock for Misery Stone) New I adjusted rows to prevent conflicts, and renamed some textures and other details to make the models easier to use with in game appearance changes.
UTP's Note that this is based on the Work of many here on the vault, including the monster manual, really there is very little in blueprints that are not here. My focus here is on the actual appearance here, so you will have to adjust the game stats.
This is a whirlwind creature, alternative appearance for air elementals which comes in 8 sizes. Also shown is some upcoming user interface work on the DMFI Appearance Changer.
The wererat from mysteries of westgate.
This is the Bigby Creature, quite a bit animated and probably only of use only to scripters who are making the various bigby spells work more like PNP.
A very simplistic Panda - texture swap of the polar bear from CCP.
Unicorn, i've moved the SEF's from being part of the blueprints into the actual appearance.2da setup, this allows their appearance to be correct if used by a DM.
UI shows the last page of creatures and a zombie type horse.
A purple worm from RWS
Storm Cloud appearance, for elementals and spell effects, as well as helping DMs tell stories. Cloud SEFs for small, medium and large and one the ground and in the air. The Gray one has an extra one with rain added. Also available in white, black, green, blue, red, green, purple, brown, yellow, tan which can be applied as effects to your blueprints.
Posted by M. Rieder at 2011-10-09 04:13:24 Voted 9.50 on 10/09/11
Really, really, really great resource. Thanks for all the work, Pain! _________________________ The Wizard's Apprentice - A single player adventure for spellcasters guaranteed to rumple your robes and warp your wand!
I just made the same discovery as Shaughn about the Ogre... also, the Ogre Mage appears to have been given a custom TLK string so it shows up as blank in the toolset. _________________________ In production: The Dragon Dynasty All my other stuff
Posted by Shayd3000 at 2011-04-27 03:39:17 Voted 9.50 on 04/27/11
Nevermind - figured it out!
Posted by Shayd3000 at 2011-04-26 17:12:38 Voted 9.50 on 04/27/11
Question: Is the appearance.2DA required if the Appearances and Gear haks are not used?
i.e Can I simply install all the HAK's or do I need that appearances file as well?
Pain, I have found another line that needs to be updated.
Line # 127 Ogre. The default ogre appearance has been over written by the A2 playable orge, that appearance also has line #1413.
Currently the default NWN2 ogre can not be used without ROF.HAK. That line should be restored to it's default since the A2 model already has its own line.
Shaughn
Pain, this is pretty awesome, but like BlakOrkz I can't find some of the models - according to the guide up top things like the doppelganger, mimic and clay golem are meant to be in the Misc2 pack, but aren't. _________________________ In production: The Dragon Dynasty All my other stuff
Pain, I have been going through the appearance.2da. I believe that I know why the N_Human is not working. You have it set as female only. This appearance is very important and with it broken it will cause a lot of conflicts with both community campaigns and the official games. I saw there was a comment back in December and it appears as if this broken appearance is just being written off. It is needed to make humans who can have armor changes and have a unique head not available to the player. With this current 2da the following blueprints are broken: Ammon, Bishop, Casavir, Bevil, Gann and a number of NPCs that appear in offical campaigns.
I have been able to correct this by making N_Human non gender specific. By changing all the HHF to HH? the male appearances are showing correctly.
Posted by tooley1chris at 2011-02-18 13:34:10 Voted 10.00 on 02/18/11
Totally non-heinous! Variety is the spice if life...even if its a monster going bump in the night.
Posted by alupinu at 2011-01-09 10:53:31 Voted 9.75 on 01/09/11
Nicely done, I see a lot work here. I did find the appearance.2da file a little confusing. Didn�t know it was up top. Might want to put a �Read me� in the files that points that out. It would have made things easier for me. _________________________ Murder in Dunlop Fanglewood
My Class is Rogue ... "You look surprised to see me. If you'd been paying attention, you might still be alive."
Posted by BlakOrkz at 2011-01-06 16:22:33 Voted 9.50 on 01/06/11
@sinsational: To add these haks to your module, simply download them, uncompress them, and stick them in your hak folder in MyDocuments. You'll also want to grab the appearance.2da file that Pain linked in the description and either stick it in your override, or use Tani's NWN2Packer to place it in a hak. Once this is done, open your module in the toolset, click "View" then "Module Properties". On the properties section of the screen you'll see "Hak Paks". Click that and add the hak to the module.
To actually get the monsters themselves, create a new monster blueprint and you'll find them under the "Appearance" property. Let me know if you need any further help.
How do you get the Haks into the module? I did this stuff before with NWN but I am lost in NwN2. I would love to see these haks but am at a loss as to how to do it. Is there a tutorial for this noob?
Posted by BlakOrkz at 2011-01-03 10:13:28 Voted 9.50 on 01/06/11
Great compilation!
One question: Am I the only idiot who can't find the Gibberling, Mimic, or Doppleganger in any of the .haks?
n_human models are a bit of a problem, or any that begin with "n_" , they are mainly used for the motb and the wall of the faithless, the models associated with them are not fully done so you tend to run into issues. I have seen the same issues with this using the vanilla game with no changes or haks involved, but it seems ok if you are just using them as intended originally.
Kamal said just going into the blueprints and adjusting them was all he had to do. I personally take a n_human and change it to human.
Posted by Developer Silver at 2010-07-09 23:17:27 Voted 9.00 on 07/09/10
A must have, we'll use it in our PW with some minor adjustement. _________________________ Developer Silver Faerûn Nights Admin
Posted by NWN DM at 2010-05-30 15:17:19 Voted 10.00 on 05/30/10
A 10/10 for certain. Only problem is figuring out which pack to add first!
Posted by Anaon Du at 2010-05-14 06:00:45 Voted 10.00 on 05/14/10
Just did it !
Posted by Qrizz at 2010-05-12 01:39:55 Voted 10.00 on 05/12/10
Must. _________________________ Qrizz
Middle Earth Arnor PW Link
Posted by Hoegbo at 2010-04-02 13:53:43 Voted 10.00 on 04/02/10
This is jsut awesome, having a common 2da that use's the reserved ranges is gold. virtualyl means no 2da editing. And no more crying myself to sleep for messing that one line up. Reuslting in non functional blueprints I give this a 10 as this is a must have and the effort that it takes to do it. makes this the greatest thing since sliced bread. I doubt I would have ever noticed the teletubbie modell if it weren't for this 2da :) _________________________ Link
They are the playable race as developed on Avlis by A2Buddha, which is a complete race and not just the pixie appearance, this allows clothing and choice of sex for example. The base race is pixie, but it gives you options like any other race gets. This package is really a loose compilation of content which i've done some work to make sure it all works together.
I included a list of the contents of each hak, so you can choose which ones to download if not all of them. And i am slowly working up the source of the various pieces as i go.
Posted by dragonmage119 at 2009-05-22 14:08:05 Voted 10.00 on 05/21/09
how do you make it work?
Posted by dragonmage119 at 2009-05-21 14:24:07 Voted 10.00 on 05/21/09
10 - A Masterpiece, Genuinely Groundbreaking 9 - Outstanding, a Must Have 8 - Excellent, Recommended to Anyone 7 - Very Good, Deserves a Look 6 - Good, Qualified Recommendation 5 - Fair, Solid yet Unremarkable 4 - Some Merit, Requires Improvements 3 - Poor Execution, Potential Unrealized 2 - Very Little Appeal 1 - Not Recommended to Anyone