Permitted use:
This product is free for non-commercial usage in neverwinternights 2 only. original content remains the property of Robinson Workshop
Deep Sewers Update:
The Deep Sewers tileset was developed to provide a locale in nwn2 that wasn't included in the original tilesets. Sewers are a classic locale for adventure in D&D and was identified early by us at Robinson workshop as something we wanted to work on.
There are some design decisions in this set that differ significantly from those that many familiar with NeverwinterNights 1 will be accustomed to.
Most notably is the absence of pipes or plumbing of any sort. Such plumbing was rare at best and limited to clay pipes in some roman examples. We have decided to create a less �anachronistic� vision of sewers. As such you will find no pipes, and no doorways into rooms. You can create open vaulted spaces, collection chambers and main lines with this tileset.
The current NX1 files are the updated and expanded tiles for the sewer tileset expanding the set to 54 tiles. new channel metatiles and narrow feeder halls and collection rooms.
Also Thanks go out to Sceer of the Tales of Moonsea PW (http://www.talesofmoonsea.net/) who created the Cave Link tile
Installation instructions:
The RAR files should contain the following files:
deepsewer_nx1.hak:
place this file in your "C:\Documents and Settings\YOUR_LOGIN_NAME\My Documents\Neverwinter Nights 2\hak" folder
deepsewer_nx1_2da.hak:
place this file in your "C:\Documents and Settings\YOUR_LOGIN_NAME\My Documents\Neverwinter Nights 2\hak" folder
it contains all the 2da files used by the tileset
Tiles.2da:
An override of the OEI tiles.2da file. Place this file in your mydocs override directory. You only need this file in the override if you are planning to build using these resources. If you are just playing a mod containing this tileset then you only need the hak in the hak directory
Tilesets.2da
An Override of the OEI tilesets.2da file. place this file in your mydocs override directory. You only need this file in the override if you are planning to build using these resources. If you are just playing a mod containing this tileset then you only need the hak in the hak directory
Metatiles.2da
An override of the OEI metatiles.2da file. place this file in your mydocs override directory. You only need this file in the override if you are planning to build using these resources. If you are just playing a mod containing this tileset then you only need the hak in the hak directory
DS.erf
should be an importable erf file containing all the placeables designed to work with this set.
Deep Sewer Demo NX1.mod:
This is a small walk through module showcasing most of the features of the updated tileset. It contains no encounters at all. Feel free to use it if you wish in your modules. We have included it so that you can quickly see the types of areas that can be built with the tileset.
Note to builders:
The 2da files listed separately above are required to be in your override directory if you plan to build with this tileset...it is not necessary to have them in your override to play any mod that uses this tileset provided the player has the 2 hak files located properly. The hak file is for play.
Note that Placeables.2da is an exception, it is located in the hak file and can be read by the toolset. I do not recommend you place that 2da in your override while you are building.
Dont forget to associate the hak with any modules you may be building by: (excerpted from Heeds Article at Link )
"Opening your mod in the toolset and go to View --> Module Properties. In the properties tab you will see a listing for hakpaks. Click on it. A new window will open. Click the Add button and a new entry will appear on the top right. Click where it says FileName, navigate to your C:\Documents and Settings\YOUR_LOGIN_NAME\My Documents\Neverwinter Nights 2\hak folder and choose your hakpak. Press
Posted by PGB01 at 2012-04-17 06:17:45 Voted 9.50 on 04/17/12
Excellent tileset with the same proviso's mentioned above. I marked down a shade because of the strangely anachronistic comments about anachronisms in a D&D computer game.
Posted by Developer Silver at 2011-07-04 07:53:45 Voted 9.50 on 07/04/11
Just added to our Persistent World (in a massive insertion of RWS works): outstanding! _________________________ Developer Silver Faerûn Nights Admin
Posted by shockwolf at 2011-04-25 00:23:14 Voted 7.75 on 04/25/11
7.75 - Very Good, Deserves a Look.
Looks great, but is not that easy to work with. There are missing room and corridor types creating limitations to what you can do compared to other tilesets. There are also some flickery overlaps, clipping errors and roofs that disappear when viewed from certain angles. I have experienced a lot of issues when trying to bake with placeables and walkmesh cutters/helpers. It seems to be very fussy.
Characters get stuck on corners a lot when navigating the walkmesh and in some cases NPC's can see and cast spells through walls.
Looks beautiful, but it needs a lot more work to make it more usable. _________________________ ShockWolF - Author of Wulverheim
Zhjaeve � Know that I must begin every sentence with the word �Know�. Know that everything I say must be known. Know that it is important that you know this.
Posted by BlakOrkz at 2011-01-22 00:44:29 Voted 10.00 on 01/22/11
Stunning.
Posted by Alaster Wolf at 2010-10-04 17:02:44 Voted 10.00 on 10/03/10
Actually, my report was not same as what Indira Lightfoot mentioned. What I've seen about the fading geometry is a general bug with the NWN2.
Posted by Alaster Wolf at 2010-10-04 04:10:59 Voted 10.00 on 10/03/10
Regarding the issue with the fading geometry (the roofs) that Indira Lightfoot mentioned. I have just realised that there is a NWN2 issue with tiles. The tile has its separate geometry for the fading roofs. The geometry box will be visible as a green line when you select a tile. So the roof geometry will seem like a separate box sitting on top of a tile. The issue I will mention is best visible with the metatiles. Try to place a metatile but rotate it before you place it. Now, if you select that metatile you will see that the roof geometry has not been rotated. This causes that roofs fade in its own position which does not work with the tile once it has been rotated. This is the case with all the tiles, even with the standard ones. It is not so obvious for the 1x1 tiles that have square roofs, so when you rotate them you their roof geometry stays in the same tile (but if there are any features on the roof you will see their geometry box has not been rotated with the tile).
Posted by Alaster Wolf at 2010-10-03 14:08:53 Voted 10.00 on 10/03/10
This is an essential tileset. One question - why is there a difference in the number of tile variants for the SOZ? I find, for example only 3 variants for the Hallway (SOZ version). This leaves out all the narrow passages. There are other differences as well.
Posted by Qrizz at 2010-05-13 21:52:37 Voted 10.00 on 05/13/10
A Masterpiece _________________________ Qrizz
Middle Earth Arnor PW Link
Posted by Cyphre at 2009-11-20 10:46:25 Voted 10.00 on 11/20/09
Posted by Gwydion669 at 2009-09-12 00:10:44 Voted 9.75 on 09/12/09
I just saw this in use for the first time (in Path of Evil).
I had my doubts about the "no plumbing" concept at first. No longer. These are absolutely beautiful and the result looks like it stepped out of the History Channel.
Posted by Fingolfin Thalos at 2009-05-18 16:03:28 Voted 9.75 on 05/18/09
This set is amazing, and one of the moderators made a reminder to me since I am new to post my appreciation for this sewer set, it fits perfectly in my module, many thanks.
Patrick _________________________ Fingolfin Thalos
Bard 1/Cleric 1/RDD 10/Sorcerer 18
Posted by Warkupo at 2009-03-26 23:16:38 Voted 10.00 on 03/24/09
I figured this might be important here as well:
" I encountered the sewer bug, pitch blackness etc., and I believe I may know what is making it borked. When you extract the files, make certain that the the tile.2da tileset.2da and metatiles.2da are all in the OVERRIDE folder, and not the hak folder. I also moved the DS.erf file out of the hak file and have it just sitting in the NWN2 folder. Once I did all that the sewer lit right up. I hope this helps some people. "
Posted by Warkupo at 2009-03-24 15:34:38 Voted 10.00 on 03/24/09
Excellent work, I picked it up in the Skullhak because Im not too skilled at 2da consolidation, but wanted to come to the source to give thanks. Again. x6 =D
DD
Posted by Spajk at 2009-01-16 11:35:09 Voted 9.50 on 01/16/09
Great work, guys!
Posted by kamal at 2009-01-03 08:34:21 Voted 9.50 on 01/03/09
One of the tiles in the demo module is incorrect. On the central "island" in the sewer, near the dirt cave, is a |: tile when it should be a :: tile, so there is a wall from one side, but not the other. _________________________ Shadow Thief: Crimmor and Path of Evil blog Link
Posted by kamal at 2008-12-28 15:42:16 Voted 9.50 on 01/03/09
The water isn't entirely painted in, notably right near the center of the map. Otherwise great and the demo mod will be making a central appearance in the mod I'm working on. _________________________ Shadow Thief: Crimmor and Path of Evil blog Link
Posted by nevarim at 2008-10-29 12:26:27 Voted 10.00 on 10/29/08
THAT'S GREAT!!!!!!
Posted by dirtywick at 2008-09-20 18:29:49 Voted 8.00 on 09/20/08
It's nice. Kind of hard to work with and requires a lot of room as there's not many tiles available. Nice for long hallways though.
Posted by Indira Lightfoot at 2008-05-27 17:24:06 Voted 10.00 on 02/15/08
Hi RWS team! I have a flaw to report with this tilset that is not recurring in any of your other great tilesets, namely this one:
If one has the fade-the-roof option on, or whatever it is called, the tileset get clipped at a certain height. In the sewer tileset that doesn't happen smoothly allover. At least not as far as the 'fat' pillars and sewer wall corners go. What happens is that something like a third of all those tiles that include corners or quarters of pillar produce a hollow 'clipped version' of the pillar or corner. Normally, that is, in all your other tilesets, as well as in all OEI sets, the clipped pillar/corner gets to have a pitch-black lid so it looks nice and sufficently logical. But in this third of the sewer tileset's pillar-n-corner tiles, the lid is not there!! Which creates the annoying effect of an entirely hollow, see-thru-down-to-floor-cobbles effect. And it will often become a mix, like say the blacklid of the clipped pillar is 2 quarters there, or 3 quarters there, which immediately stresses me eyes, hehe.
I know it is nothing big but I can imagine it is something rather routineish for yoy guys to correct should you find the time.
Cheers!
IL _________________________ From someone who is starting to feel like an Ent among saplings when playing computer-based D&D games...
Posted by flem at 2008-05-20 14:14:38 Voted 7.50 on 05/20/08
Forgot to vote.
Posted by flem at 2008-05-20 14:13:37 Voted 7.50 on 05/20/08
The pathing/walkmesh in this needs refinement. Playing though an area built with this had my character getting stuck on large->small hallway corners, as well as a sort of odd imbalance where the walkmesh on one side didn't reach the wall but on the other side the characters would clip into the wall.
Posted by DM Entropy at 2008-05-15 14:05:18 Voted 9.75 on 05/15/08
Great work...
One thing thou...
I can't seem to draw water down on these tiles??
I wanna give the sewer a more wet look so to speak.
I can do it on build-in tiles.
Posted by Indira Lightfoot at 2008-02-15 09:09:00 Voted 10.00 on 02/15/08
I have used this absolutely great tileset on and off for the last two months. Just forgot to vote, so here you go! :) _________________________ From someone who is starting to feel like an Ent among saplings when playing computer-based D&D games...
Posted by Dr_Sungh at 2008-01-08 08:19:57 Voted 10.00
Just to let you know, I think thre is an error with the walkmesh on the 1 wall, 1 corner tiles. They have a walkmesh as if they were 1 wall 2 corner tiles.
John
Posted by Azurreal at 2007-12-29 06:31:41 Voted 10.00 on 12/29/07
ooh and the vote. this is a must have for builders.
Posted by Azurreal at 2007-12-29 06:30:32 Voted 10.00 on 12/29/07
Hello, I am using these awesome tiles and was wondering how you place the water on the tiles ?
the water painter does not seem to inside (unless i am doing something wrong) and I have 3 water placeables but frankly they look not so good.
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