The package contains 218 building parts ranging from floorboards, staircases, walls, columns, beams, doorways, windows to rooftops. The aim of the Building Construction Kit is to provide an easy and flexible way to create large and complex structures in Neverwinter Nights 2. The dimensions of each individual part are all in integers and most of them have the same origin so that you can assemble them easily.
This package enables you to overcome limitations of the Neverwinter Nights 2 toolset. For eaxmple it allows you to create walkable platforms which can be used as ramparts, bridges and terraces. This is previously impossible.
It also enables you to create gigantic structure without scaling. Unlike scaling, you can assemble a structure of any size without worrying about overstretching the texture or scale the object out of proportion. You can scale specific parts of the building to get the proportion you like. For example if you want a steeper roof, you can scale the roof. You can build a wide range of structures with these parts such as castles, towers, ramparts, houses, bridges, churches, and labyrinths.
Version history
1.0 First Release
1.1 Added Round Parts and Ramp. Adjusted Tint so that the cracks will appear less black and more natural.
1.15 Added C4 Meshes (Walkmeshes) to round parts, they should produce a more accurate bake results than the C2 meshes currently in place.
1.2 Thank Tupoun for fixing the miscalculated tangents (Normal Map) occurred during import/export.
2.0 Soften the edge of round columns and round parts. They look smoother now.
Adjusted the geometry of round windows. They can blend in with straight parts now.
Adjusted UV (texture) to make some parts look better (make more sense).
Adjusted UV (texture) to make Camb and Tupoun's retexture more seamless.
Changed texture arrangement for Greek Style column. It no longer mirrors the texture in the bottom vertically to use as texture on the top.
Adopted some official and Tupoun 's textures. The texture should look less uniform and more realistic.
Adjusted borders to eliminate gaps between textures.
Improved the Tint Map. Parts will be more responsive to tint (closer to the colour inputted).
Added some damaged parts.
Added nightglow windows.
Adjusted some names in Blueprints and Models (more appropiate).
Shifted 2DA entries to 5000 and padded the gap with actual lines. This should improve compatibility with other custom placeables.
Included two transitional 2DAs to support module built with previously released 2DAs.
Improved documentation
2.1 Added more damaged parts
Added round doorways
Improved documentation
Alternate texture Here're some nice alternate textures to use if you think my texture is too "Clean". My textures are white so that you can tint it yourself.
Tupoun's retexture Camb's retexture
Full documenation You can view the full documentation from this link.
A comprehensive FAQ can be found here
Copyright issues and credits You may reproduce or derive from my work as long as you give proper credits to me and to the people who had contributed to it and do not charge people for it. If you have derived something from my work and want me to post it, send it to [email protected]. However please make sure it at least matches my quality.
More Building Demo including a tower, a Greek Classical building, an Aquaduct, a cloister and a dock
(Please use placeables_1.0_compatible.2da from the override package, don't forget to rename it placeables.2da)
A castle with a keep, a stable, a training area, rampart and a bridge
(Please use placeables_1.0_compatible.2da from the override package, don't forget to rename it placeables.2da)
Hi Melirinda, This is what I did to use the BCK content in the toolset. 1. Just unzip the contents of the following into some working directory: BCK2.1_Hak.rar BCK2.1_Override.rar BCK2.1_Tga.rar 2. Place the BCK2.1_Hak\BCK2.0.hak into your ..\My Documents\Neverwinter Nights 2\hak directory. 3. Go into the ..\BCK2.1\Model\ArchitectureStyle01 directory. The should see a whole list of subdirectories here: Archs\ Beams\ Columns\ Doors\ Floors\ Foundations\ Rails\ Roofs\ Stairs\ Walls\ WindowFrames\ Windows\ Copy all of the *.mdb files from each subdirectory into your ..\My Documents\Neverwinter Nights 2\override directory. 4. Copy the *.tga files from ..\BCK2.0Tga into your ..\My Documents\Neverwinter Nights 2\override directory. 5. Open your module in the toolset. Under the module properties, add the BCK2.0.hak file to the associated haks. 6. Import the ERF file from ..\BCK2.1\ERF\BCK2.1.erf 7. Look under Placeables->UserCreated for most of the constructs. The Doors are under Doors->UserCreated. I think that covers it. There may be an easier way, but this is how I got it done. FYI - you don't need all the stuff in the override for this to work in game, you only need the hak. What I do is keep a renamed override directory just for this kit handy, and when I want to work on it I change it back to just "override".
Posted by SGK73 at on12/21/07
One of the few Masterpieces on the vault. Perfect!
Posted by Melirinda at 2007-12-2009:38:44
Hi, this is a highly recommended mod, and it looks like it has loads of useful things. What I would like to know is in more details how do I install the entire thing. My understanding is that: BCK2.1_Hak.rar - unrar and install as a hak BCK2.1_Tga.rar - unrar and install where? BCK2.1_Utp.rar - unrar and place into the MyDocuments Override? Or the Main Game Override? BCK2.1_Override.rar - same as above. I will be very greatful if you clarify the installation procedure for each file a bit :) Thank you and looking forward to using the kit! _________________________ Joinable NPCs in IWD2. I'm *not* kidding!
Posted by JasonNH at on12/28/07
Outstanding work. It's almost like getting another toolset in itself. If you could package it up in such a way that I wouldn't have to use the override directory to use it in the toolset, I'd give it a 10.
Posted by Maj_Angel at 2007-12-1710:00:17
Ok, will give it 'nother go..hpe this works. Had pieced together a freakin' awesome cathedral...that sadly was got deleted after failed first attempt. THX.
Posted by nyt333 at 2007-12-1700:01:58
If the pieces are not place together perferectly (i.e. gaps), the walkmesh will get whacked. If the geometry is too complex, the walkmesh will also get whacked as well. Bake the area before you exit the area/ toolset, because the facing will not be saved 100% precise. Reset facing is only needed when you reload and rebake an area. _________________________ Elen Sila Lumenn Omemtielvo Homepage | BCK | Oriental BCK | Aribeth's armor | Elemental Weapons | Battle Standard | Battle System | Building Construction Kit II
Posted by Maj_Angel at 2007-12-1612:33:24
Hey great job!....A lil help here tho. I have tried to reset the heading of each piece, among doing other things but I still get a whacked out baked mesh?..help!
Posted by NWCdunnite at on12/11/07
Oh yeah, a parapet or actual balcony section that overhangs would be something to see, as well as battlements including the turrets that are wider than the tower upon which they sit. Like a rook in a chess set. Once again, GREEAAAT JOB, Man! dunniteowl _________________________ Be Excellent to Each Other!
Posted by NWCdunnite at on12/11/07
Posting a 9.5 out of 10. This is really cool stuff, though I have problems with some of the tinting options and with lining things up. Probably just me. I was wondering if you had considered making a few different types of stairs, like the wall hugging stairs for going up to battlements? Or rounded and spiralling stairs for inside turrets? Lastly, I was wondering if you were considering updating more parts? I'd like to see sections of walls with arrow slits, a few different 'floor' textures to use on the top of buildings and sections of floor with openings for ascending and descending stairs? A few other things come to mind, though I really would like to say that I just love the BCK and spend literally hours of my time sandboxing with it. Being as how you made this and the screenshots must be your efforts (as your siggy's in them) do you know how to save these buildings after the fact as placeables so I can use them over and over? Also, what about making groups? Do you know how to set those up so that they remain from save to save? Currently, if you make a group, then copy the group, the copy is ungrouped. This slows things down considerably. Any answers to these questions would be most happily received on your documentation site as opposed to here. Fanatastic JOB, man, you are indeed, a hero of the realms. dunniteowl Admin/Moderator, The NeverWinter Citadel Project; Moderator/Community Representative, NWN2 Forums; Member, Academy for Modding Excellence _________________________ Be Excellent to Each Other!
Posted by Gothryd at on12/05/07
I voted 10.0 but is it possible to get one of the bridges to go over a dry river bed terrain? A stone bridge and a ruined bridge? Also how about a covered bridge?
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