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NWN2 ORIGINAL HAKPAKS

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Name  ROBOTS
Author  Yaddaman
Submitted / Updated  12-29-2007 / 07-07-2009
Category  Creatures
Patch  1.12
NWN2Game  All
Description
They are finally here! The robots from outer space have landed. These guys replace those boring old skeletons and are sure to give your game some variety :)

There is one body model and three different heads to choose from.
The models are half-tintable, the body through the "armor1" channel and the head through the "eyes" channel.

This is just something to play around with while you are waiting for my STAR*DRIVE mod ;)

Unzip and put all files in your override folder, have fun.

Files

NameTypeSizeDownloads
robots.7zrobots.7z
Submitted: 12-29-2007 / Last Updated: 01-07-2008
7z923.69Kb557
Thanks to the help of Thunderblade 33, here are the files again along with a 2DA file! Enjoy.
robots.ziprobots.zip
Submitted: 12-29-2007 / Last Updated: 12-29-2007
zip1.6Mb804
--
SCORE OUT OF 10
9.65
28 votes
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Comments (57):

  1  2 Next>

Posted by shilly671 at 2011-09-18 21:05:35    
[±êÇ©:TAGS-C]The secret of success is constancy of purpose.[±êÇ©:TAGS-C2]

Posted by Clyordes at 2010-04-07 14:56:32    Voted 9.00 on 04/07/10
They look grand - looking forward to finding a use for them!
_________________________
"Cor- a Beholder, Just think of the XP!"; Dave the Barbarian in the Demonweb pits, long ago.
'Search for the Temple of the Golden Spire' - An AD&D scenario for beginning characters converted to NWN2, here: Link
'Against the Cult of the Reptile God' - A classic AD&D adventure converted to NWN2: Link
The Lichway - An evening's dungeon delve from White Dwarf:
Link

Posted by PGB01 at 2010-01-12 07:45:00    Voted 9.75 on 01/12/10
Thank you.

Posted by Xaltar at 2009-09-04 09:45:01    Voted 10.00 on 09/04/09
10 because of the rude moron who voted 1. If you don't like it, don't use it.

I think they are awesome. Maybe not fantasy flavor but still usefull if someone wants a more scifi mod.
_________________________
NWN1 Head and body pack
NWN2 Headpack.

7 times they came and 7 times they died who can say what the 8th will bring.

Posted by sirchet at 2009-07-14 18:43:07    
I think they're great!

btw, bad link there Chass. :)
_________________________
Help is good when asked for,
Better when needed.

Gaming Parents Studios

Posted by Garmin at 2009-06-03 03:13:39    Voted 8.50 on 06/03/09
Not very useful for fantasy gamers but nice work.

Posted by daemonia at 2009-05-13 02:33:46    Voted 10.00 on 05/13/09
Let's Rock

Posted by Hey-yadidle at 2009-05-03 16:55:24    Voted 1.00 on 05/03/09
because i really want to keep the skeletons...i dont want to walk into a graveyard and find robots...
_________________________
~my ego shall destroy all~

Posted by Hey-yadidle at 2009-05-03 12:36:45    Voted 1.00 on 05/03/09
So does this replace the skeletons?
_________________________
~my ego shall destroy all~

Posted by nicethugbert at 2008-12-24 12:45:42    Voted 10.00 on 12/24/08
NEAT!
_________________________
NTB's Hills and Valleys Vol. 00

Posted by i90r at 2008-12-19 01:36:19    
no HK-47 :(

Posted by phoenix_133 at 2008-09-16 23:53:48    Voted 9.75 on 09/16/08
great stuff
_________________________
Earthdawn is the pen&paper RPG of choice. Still looking for someone making an Earthdawn-game with Neverwinter Nights! Please get in contact if you have any details on the matter. Thanx!

Posted by Saduj at 2008-09-09 19:22:52    Voted 10.00 on 09/09/08
Very nice, are these from a Sims2 expansion pack?
_________________________
Carcerian/Saduj's Submissions: (169 Portrait/Soundset Unlocker) (12 NWN Fonts) (30 NWN Fonts) (Auto-Emotes) (Custom Dragon Disciples) (Dynamic Wildshape) (Keyring) (NPC Schedules) (Sacred Shields) (Spawning Undead) (Shayans Subrace Engine for 169)

Posted by _Argyl_ at 2008-08-12 14:49:06    Voted 9.25 on 08/12/08
Just one word : GREAT !!
_________________________
Drawbridges|Bastard Sword|Dwarf Horned Helmet|Flamberge|Placeables with walkmeshes addition

Posted by Yaddaman at 2008-01-16 23:35:02    
Indira lightfoot:
Thank you, good work! I couldnt get it to work myself.
I f you like you can send me the files by e-mail and I will upload them.

Posted by nicethugbert at 2008-01-16 09:31:56    Voted 10.00 on 12/24/08
I approve this submission.
_________________________
NTB's Hills and Valleys Vol. 00

Posted by MokahTGS at 2008-01-16 07:17:44    Voted 9.75
So are we going to see a non-replacing version of these?
_________________________
Mokah - The Grumpy Strumpet
|| Dear Strumpet Letters || Jabberwocky Development Blog || Vertex I - The State of the Union ||

Posted by Indira Lightfoot at 2008-01-13 15:11:45    Voted 9.75 on 01/13/08
Thanks for the reply Yaddaman!
Now at least I finally have managed to get the skellie-replacing robots to appear and they look very fabulous indeed!

However, when I download your 7z file, all of the sudden the model files are no more than 5, and every time I pick Robot under appearances i get a toolset error! So please, can someone seasoned in the model importing business explain how to make Yaddaman's great robots working stand-alone options when making a new blueprint within the toolset!

Thanks in advance!
_________________________
From someone who is starting to feel like an Ent among saplings when playing computer-based D&D games...

Posted by Angrygnome at 2008-01-13 07:43:58    Voted 10.00 on 01/13/08
Awesome. I wish there was some more sci fi stuff.

Posted by Yaddaman at 2008-01-11 04:33:18    
OK. The robots (original files) override skeletons in the toolset. Thus they are located under undead in the creatures entry or you can choose "skeleton" in the appearance menu to make them appear (just put the files in the override folder). The problem is to make them "nonreplacing" (separate creatures). For that you need model files with a unique name as well as a line in the 2DA file "appearances". I have not been able to make it work myself but I am sure the replacing version is working!

Posted by Indira Lightfoot at 2008-01-11 03:46:51    Voted 9.75 on 01/13/08
Sigh, something is still not working right (my brain?). I added your line to the appropriate 2da in my override. I also threw out your old skeleton-mdb files and replaced them with the downloaded robot-mbd files. These I placed in the override of Program files/Atari/NWN2 folders (I tried the override of My docs/NWN2 folders too, didnt work either).

Sad enough, no robots appear anyhows! What blueprint classification will they sort under? Undead? Constructs?
Is there really no other file to this bunch that is missing? Because I am a true newbie, may you please tell me in an overly slow manner, how exactly do I make those robots appear in my module/toolset, and where do I look in order to find them?
_________________________
From someone who is starting to feel like an Ent among saplings when playing computer-based D&D games...

Posted by Indira Lightfoot at 2008-01-10 11:33:15    Voted 9.75 on 01/13/08
Great news! This means I finally get the chance, if I just manage to add the 2da line right, to try these beauties out!
_________________________
From someone who is starting to feel like an Ent among saplings when playing computer-based D&D games...

Posted by Yaddaman at 2008-01-09 23:43:37    
OK I have renamed the models (and all objects within the files) c_Rob.....
They are now a saparate kind of creature and if you add the 2Da line (C_Rob_...) it should work. I am not too familiar with 2Da so if I upload the model files maybe you could do it....

Posted by ladydesire at 2008-01-09 11:36:17    Voted 10.00 on 01/02/08
@DeNevers: I believe Creature models are like the PC Character models and can be altered using MDB Cloner; I'd have to try it to be sure.

Posted by Escrimator at 2008-01-09 07:08:51    Voted 9.00 on 01/09/08
Oh,and here is my vote! Keep up the great work.

Posted by DeNevers at 2008-01-07 10:47:41    Voted 9.50
Ok the appearance.2DA entry is fine, only I messed something while hacking the models. The models included in my file will make a toolset error when selected.

Posted by Indira Lightfoot at 2008-01-04 06:49:45    Voted 9.75 on 01/13/08
Ok, noob here! I have v 1.11153 + MotB, I unzip into overide file, open toolset and they are not available. What are the robots classified as and I am missing some "allow this hak into module" action?
_________________________
From someone who is starting to feel like an Ent among saplings when playing computer-based D&D games...

Posted by Escrimator at 2008-01-03 07:35:53    Voted 9.00 on 01/09/08
the work on this is pretty sweet,even if a bit un-thematic,but nevertheless,that doesnt detract from the quality of execution or the original thinking. I am looking forward to seeing a lot more out of you...

Posted by Jezira at 2008-01-03 05:09:11    Voted 10.00 on 01/03/08
Way to go Yaddaman! Please Join FutureNights to have a specific place for your projects ;)


_________________________
800 sci-fi placeables! *Patch 02* | Modern Secret Base | SW Heads | SW Weapons! | Whitefall Exotic flowers * Updated 1.1! * | Whitefall Heads | Modern Inventory Icons | Mass Effect gun - NEW versions! | Bloody notes! | Horse statue

Posted by ladydesire at 2008-01-02 15:40:08    Voted 10.00 on 01/02/08
Doggoneit... The Vault scoring system doesn't go high enough... This deserves at least an 11. :D

@Dragonsbane777: That's what I'm hoping for, since I'm working on the variant rules for that sort of setting in addition to my other project.

  1  2 Next>

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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

 
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