This is a series of 3D models designed for building massive and complex structures in the computer game titled Neverwinter Nights 2. The package contains building parts ranging from floorboards, staircases, walls, doorways, windows to rooftops. The dimensions of each individual building part are all in integers. You can assemble them easily. You can build a wide range of structures with BCKII such as castles, towers, ramparts, houses, and bridges. It is previously very difficult to build explorative structures of such scale with the Neverwinter Nights 2 toolset. It is because most official buildings are designed as standalone objects that cannot be entered or climbed.
Building Construction Kit II (BCKII) is similar to Building Construction Kit (BCK) but better. The models are better textured, more detailed and more architecturally accurate. Larger parts are also available to shorten build time. I no longer try to fit several architectural styles into a single package like I did with BCK.
I generalized what can be generalized in a generic package. The rest will come as separate packages such as Gothic and Classical. You can construct even more impressive and complex buildings of epic scale with BCKII. Let it be the seven circles of Minas Tirith or something more. Enjoy!
BCKII Generic It contains generic walls, floors and staircases that can be used with other architectural styles.
1.0 (26/2/2008) - First Release
BCKII Gothic It contains flying buttress, stained glass, rose windows, spikes, pointed arches, vaults, etc. for Gothic buildings.
1.0 (26/2/2008) - First Release
1.1 (8/3/2008) - Added new handrails + narrow windows (arrow slits), Fixed roof L01
1.2 (16/3/2008) - Added circular doorways, Fixed handrail slope
BCKII Classical It contains different Greco-Roman columns, arches, roofs, domes, handrails, windows, etc. for Classical and Renaissance buildings.
1.0 (8/3/2008) - First Release
1.1 (16/3/2008) - Added domes, circular doorways, and vaults, Fixed handrail slope
Demo Module Minas Tirith seems to be the perfect choice to demo the circular walls and Gothic Buildings at the same time.
Demo Module 2 Watch fights or participate as a Gladiator in the Coliseum.
More Demos I am running low on space, here's the links to my extra demos. These demos are usually more detailed since I have more time.
Ruin Helm's Deep
TGA Texture I am not going to upload any TGA texture (It takes a lot of time). Download DXTBMP if you need TGA. This program can convert DDS to TGA and vice Versa.
Patches Patches (1.0 to 1.2, etc.) are available here
2DA 2DA is separated from Haks and override packages. You can edit it if you plan to use other people�s placeables as well.
BCKII Generic uses slot 9001 - 9600
BCKII Gothic uses slot 9601 - 9850
BCKII Classical uses slot 9851 - 10100
How do I install this? _________________________ ::RAWR::
Posted by DarkFuine at on01/06/09
Really impressive. I like the design o.o The first screenshot looks like Minas Thirith of "Lord of the Rings" o.o _________________________ Wispering inside the dark... One dream along my road... And only the heavens know, What brings me there... Then all I can see is my own darkness...
Posted by pip25 at 2009-01-0206:08:54
Obsidian needs to get a usable 2DA editor... :/ Line number 2534 is duplicated in the SoZ placables.2da file, so all items after it are shifted by one. After fixing that the 2da works fine.
Posted by AngelOfDarkness at on12/28/08
I checked the 2da files a bit... it seems to move the whole thing a LOT for SoZ... so there is a lot of work to be done repairing already placed objects, although it won't be that hard (but it will be time consuming) to make new blueprints
Posted by olafquimbyII at on12/29/08
Genuinely Groundbreaking stuff, I see nothing else as good as this on the vault as yet, wonderful work! - is this getting some SOZ love or should we go ahead and try and update it ourselves ?
Posted by AngelOfDarkness at on12/28/08
Awesome work... this finally made making normal buildings possible... Any hopes for a SoZ 2DA compatibility update?
Posted by Dr_Sungh at 2008-12-1610:28:13
Just to let you know, I am getting the same problem as below. When cutting and pasting to make a new 2da, many of the 2da references are shifted one value up, so you have to reassign appearances to the next one in the blueprint if using the demo modules or the erf. Did one line get corrupted? But the gothic windows 2da references seem right off - so they instead appear as top sections. Thanks for a great hak btw. John John
Posted by SombreNoir at 15:37:00 Voted10.00
I was wondering if this will be updated to works with SoZ, cus I cannot use SoZ placeable with this hak.
Posted by Sebastien_Raymond at on12/12/08
I usually work whit Excel? work whit the Toolset for the moment. Some lines seam sensible? that was the problem...
Posted by Sebastien_Raymond at on12/12/08
When I update the ?placeables.2DA? to be able to use all of the NwN2+MotB+SoZ placeables (line 0 to 2837) and when I simply cut paste lines 2838 to 5297 (the ones used for the Building Construction Kit (BCK), all buildings I have all ready done like the Iron Throne, are all mess-up. But if I use the old ?placeables.2da? everything is ok, however I can?t see or use SoZ placeable since the Toolset read the old ?placeables.2DA ? already in the hak. Do you have any idea what could be wrong? And no, all lines are ok.
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