Baron's Adobe pack is a small pack of placeables for desert settings, drawing influence from Morroccan architecture it includes 10 or so buildings and another 10 or so wall placeables for desert villages. Its at present a smallish pack that I am likely to expand in future but I see no reason not to release it now.
Contents:
The RAR files should contain the following files:
rws_adobe.hak:
place this file in your "C:\Documents and Settings\YOUR_LOGIN_NAME\My Documents\Neverwinter Nights 2\hak" folder it contains all the textures and models required for the set.
rws_adobe_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
Placeables.2da
An override of the OEI placeables.2da file. Note: You should not need this file in your override to build with this set. The toolset now recognises this file from within the hak. The file is provided loose for the convenience of those who need to edit their 2da files.
adobe.erf
This is an importable file that has already got the placeables in blueprints for your use.
Adobe.mod:
This is a small walk through module showcasing the features of the Barons Adobe set. It contains no encounters. I suggest you open it up in your toolset and take a look.
Installation instructions:
Note to builders:
The 2da files listed separately above should NO LONGER 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 or build any mod that uses this tileset provided the player has the 2 hak files located properly.
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
OK, save your module and you're done."
CREDITS:
Geometry & Textures: Eric (Baron) Rosendahl
Sources for some textures modified for use in this set:
Link
Permitted use:
This product is free for non-commercial usage in neverwinternights 2 only. original content remains the property of Robinson Workshop. Original textures from credited sources (even if modified for use in this set) remain the property of those sources.
For the wedding party, the most important things is the choice of wedding dresses and bridesmaid dresses. Because, at that moment, everyone's eyes will stare at the beautiful women, the first is bride and the next are her bridesmaids... _________________________ miss chen
Posted by bsb5652 at 2012-03-25 08:44:45 Voted 10.00 on 03/25/12
Looks awesome! Great work! _________________________ Brian S. Bloom
Realms of Trinity for NWN2 PW Creator Link
Neverwinter Nights Podcast Executive Producer Link
Posted by 0100010 at 2012-01-16 07:59:14 Voted 10.00 on 01/16/12
Hall of fame time
Posted by bei9188 at 2011-10-31 10:49:54 Voted 8.50 on 10/31/11
Posted by Developer Silver at 2011-07-04 07:45:42 Voted 9.00 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 Dragonsbane777 at 2011-03-29 16:09:48 Voted 10.00 on 03/29/11
Awesome stuff! _________________________ Talernon3 - Age of Dragons Link
Talernon Team Submissions: Link
3C Music Compilation: Link
Posted by Pain at 2010-11-09 16:52:30 Voted 10.00 on 11/09/10
Very Cool
Posted by Kanbyen at 2010-11-09 16:52:28 Voted 10.00 on 11/09/10
Just added this to our Haks to be used on a desert island area. Amazing work! _________________________ Eye of the World PW
Posted by Shargast at 2010-11-03 08:26:29 Voted 9.50 on 11/03/10
Hard work went into this. Cheers
Shargast _________________________ Realms of Shargast V1-V5ab, LOTR V15, The Undeath Clave & Faithful of Aerth
Posted by Icerapter at 2010-09-14 15:57:59 Voted 10.00 on 09/14/10
This is way perfect.
Posted by NKT88 at 2010-06-18 22:52:47 Voted 9.50 on 06/18/10
I'm waiting for special made interior for this
Posted by Elrawkum at 2010-05-19 22:17:46 Voted 10.00 on 05/19/10
Gorgeous.
Posted by Qrizz at 2010-05-10 23:56:00 Voted 8.75 on 05/10/10
Excellent ! _________________________ Qrizz
Middle Earth Arnor PW Link
Posted by Clyordes at 2010-05-06 09:08:08 Voted 9.75 on 05/06/10
Aw, fantastic - there's a chance I may have a crack at reproducing Oasis of the White Palm yet!
That's just as soon as I get my current project finished, like! _________________________ "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 Valmont at 2010-05-03 12:58:34 Voted 10.00 on 05/03/10
Thanks man! Yes those pictures help a lot, very considerate of you! thanks
Posted by The Cow King at 2010-04-28 08:25:22 Voted 10.00 on 04/27/10
Friar, you need to add the 2da lines from this Adobe pack to the Mezzo placeables 2da, or vice versa. A module can't have 2x placeables 2da's... it will use the placeables 2da from the hak that is at the top of the hak stack. That placeables 2da will need to have both the mezzo/adobe placeables.
Posted by The Cow King at 2010-04-27 03:00:21 Voted 10.00 on 04/27/10
Nwn2 definitely needs more CC buildings. It's also great you added walkable roofs.
I seem to be having a problem using this with the RWS Mezzo and Egyptian hak. Someone else suggested it might be a 2DA conflict.
Basically, when I install the hak to a file already using the mezzo hak then the adobe placeables will not appear. Then when I install the mezzo hak to a module using the adobe hak then it turns out that the mezzo/egyptian placeables do not appear.
Any suggestions?
Posted by ArtemisJ at 2010-04-22 14:56:07 Voted 10.00 on 04/22/10
You have done a very good thing here for the entire community. Words can not express how excited I am about this stuff. _________________________ For Your Area Creation Needs: Fairy Jar Toril Globe Extensive Placeble List
Posted by DM Nessuno at 2010-04-22 01:21:15 Voted 10.00 on 04/22/10
Those three were essentially easter eggs. they didnt fit in with teh theme of the pack but I wanted to release them :)
Posted by MikeLM9215 at 2010-04-19 13:42:43 Voted 9.50 on 04/19/10
What we were missing to make desert towns and villages. Now if we had a mosque, a palace and a minaret, we could do Calimshan and al-Qadim. BTW, the erf didn't include the tower inn or inns 03 and 04. Hope they weren't put in the hakpack accidentally, I used the tower inn in my module with 9 of the 10 adobe buildings and the adobe well. _________________________ The road to Ravenloft is paved with good intentions.
Posted by davisgames at 2010-04-17 21:01:29 Voted 10.00 on 04/17/10
Awesome stuff you have created here. I love it.
Posted by Psionic-Entity at 2010-04-17 19:02:37 Voted 10.00 on 04/17/10
Amazing work, definitely a must-have for any desert city.
Beautiful desert buildings! I would like to vote 10 for you, but I found some errors. When you probably chamfered some edges, many of them, you used complicated models , not basic ones, and the edges of the buildings are now in and outside the model and it causes also the problem with missing polygons at some parts. It would be also nicer to try smooth the edges of the buldings. I suppose, according to the edges, that you've intended to do so, but you could export the model with "Smooth group" set to 100, to have round corners at the buildings? And then imported it again? Because the import scripts always set all smooth groups back to 45 and you have to set the smooth groups back to 100 manually always, when you're using the export/import NWN scrips. I did not voted yet, but I'll surely do. I could send you some screenshots, if you like me to do to show the errors, just use my email in that case. No criticism I just spotted that you do not use the smooth groups on polygons on your tilesets and here.
Posted by nicethugbert at 2010-04-17 09:51:51 Voted 10.00 on 04/17/10
NEAT!
But, why do the joists stick out past the exterior walls, and so far too? Don't they know that they're just inviting theives to stroll in? _________________________ NTB's Hills and Valleys Vol. 00
Posted by loki12345 at 2010-04-17 03:08:53 Voted 10.00 on 04/17/10
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