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NWN2 AREA PREFABS

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Name  ddaedelus Sample Areas
Author  ddaedelus
Submitted / Updated  07-25-2007 / 07-25-2007
Category  Exterior : Castles
Patch  1.07
Description
This module is a small collection of 3 areas I've built in the toolset.

There are no encounters and no plot. They are area samples only.

The external areas were originally built for the second part of my campaign
project, "The Craftsmen of Knell: Fetching Hollow." The two areas are almost
identical with the notable exception of the walkmesh.

The interior area is just a small transitional space between the two
external areas.

If you wish to use these areas (or the .dds) in your projects, feel free. But
please credit me and also understand that there is some small chance that I
might actually finish my campaign in the next five years or so and use the
external areas myself.


Installation:

"ddaedelus Sample Areas.mod"
Put this is your \My Documents\Neverwinter Nights 2\Modules folder.

"PLC_BR_RIVERKEEP01.dds"
This is an optional file. It changes the color of the Riverkeep placeable
from slate blue to light brown so that it matches the rest of the
placeables used. If you choose to use it, put it in your
\My Documents\Neverwinter Nights 2\Override folder.

README.txt
This file. Put it in your recycling bin. :)


Thanks for taking a look.

ddaedelus (aka Don Allmon)
07/25/2007

Files

NameTypeSizeDownloads
ddaedelus_Sample_Areas.rarddaedelus_Sample_Areas.rar
Submitted: 07-25-2007 / Last Updated: 07-25-2007
rar12.5Mb349
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Comments (9):

Posted by Qrizz at 2010-05-11 05:55:00    Voted 9.25 on 05/11/10
Nice !
_________________________
Qrizz
Middle Earth Arnor PW
Link

Posted by Cladius at 2007-10-13 05:11:14    Voted 9.50 on 10/13/07
Im rating this highly based primarily on the external area. Its overall quality is really something to look at but for me its your imaginative combination of placeables to create something that wins it for me. A few light etc tweaks sure, but overall the area layout and placeable use is something special and great proof of what can be done above and beyond the obvious with a bit of grey matter !

Im looking to use this (with some adaptions) in a PW, if that eventuates I intend to credit you as well as NPC your tag as likely a merchant. (unless of course you object)

Posted by jaz at 2007-08-06 01:06:24    
Yeah. I know about the z-axis thing. I looked at that bridge as it was the only tricky part. But I don't think it was walkable in either area.

Maybe I need to look again though. :D

In any case, you did a really fabulous job.

Posted by Myridian at 2007-08-01 01:46:05    Voted 9.00 on 08/01/07
Excellent atmosphere

Posted by Don_Allmon at 2007-07-31 09:44:50    
Thanks for the comments.

jaz:

The bridge connecting the two rampart sections overlays the narrow connection between the two courtyards. You can't have overlapping walkmeshes in NWN2, so to pull off the illusion of overlapping walkmeshes I created two mostly identical areas. One with the bridge walkable {ramparts}, the other with the underpass walkable {grounds}.

It's really inefficient: a small trick for a high filesize cost. If you were concerned about the file size of the module (as you might be for a PW), the bridge probably isn't worth it.

I left the ramparts part of the {grounds} area walkable because I intended on putting guards/archers up there. I probably should have left the reverse true as well: made the courtyard walkable in the {ramparts} area, but I didn't need that for my purposes.

If you didn't want the overpass bridge to be walkable (or were going to delete it completely), you certainly could just use the {grounds} area since, as you say, everything else you need is there.

NorD_fr:

Agreed, the interior is too dark. Honestly I spent very little time on that area. It was only added as an afterthought to demonstrate how the doors would actually work in a real module.

Posted by jaz at 2007-07-31 02:39:53    
Excellent work.

One thing confuses me though... You have two areas, one called "ramparts" and one called "ground". In the "ground" area, both the ramparts and the ground are walkable. In the "Ramparts" area, only the ramparts are walkable.

So why is there a separate "ramparts" area? It seems everything is already in the "grounds" area.

Posted by NorD_fr at 2007-07-26 09:06:40    Voted 9.00 on 07/26/07
I like it!

Wicked construction of placeables.
Very nice bridge.. (to bad we cant have 2 level on the same map...)
The heighmap and texture work is outstanding.
The interior could use some better lightning...

_________________________
Québec!

Posted by lordofmidgard at 2007-07-26 08:55:00    Voted 8.50 on 07/26/07
(Sry for posting again, I forgot to rate :$)
_________________________

> Reinos de Vargold (Link)
(Módulo argentino de NwN2!)

Posted by lordofmidgard at 2007-07-26 08:53:51    Voted 8.50 on 07/26/07
Very good use of the toolset.. I'll rate your screens, and later when I try it in-game I'll rate it again.. but let me tell you, you did a GREAT job ;)
_________________________

> Reinos de Vargold (Link)
(Módulo argentino de NwN2!)

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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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