"I said miners not minors"
Hi everybody and Happy Thanksgiving, I'm releasing my first attempt at interior building to complement the Iron Hills prefab. This is my take on the dwarven mines of the Iron Hills. I have built out four areas which begin with East mine lvls 1 - 3 and a connector tunnel leading from the west mine to the east mine lvl 3. I will continue to update this entry with a few more lvls which will include the western portion of the mines. You will need to download and install Skull Port hak before opening mod in toolset. Link to hak Link
I will be working on expanding the iron hills prefab, should have update in a few weeks.
**Update** Added Mod Version of Mines.
Added East Mine LvL 4/The Pit and
removed erf version of areas.
12/7 Added west Mine LvL 1, Cavern Passage and West Cavern for Iron Hills Mine.
1/02/08 Cleaned up walkmesh in areas, added ambient sounds. Added dwarven bath house and cavern of tranquility with crypt entrances ( dedicated to miners who have fallen during the building of the mines). Completed West Mine LvL 2. Some Minor design changes have been made due to walkmesh issues with tile sets. Have compiled all areas including ironhills in single mod. Also cleaned up load screens and area transitions. Also just a note South crypt is designed to be puzzle/maze area I'm sure a good scripter can make triggers to transport players to random spots in the area.
Credits:
My Thanks to dmguild for the excellent selections and compiling the hak and the many authors which have given the community great content as dmguild has listed.
I hope you will enjoy the mines and May the dwarf be with you.
This contains all areas for the iron hills and mine prefabs. All areas have been linked up and and tested. Have added West Mine LvL 2, Dwarven Baths, Cavern of Tranquility and 2 crypts. Some areas have been changed design wise like west mine lvl 3 due to walkmesh issues, have cleaned up area transitions and load screens which seem to be working now. Will keep single original versions of areas up in case if people want a paticular prefab. New versions of the areas are in the compiled ironhills and mine mod. When I get some time will release single versions of new areas. Enjoy and have fun.
I said miners not minors"
Hi everybody and Happy Thanksgiving, I'm releasing my first attempt at interior building to complement the Iron Hills prefab. This is my take on the dwarven mines of the Iron Hills. I have built out four areas which begin with East mine lvls 1 - 3 and a connector tunnel leading from the west mine to the east mine lvl 3. I will continue to update this entry with a few more lvls which will include the western portion of the mines. I have removed erf versions of areas and will keep with mod version files for download. You will need to download and install Skull Port hak before opening the mod in toolset. Link to hak http://nwvault.ign.com/View.php?view=NWN2HakpaksCombined.Detail&id=11
Credits:
My Thanks to dmguild for the excellent selections and compiling the hak and the many authors which have giving the community great content as dmguild has listed.
I hope you will enjoy the mines and may the dwarf be with you.
Screen Shots of Iron Hills Mine entrance along with first two levels. First image is the entrance to western mine. second image is the eastern entrance. The remaining images are screen shots of lvls 1 - 2 of eastern mine.
Screen Shots of Iron Hills Mine entrance along with first two levels. First image is the entrance to western mine. second image is the eastern entrance. The remaining images are screen shots of lvls 1 - 4 of eastern mine. Last three screenies are LvL4 and The Pit.
The skullport hak you used is no longer available and because all the numbers in the 2da had to be moved in the newer version of that hak, the crystal caverns are not usable at this time.
I am using the mines, and have fixed all the bridges and a few other things but the crystal cavern/passage tile set I cant seem to figure out which set was used.
The new version of RWS haks have their numbers moved out quite a bit and should no longer need to be moved so its probably safe to change to using the rws haks at this point. It appears to mostly be tile issues and the bridges need a quick update. The placables are all still in the correct locations in caverns, so if we could get the tiles updated it would be usable again. If you want a hak that uses the RWS defaults set already I can give you preaccess to EoW haks. They use all the new RWS Defaults and it would take several expansions before they would have to be moved. Which means if you us the defaults others as things move forward will be able to just insert the areas into any hak that also uses these new defaults. Could you tell me which tile set was used to create the crystal caverns?
The ones I can use are very nice and are finding a home in the EoW pw. thanks for sharing! _________________________ Eye of the World PW
HeHe, I have not posted LvL 2 for West Mine yet still working on it but should have mod with all lvls and west mine lvl 2 finished by end of week I hope.
Posted by dmguild at 2007-12-11 20:06:29 Voted 10.00 on 11/26/07
Thanks! I think my issue is that I cannot find the west mines lvl 2. But it would be nicer if the whole set of areas were posted as one dload also. _________________________ Keeps calling me it's master, but I feel like it's slave. Haulin me faster and faster to an early early grave. Skullport and the Undermountain PW
NWvault Submissions:|Skullhak_2|---|Skullport PW|---|Waterdeep PW|---|Portrait Pack|
Sure I can do that, I did all areas in single mod but should not be a problem .
Posted by dmguild at 2007-12-10 16:53:21 Voted 10.00 on 11/26/07
Can you post a single module with all the mines in it already connected? I can't seem to get some of the levels to line up. My email is [email protected]
Thanks for the Help SGK73 I really appriciate it. I will get mod versions of area posted today. One Thing that everybody can do is go into editor, create new mod and add the hak to it save and close out of it then reopen new mod, then you can begin importing erfs that would take of problem. I did run a little test, imported erfs, associated hak to mod save and closed out of editor then reopened editor and mod all areas are fine. Again I understand strange things can happen so I will have something up soon.
Just an update. I noticed by looking at your screenshots here that it is mostly (though not exclusively) the dirt mounds (or whatever, can't be sure as the screenshots are kind of small), also the walls surrounding the pools, that are not rendering for me.
Also, where can I get the areas for the 2 exterior enterances that are the first two screen shots here? They did not come with the file downloads above (unless my head is totally screwed - quite possible)? :)
Thanks for the help but it didn't work. I have the hak added in the module (properties), saved and reopened mod. Even tried readding it to no avail. All the hak stuff is working if I paint it down new (tilesets, placeables, etc.), the ones on those area levels just are not rendering, nor are they being listed in the areas contents (so I don't get the impression they are there and just not rendering).
I fully admit that this is the first time I have tried to use a hak in NWN2 so most likely it is just me screwing something up. But the fact the hak itself seems to work if I paint new leads me to think otherwise.
@Knightmare, I think I know what's wrong, have done the same thing when importing .erf, the .hak reference is not saved in the .erf it seems as that is saved in the actual module even if the area referenecs resources in the hak. So check module properties and add the hak references, probably need to save the module and reopen it for the module to update.
@aadatepe, nice looking miningtunnels, have only looked at 'em in the editor so far without the haks but nice layout.
Hello and happy T-Day to you as well. I have a problem with thiese areas (that I'm sure is probably my own fault). On area levels 2 and 3 I see where you have walkmesh cutters around what (I expect to be) bunches of placeables. The thing is, the placeables don't show up so they are just "empty" walkmesh cutter trigger sections. They are all over the place. I did download the required HAK and I'm fairly sure - but not positive - that I have all the hak material in the correct places. I can choose and place any of the new hak placeables fine if I wanted to so that seems to be working right. Looking at the "Area Contents" of these two levels the listing of placeables/EOs is quite short - or at least a lot shorter than I imagined given the number of empty WM cutters.
I'd really like to get this to work as I have specific need for an old dwarven mining system and this would do just great. Just hoping that I did something wrong here to have it not look right. Any ideas?
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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