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NWN2 AREA PREFABS

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Name  Bluewater Village
Author  Ninthletter
Submitted / Updated  11-24-2006 / 12-02-2006
Category  Exterior : Village
Patch  1.02
Description
Nice village. No interiors or npcs. 16 x 16 area. 8 homes, 1 barn, 1 temple, 1 smith, 1 townhall, 4 shops, 1 boathouse, 6 watchtowers, 1 gallows, 1 small graveyard w/ tomb entrance, 1 windmill on a hill, a small lake, 2 main road exits, 3 small trail exits. All buildings have doors. Basic sounds and music. Good jump off point for a module. Save it to your desktop and copy paste into your modules folder. Smaller zip file coming soon. Please give credit if used, thanks and enjoy.

Files

NameTypeSizeDownloads
BluewaterVillageZip.zipBluewaterVillageZip.zip
Submitted: 11-24-2006 / Last Updated: 12-01-2006
zip26.9Mb487
--
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Comments (13):

Posted by Qrizz at 2010-05-11 22:57:18    Voted 8.75 on 05/11/10
nice !
_________________________
Qrizz
Middle Earth Arnor PW
Link

Posted by Ninthletter at 2006-12-02 22:56:48    
Ok, I'm sure someone with a much deeper understanding of the toolset will correct me on this but, from what I can tell the boathouse does not have its own walk mesh. Working on that assumption I have come up with two ways to solve the problem. One I know works, and the other I'm fairly sure will work.

Now, if you'll look at the screenshots above you will see that the last one is in the toolset. I wanted to show the walk mesh I've set up for the boathouse. Notice that the boathouse has been rotated to line up with the edges of the mesh so that the walls of the house are right at the edge.

What I've done is lower the terrain to a height of 1. (Don't mess with the water level or you'll have to redo the entire shoreline) I did this using the the flatten tool. Make sure there is a clean break at the edge of the flat area. Now move the boardwalk over the flattened area and lower the boathouse so that the boardwalk is just barely above the land.

This will let you get to both doors while your character sinks about ankle deep into the boardwalk. Not pretty but, effective.

The other idea is to set up two docks on the shore in an L-shape and then move the boathouse into position so that the character is walking on the docks that are snugged up to the boathouse walls. Your character won't sink but, when the doors open they will be embedded in the docks slightly.

Either way it is messy but, should work in a pinch.
_________________________
The toolset has gotten much better.

Posted by Ninthletter at 2006-12-01 16:42:58    
Oh, FYI for anyone who liked this area. I've got a new area that I've submitted. It's called, Cobolt Point. Look for it in the Prefab Areas in the next day or two.
_________________________
The toolset has gotten much better.

Posted by Ninthletter at 2006-12-01 16:35:49    
Sure, Redhawk, I'd love to take a look at what you've done with the place. I've made my profile public so just send it to me. As to the issues, I'll take a look at them and let you know. I'm guessing the graveyard area is a case of too many placeables in one spot but, the boat house is going to be trouble. I had trouble with it from the beginning. I thought I'd solved that problem but, I guess not. Looks like there may be another update coming in a few days.
_________________________
The toolset has gotten much better.

Posted by redhawk2018 at 2006-12-01 11:52:07    Voted 7.25 on 11/30/06
i have just spent a couple of hours reworking this mod to make it more "playable" . Ninthletter if you would like me to send this to you incase you might want to look at updating it with the reworked version. thre are 2 notable issues that i know of that i cant figure out how to fix
1) is the boat house i cant walk out onto it and to the door. all the walk meshes and terain look right and all settings are correct on the boathouse ??

2) is around the moseluem gate there is a small area there that it dont want to let you walk on. i have tried to fix this several ways and cannot i would love for someone else to look at this .

so anyone let me know if you want to see my reworked file it truley is alot more playable after reworking.

Posted by redhawk2018 at 2006-12-01 07:07:14    Voted 7.25 on 11/30/06
im having to do a subsantial amount of rework with the walk meshes and placable/envirment objectl to make this area useable, but i still stand by my previous statment that you have done a good job, and nice work with the screen shots

Posted by Ninthletter at 2006-11-30 21:19:26    
Ok, I've up dated the discription and sent the zip file to Max so it's coming. Again, sorry for the large file.
_________________________
The toolset has gotten much better.

Posted by Ninthletter at 2006-11-30 20:03:03    
Hey Guys, Sorry about the size. I'm new to this uploading biz. It won't happen again. I've gotten Winzip and I'm going to send the zipped file to Max in a few. It's still slightly over 25MB so it has to go Link I'll send him a screenshot as well but, it will be hard to capture.
_________________________
The toolset has gotten much better.

Posted by Rik81 at 2006-11-30 12:04:58    Voted 7.00 on 11/30/06
Nice job. BTW--it only took me about 60 seconds to download!

Posted by redhawk2018 at 2006-11-30 10:37:28    Voted 7.25 on 11/30/06
i had to down load this to see if it was any good or not, i couldent just wonder, i have to say i was pleasently suprized with this prefab.

-redhawk

Posted by shadow of dreams at 2006-11-30 08:21:40    
i realy think you have to make it a rar or zip file because thet will make it downloadebel but I will download to see it because a map of that size will be good =]

Posted by TheStoryteller01 at 2006-11-29 22:56:19    
Sorry, but I am not downloading 71(!) mbs....not even if I had a screenshot....
_________________________
In case you find my grammar/spelling weird sometimes -----> native german speaker ;-)

Posted by Loignar at 2006-11-29 19:35:43    
You might concider adding some screen shots and a little more indepth description, like what area size, etc.
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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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