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NWN2 AREA PREFABS

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Name  Sammoths Keep
Author  Sammoth666
Submitted / Updated  12-03-2006 / 12-07-2006
Category  Exterior : Castles
Patch  1.02
Description
Big Keep I made but, in the process of adding more placeables etc. Its not final I have a bit more work to do.I planning on adding a bridge or walkpath over the lava on the sides to get to the back cave.This could be a Firegiant Keep also. I will be doing an interior to match. Enjoy =)
"Update"Fixed Bridge and added some placeables etc. with new Screens.Will be updating again soon for this update just unpack the same mod over the last one Enjoy =) "Update 1.02" Added more placeables, trees, area sounds, background music, effects, and rotated outer keep walls to add battlements. Downloads and overwrite old keep file. Enjoy =)

Files

NameTypeSizeDownloads
Sammoths_Keep.rarSammoths_Keep.rar
Submitted: 12-03-2006 / Last Updated: 12-07-2006
rar15.6Mb203
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Comments (6):

Posted by Sammoth666 at 2006-12-15 18:29:12    
Ok I have decided to change a few things about the keep making it more of a ruin of a battle. Adding scorch marks dead bodies in and outside the keep. "what has happened at the keep ? Who knows ?" Maybe a dragon attacked ? Is he still there ? I will leave that to the DM or person who uses this prefab.

Posted by Sammoth at 2006-12-08 04:53:19    
I am currently working on the interior (it will have 3 levels for sure) for the keep. I will keep the manmade placeables down to a minimum because I am not exactly sure what people or my self are going to add for residents of the keep. The next update should be the final on the exterior. Any feedback is welcome.

Enjoy
Sammoth666

Posted by Sammoth at 2006-12-07 05:08:47    
Update 1.02 read above.

Posted by DM_harlequin at 2006-12-04 20:07:24    
To Fix the bridge you can try two things.

1) Raise the terrain under the join in the bridge so it is almost the same height (make it like 0.1 or 0.01 below the bridge line. Then bake & it should bridge the gap between the two bridge halves, with clever use of placables you can likely hide this joiner. Otherwise, raise the terrain as I suggested, then bake & lower the terrain again & save (never bake this area again). Now the walkmesh will be fine without the extra terrain.

2)If 1 fails you can raise terrain under the entire bridge again once it pokes out through the bridge keep reducing it till its 0.1 or 0.01 below the line of the bridge so you cannot see it (for this method u need it as close to the surface of the bridge as possible). Now mark the bridge as an environmental object (this lets players walk right through it) now bake the area, you should get the landmass underneath the bridge baked just fine. Again lower the terrain & Save your module but you can never re-bake it. Now with a couple of walkmesh triggers on the sides you should have a bridge that can be walked on.

These trouble joining placables are really annoying & so far the only workaround has been to "Trick" the walkmeshes.

Posted by Rik81 at 2006-12-04 12:39:39    
Comment on Bridge. Read somewhere that it might work if you would just remove it and replace it (after having baked the bridge in place ... which I assume has been done.

If you can get that working then this deserves a good vote. The fire in the river is a nice touch!

Posted by sysg0d at 2006-12-04 09:59:39    
Pretty cool... I'll have to dload it and check it out. :)
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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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