****Updated to 1.04 without any changes****50 NPCs including Soldiers, Thugs, Commoners, Heroes, Slaves, Merchants and some oddities.
**UPDATE 103**
Not much:
- All creatures now open up in this folder: Humanoid/Desert Folks
- All creatures now follow the naming convention and start with a c_
- Some voice files have been changed
**Original upload 1.02**
Level range is 1-6. I included factions, armor&weapons, soundfiles, localized description, proficiencies and feats, that I thought appropriate to a race of slender, agile, alert and fast fighters: Armor Proficiency (Light), Dodge, Shield Proficiency, Weapon Proficiency (Martial), Weapon Proficiency (Simple), Skill Affinity (Listen), Weapon Proficiency (Exotic), Skill Affinity (Spot), Skill Focus (Listen), Skill Focus (Spot), Skill Focus (Tumble), Evasion, Skill Affinity (Hide), Skill Affinity (Move Silently). Only Assassins have active stealth skills.
CRs are to my best guesses. Not included are spells, eqipment & treasure.
This .doc file provides background for the NPCs from this pack. Please excuse any contradiction to the Forgotten Realms lore since I know nothing about the later ;o)
Hmm....its been a long time i opnend these up in the TS but as afair the "civilians" are just lvl 1 fighters with no weapons, the fighters (including the bandits and the merc HalfOrc) have levels appropriate to their rank or status (the better the equipment, the higher the level - that goes with all of my uploads).The slaves are indeed a mixed bunch wheras the hooded guy is an undead menace.
All in all those "Desert Fighters" should be an agile, dodging hard-to-surprise bunch of people :) _________________________ In case you find my grammar/spelling weird sometimes -----> native german speaker ;-)
Just wondering are these all desert folks suppose to have the identical stats and such? and strange races like the exotic slave being a halfling subrace with outsider levels? Is the pack just for visual looks or are they ready to use, if so I kinda wonder why they are all so similar and strange in their properties.
Or perhaps something went screwy with my blueprints and I need to redownload? _________________________ I'd rather a bottle in front of me than a frontal lobotomy.
Posted by Cladius at 2009-07-08 00:51:40 Voted 9.50 on 07/08/09
Thanks for the votes! I might try your mod(havent got much time though) just to see your desert areas :)
After 2 years this pack starts to get some attention at last ^^ _________________________ In case you find my grammar/spelling weird sometimes -----> native german speaker ;-)
Posted by kamal at 2009-02-21 12:59:20 Voted 9.25 on 02/21/09
Great. Super handy, just import and go into my desert areas. _________________________ Shadow Thief: Crimmor and Path of Evil blog Link
Posted by Wolfkin at 2009-02-18 00:56:16 Voted 10.00 on 02/18/09
Simply perfect for any desert themed mo or area. Actually better than what the official expansions offered.
I finally have MotB and will both check the BPs and update with any new stuff that's usefull. I allready have some ideas but since I'll have to take care of all my uploads it will take some time.
If any of you allready encountered some errors since running MotB, please let me know (email in my profile).
Thanks for your patience. _________________________ In case you find my grammar/spelling weird sometimes -----> native german speaker ;-)
Since the 1.05 patch creatures appear wrong sized if you have an appearance.da file in your override folder.
I had this problem and I checked my uploads after deleting the appearance.2da - and as far as I tested them, they all appear right sized :) _________________________ In case you find my grammar/spelling weird sometimes -----> native german speaker ;-)
i just checked te forums and its not a bug but rather appearance.2da files in override are not compatible with 1.05.
i am checking my own downloads now but it'll take a while until I know which ones still work and which need a workover.... _________________________ In case you find my grammar/spelling weird sometimes -----> native german speaker ;-)
hello nexx,
first, I am glad you like my stuff and hope you can make good use of it.
regarding the size problem: i just looked into it in the TS and realized that there has to be a bug been delivered with 1.05 because suddenly EVERY RACE IS HUMANSIZED. I made a new mod and there everything was of equal size - humans, halflings, dwarfs - even KOBOLDS!
I also loaded an old savegame from the OC and there my dwarf companion is also human sized..... looks like they screwed it up again... :((( _________________________ In case you find my grammar/spelling weird sometimes -----> native german speaker ;-)
Posted by nexx at 2007-05-03 08:09:09 Voted 9.00 on 05/02/07
I noticed a strange bug (don't know if it has happened to anyone else): if you change the name to some of the NPCs, they revert to their normal size (IE: if you enlarged a halfling to make her appear human, she reverts back to 1, 1, 1 on the properties panel). Just wanted to let you know.
Posted by nexx at 2007-05-02 11:33:31 Voted 9.00 on 05/02/07
Well, I AM using this very head for my veiled female leper. unfortunately the veil is bound to the ghyantiki head :( _________________________ In case you find my grammar/spelling weird sometimes -----> native german speaker ;-)
Isnt there a veil on the githyanki NPC from the OC? I dont know if that is able to be taken off, but it might serve your needs if you ever update. _________________________ ----------------
--DeathWarden--
Aythor:Elderland Colonies Link
Hardcore RP Server
Posted by Jov at 2006-12-31 07:03:34 Voted 9.25 on 12/31/06
Wonderful, very helpful starting point for creating medieval NPCs. Thanks for making these and sharing.
Why downlaoding again?????? If you dont like or need my new "order" (which all my older BP packs have been updated to) you don't win anything by downloading!
Everything before patch 1.03 should still work, I only include the last patch number in the update for information. _________________________ In case you find my grammar/spelling weird sometimes -----> native german speaker ;-)
Finally the LAST file is updated *sigh* ....undead have been postponed to next week (but 40 custom rusty weapons and rotten shields are allready done *gg*)
**UPDATE 103**
Not much:
- All creatures now open up in this folder: Humanoid/Desert Folks
- All creatures now follow the naming convention and start with a c_
- Some voice files have been changed _________________________ In case you find my grammar/spelling weird sometimes -----> native german speaker ;-)
Thanks @Papermuonk and @The Ridge. Actually I spent the last day working on a desert city and a palace....but failed, everything just looks dull. I guess outside areas still arent my friends :p _________________________ In case you find my grammar/spelling weird sometimes -----> native german speaker ;-)
Posted by The Ridge at 2006-11-19 03:24:45 Voted 9.00 on 11/19/06
More outstanding work, Storyteller! Your attention to detail great.
I would love to see a mod maker go with this and create a desert themed adventure. :)
-R
_________________________ NWN2 Voting Standards
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
Posted by Papermonk at 2006-11-18 23:32:15 Voted 9.50 on 11/18/06
Great work! Very useful! _________________________ Papermonk - Mighty, yet flamable
Thanks for the comments (and votes). :o)
@Fu_Miga: I'd be glad to improve my most ambitious upload so far. Please give me some detailed feedback if you find the time.
_________________________ In case you find my grammar/spelling weird sometimes -----> native german speaker ;-)
Posted by Fu_Miga at 2006-11-18 06:51:04 Voted 8.00 on 11/18/06
Though it can still be mproved I think you did a good job here, being that nowadays it's not that intuitive to create NPC's as before with NWN1.
If you'd like to contribute to our upcoming module there are a lot of NPC's and creatures we need done that would really help us speed up the release process(contact me). _________________________ ========================
The SAGA Project
======================== Link
Friendship based RP club
========================
Posted by drow_love at 2006-11-18 06:49:03 Voted 10.00 on 11/18/06
**UPDATED** I retinted whatever I could so the don't look pale in a mod. But they do look VERY dark in the TS now :P
I retinted the hands as best as I could but the "naked glove" has no racial variation I am afraid so it might not fit perfect on all NPCs. Those that come from an Campaign NPC or companion BP are untintable (but at least their hands fit because of that).
I also removed the mistaken cape from the Hermit and the dagger belts from the scouts to make the Assassins more distinctive. One of them has also a different hood now so that the tatoos are better visible.
Hope you have fun with my stuff and if you want to give me credit - there's an NPC included for that reason (check his inventory if you like) ;o) _________________________ In case you find my grammar/spelling weird sometimes -----> native german speaker ;-)
I hope that this doesnt look worse than my previous work :D
1. The problem was that I have drawn from many racial sources which behave different with the same colors. also some colors react "bad" to anything else than default. But I ONLY TODAY discovered I could STORE my own custom colors so I'll recolor them in the next few hours.
2. I took great pains to choose Shoulderpads for the guards not looking like NFL, the Lizardhunter needs them for a reason - the background document is on its way :)
3. You do know that there is only ONE turban and NO veil at all? besides the NPCs I stole from the companions directory have hairstyle that's mostly looking through any helmet.
And please keep up the feedback! (voting is also welcome) :o) _________________________ In case you find my grammar/spelling weird sometimes -----> native german speaker ;-)
Your earlier work looked good, but let me offer a few suggestions.
1.Make most the people darker. If they live in a hot desert environment, they would be dark-skinned and dark haired. As it is, most look like dirty Europeans. Use real world examples for inspiration i.e. Arabs, Bedouins, Moors, Turks, Persians etc.
2.The NWN2 pauldrons look like NFL shoulder pads, and should only be used in rare cases (full plate). They look nothing like any real world example of such items. Until someone in the community creates better examples for leather and scale pauldrons, I'd fore-go using them.
3.Make more use of the veils and turbans.
Keep up the cool work, there is definitely a niche for the type of content you do.
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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