ENGLISH
NoHakMonsters is a project that want to try to create as much D&D creatures as possible starting with just the NWN2 toolset's base supply.
(So no Hak Pack will be avaible to use that creatures/monsters in your module)
You can download 3 files for that project (NOTE: *** = version):
- pat_NoHakMonsters_***_erf.rar : this is the .erf file with all monsters.
- pat_NoHakMonsters_***_module.rar : this is the .mod sample module.
- pat_NoHakMonsters_***_txt.rar : this is a text file collector, included ReadMe file. [IMPORTANT]
VERSION
- 0.1AC: that's a first alpha version, to test the project, undestand how do you feel it and receive first criticism and/or suggestions.
It contains 23 new monsters taked from Link .
NOTE: Even if the WHOLE PROJECT is alpha (just because it cover A-C monsters only, and not the whole alphabet, yet), each creature is intended as FINAL!!!
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ITALIAN
NoHakMonsters è un progetto che cerca di creare quante più creature di D&D possibile partendo dalla sola fornitura base del toolset di NWN2.
(Quindi non saranno necessari Hak Pack per usare questi mostri/creature nei vostri moduli)
Potete scaricare 3 file per questo progetto (NOTA: *** = versione):
- pat_NoHakMonsters_***_erf.rar : questo file è il .erf con tutti i mostri.
- pat_NoHakMonsters_***_module.rar : questo è il modulo dimostrativo.
- pat_NoHakMonsters_***_txt.rar : questo è un raccoglitore dei file di testo, incluso il file LeggiMi. [IMPORTANTE]
VERSIONE
- 0.1AC: questa è una prima versione alfa, per testare il prgetto, capire come vi sembra l'idea e ricevere le prime critiche e/o i primi suggerimenti.
Contiene 23 nuovi mostri presi da Link .
NOTA: Anche se L'INTERO PROGETTO è alfa (solo perché copre soltanto i mostri dalla A alla C, e non tutto l'alfabeto), ogni creatura è intesa come FINALE!!! NOTA Esclusiva ITA: mi scuso se molto materiale dei file di testo è tradotto in maniera abbastanza parziale, ma davvero mi avrebbe preso troppo tempo (il materiale degli erf e del modulo comunque è tradotto al 100%).
This is a text file collector. This file conteins the following text files:
- NoHakMonsters_NotesAndFaults.txt (ENG): that reports most important details, notes and faults about every project's creature;
- NoHakMonsters_CreaturesObjectScripts.txt (ENG): that reports concerning custom stuffs (Objects & Scripts) about every project's creature;
- NoHakMonsters_NotePrivateCreature.txt (ITA): that's not a direct translation of previous files (or viceversa). That principally is an "internal use" notes file. But I decided to share it also to help in translation or understanding about creatures details.
- NoHakMonsters_ReadMeFirst.txt (ENG): English version of the ReadMe file.
- NoHakMonsters_LeggiPrimaMe.txt (ITA): Italian version of the ReadMe file.
This is the .mod sample module.
The aim of this file is not only to show you how monsters works.
It act also as dynamic monsters gatherer!
Or better: if you don't need (or like) every project's monster, you can just open this module and export any single creature you need or want.
This is the .erf file with all monsters.
If you'll import it, you'll find all project custom creatures and concerning custom stuffs into your module. That may make heavy it.
So, if you don't plan to use all of them, I suggest you to use the "module" file.
For the update... well, I just changed the title of the entry and added the bold type sentence... But people don't seems to be interested into an "alpha project with a strange name". :)
But now, thanks to you, I fixed the .erf issue, too. :)
Isn't strange the fact in more than 190 downloads nobody reported it to me?
So I thanks you even more for this issue report! ;)
Please, let me know if you have further problems!
For the problem itself: I just placed my trust in the toolset's ".erf export"... which should add all needed and linked files automatically... but it seems that's not exaclty so.
So I'll added manually every needed custom file. Now you should find "pat_i0_monster" script, and so scripts should compile properly (I tested it a bit).
However in .mod file things should always work properly.
For future updates... Now I'm busy with other projects' updates, and I'm waiting for MotB, too. So I really can't say when will come the "D monsters" turn... sorry. _________________________ by Patcha -> my vaultages <-
Also your scripts are not compiling. You must be missing a script or two that these scripts are calling. If I import your erf file into a blank module, they should all compile. _________________________ NewFaerun.com
Thanks to you! ;)
I'll restart creatures envelopment after "Obsidian Modmaking Contest" on Grimms Theme will totally finish... and another project I had in mind ("To sleep on objects")... or a couple of projects.
I could say a couple of mounths of stop.
You can use that time to suggest me or to signal bug and faults. ;) [Or vote. :)] _________________________ by Patcha -> my vaultages <-
Yes I noticed it.
But my final objective is much more big than Wild Bill work (with much more "fantasy" for final beast appareance :D).
My A-C creatures quantity it's already nearly half of it's MM1 total! ;)
(Note that it's an "alpha" release just because it covers only A-C alphabetical creatures... there is absolutely no risk to corrupt old modules!!!)
Then I noticed that he usually sets as "Special Abilities" things that should be permanent and so setted as "Creature Hide" property in NWN2 transposition. ;)
(When setted as "Special Ability", often the creature have to use a round to activate it, also if it should be natively permanent)
And other little stuffs where I was a little more pernickety than him. ;)
(Ex: dedicated scripts)
However, until now, our two works may be used together to enrich NWN2 standard supply. ;) _________________________ by Patcha -> my vaultages <-
Posted by Seryn at 2007-04-13 14:55:23 Voted 9.00 on 04/30/07
This is a nice effort, with some good stuff. Thanks for the contribution! Have you seen the work Wild Bill has done with his Monster Manual prefab? He's done a similar effort.
Posted by jallaix at 2007-04-07 02:53:34 Voted 9.00 on 04/07/07
Adding new monsters to NWN2 is a necessity. That's why this hak will stay among my favorite ones.
I don't have time to test it now but from what I've seen, it's a GREAT improvement to the game. And the included creatures really look like new ones, even if based on existing models.
Continue the godd work Patcha ! _________________________ Spellcasting Framework Wild/Dead Magic Zone (Spellcasting Framework add-on)
ENG: Ok! I reuploaded it now... it seems to work.
I wonder why nobody adviced me before... -_-'
That not so hard to add a comment... :(
That's really discouraging...
However... now I hope you'll enjoy it!
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ITA: Ok! Li ho riuppati... e sembrano funzionare.
Mi chiedo perché nessuno m'ha avvisato prima... -_-'
Non è così difficile aggiungere un commento... :(
È davvero sconfortante...
Comunque... spero che ora ve lo gusterete! _________________________ by Patcha -> my vaultages <-
NOTE: The release date of the 0.1ac version is one day before the first "Obsidian Mod-making Contest" launch... so you can use its 23 new creatures in your mods!
[as I undestood, you can't use material published after 05-April, contest's launch date]
If I'll pubbly a new version before 30 April (contest's expiry date), I'll keep a copy of the 0.1ac version. ;) _________________________ by Patcha -> my vaultages <-
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