I am recreating my list using .ERF creatures. They will appear under your NPC list of creatures once you have imported the file.
Here is a small selection of male humans townfolks to use in town, cities, stores, ect.
This will make our life easier when making towns. Just drag and drop the NPC and VOILA! you have a town full of people, with unique names (each one!) hair color, armor apperance, globes, books, belts, ect.
I used each one of the faces for each charater included.
None has items since it is for general purpose, so just add items and levels according to ocupation or the use you intent for the character.
Soon more races/genders will be included soon.
I will be working in future versions like unique voices, items and personnal items.
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Posted by PoisonTheMonkey at 2008-10-31 02:25:32 Voted 7.75 on 10/31/08
They're nice except for the extreme, unnatural colors. _________________________ Obsidian Shore, a HoF 9.8 heavy roleplaying PW. Dark and gritty fairytale world with the opportunity to do and change the world as you wish. Link
Greycliff, a brand new NWN1 heavy roleplaying PW. A broken kingdom is all that remains from a bloody civil war. Link
Posted by RolandGR at 2008-07-22 05:33:35 Voted 8.50 on 07/22/08
These are well done.
Posted by Croz at 2008-07-20 07:05:56 Voted 9.00 on 07/20/08
Thanks for your hard work!
Posted by GrinningFool at 2007-08-13 14:57:57 Voted 6.50 on 08/13/07
A solid baseline, though I would strongly recommend setting skin-tint so that they don't all have that vampirish look :) . 'Good, qualified recommendations' _________________________ The Grinning Fool The World of Khalidine, a unique RP PW.
Please remember that I vote according to the published scale.
Posted by puychaudko at 2007-03-20 01:33:57 Voted 8.50 on 03/20/07
Many thanks for your hard work
Posted by Seryn at 2007-01-24 15:40:27 Voted 8.50 on 01/24/07
Nice work. Good stock NPCs with variety. Thanks for submitting.
Posted by melchoir55 at 2006-12-17 00:49:18 Voted 9.00 on 12/16/06
It was just me after all. Too bad you can't edit postings..
Posted by melchoir55 at 2006-12-16 23:10:17 Voted 9.00 on 12/16/06
Is it just me, or do these npc's walk around randomly for no apparent reason?
Posted by melchoir55 at 2006-12-16 22:18:34 Voted 9.00 on 12/16/06
Gets my 9. If it had alot more bp's it'd get a 10.
Posted by Fu_Miga at 2006-11-18 07:29:45 Voted 8.75 on 11/18/06
Good erf there... keep'em coming! _________________________ ========================
The SAGA Project
======================== Link
Friendship based RP club
========================
Posted by SLATE at 2006-11-11 17:49:20 Voted 8.75 on 11/11/06
Thanks for these. Would have preferred nameless characters myself, but thats not too hard to change.
In response to your questions:
Hats and helms and clothes etc should have as many combos as you can make. The more the better!
Posted by Rome at 2006-11-05 15:55:15 Voted 10.00 on 11/05/06
I use a lot of different clothing patterns and textures in my modules - I cannot figure out how to get than in NWN2 - everything appears to be the same model of cloth..what tips can you provide? _________________________ Tales of Celts - Link
Posted by Redunzgofasta at 2006-10-15 13:28:47 Voted 7.00 on 10/15/06
I think you should use everything available to create different looks :).
Perhaps you should stick with 10-15 different ones at first using mostly humans and a few of the other races.
For townsfolk you indeed better stick to the clothing category (maybe an occasional leather).
Doing "just" 10-15 will take less time to create and will certainly be enough to start with.
After that you could create a seccond townsfolk pack, or an elves pack, or a fighetrs, rangers, barbarians, druids whatever pack :P
Those would probably require fully develloped stats, levels, spells and equipment and such.
I am and will be working on version 1.1 of the townfolks. I will follow Redunzgofasta suggestion and modify more the "apperance" of each individual (gloves, belts, boots, ect).
The purpose of this placeable is to populate towns, easy, fast and with variety. I was hoping to do it with .ERF but I will have to create a new blueprint for each character from scratch and re-do the whole thing.
I will change as much as possible voices (even though I don't know if they will be used in the game as NPC regulary DON'T SPEAK).
I need your feedback on the following:
1. Cloaks? should I include in some character?
2. Hats? Helms?
3. include pre-stablished professions into each blueprint? or items?
on the last point. I was planning to leave everyone on regular "clothes" (no armor) since most I see no point in shown a guard on armor without the attributes that an armor gives you.
If you want to great a guard, drag on of the blueprints, put some weapons, put some armor and you with have a guard name Orok with full appearance of a guard and fully suited for the occation.
or I can create several blueprints with fully loaded guards, farmers, clerics. This is less customizable but faster to have a town populated.
PLEASE LET ME KNOW YOUR COMMENTS WHILE I AM WORKING ON VERSION 1.1 THANKS!!!!!!
Posted by redhawk2018 at 2006-10-15 10:01:10 Voted 7.00 on 10/15/06
ima stick with red on this one, a 7 for effort, i love your work btw red, i have all of it for nwn1 and 2 , GREAT STUFF, ima a builder myself, kimosavi, thanks for all the effort! ill try what you suggested.
Thank you for the comments Redunzgofasta. I am trying to get a hang-on things in this interface. I will modify the apperance and the items. Will also try to make it exportable to erf, I didn't know how to do it since the creatures does not appear in my list, but will figure it out.
redhawak2018 I was having the same problem, then I had to re-import them while the module was open and save the file directly to the override. Did not know if this is a bug or something is wrong.
Will get back on you guys soon.
Posted by Redunzgofasta at 2006-10-15 04:57:37 Voted 7.00 on 10/15/06
A 7 for the effort though. There realy are a lot of different folk out there :) and by downloading the area you can ofcourse export and import yourself.
Posted by Redunzgofasta at 2006-10-15 03:28:06 Voted 7.00 on 10/15/06
I think the prefab doesnt work because the folk are creatures. They (probably) should have been added to the palette and exported as an erf.
You also should remove the gloves of at least most of them (properties - armor set - gloves - and then choose naked and apearance 0). While you are at it also add boots, belts and helmets(hats/caps) to some of them.
I am sure that if you would do so people will realy apreciate this creature pack.
Posted by redhawk2018 at 2006-10-15 00:40:58 Voted 7.00 on 10/15/06
cant seem to get these to work, im using it exactly like the rest of my prefab placeables that work just fine...any suggestions?
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