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NWN2 SCRIPTS

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Name  SOCR Addons/Alterations
Author  Tygaran
Submitted / Updated  01-07-2009 / 11-17-2010
Category  NPCs
Type  Type - Appearance
Format  Code Only
Patch  1.21
NWN2Game  All
Description
This 'mod' is really just a collection of modifications and alterations to my Sexy OC Reloaded mod. Here you can find pre-configured setups for original npc appearances, facelifts, and modified companions.

For some downloads here, see the mod requirements for the original SexyOC
Feel free to post any requests for alterations you desire. =]

Files

NameTypeSizeDownloads
SOCR_Makeovers_Only.rarSOCR_Makeovers_Only.rar
Submitted: 01-07-2009 / Last Updated: 06-24-2009
rar25.19Kb324
These are face-lift only versions of the OC companions. No nudity here, just new faces. A couple minor changes though. I put Neeshka in normal clothes rather than leather when you meet her (default appearance is cloth rather than leather), and Amie appears in that same clothing. I figured she wouldn't be all dolled up in a dress since she's competing in the harvest cup.

There are also two versions of Shandra, one with tattoos and one without (default). You'd have to extract, rename, and replace the tattoo version to use it. Major note about Shandra, if you are just using this as a roster replacement (i.e. not using the main SOCR mod) then Shandra will be using her original appearance until you can use her as a party member. Until then the OC uses placed versions which need code such as my SOCR to change.

Note also that the Amie version here is the 'teenage' look using a scaled up halfling appearance.

Requirements: SOCR_BareEssentials to get Safiya's head model/texture
SOCR_MotB_Makeover_Only.rarSOCR_MotB_Makeover_Only.rar
Submitted: 01-07-2009 / Last Updated: 06-26-2009
rar12.14Kb283
These are face-lift only versions of the OC companions. No nudity here. In truth, only Safiya has a new face, but Gann and the Dove are also included to ensure their bare skin is colored as close to their heads as possible.

Requirements: SOCR_BareEssentials to get Safiya's head model/texture
SOC_Blueprints_.rarSOC_Blueprints_.rar
Submitted: 01-07-2009 / Last Updated: 01-22-2009
rar728.99Kb875
Replace the Phase 1 blueprint files with these in order to use the original Sexy OC item designs with the SOCR.

IMPORTANT NOTE: It is not guaranteed that all these will work properly if you ONLY have the BareEssentials mod installed, rather than the full installs of the mods the Sexy OC used. Check the original release (linked above) for the required mods.

[Update Kan 22, 2009]
Applied the original fixes to 'naked breastplate' from the original Sexy OC MotB mod
SOCR_NoFacelift_.rarSOCR_NoFacelift_.rar
Submitted: 01-07-2009 / Last Updated: 01-22-2009
rar51.61Kb1011
Replace the existing Phase 2 files with these for a quick configuration which turns off ann non-mandatory facelifts and uses the original Companion faces(but with their 'sexy' armor and 'nude' unclothed appearances).

[Update Jan 22, 2009]
Addressed an issue, ensuring Kana, Brelaina, and Katriona all use their original faces/hair by creating orig_(npc) versions of their blurpint files and updating the SOCR.2da file.
soc_shandra.UTCsoc_shandra.UTC
Submitted: 01-07-2009 / Last Updated: 01-07-2009
UTC18.38Kb566
Replace the Phase 2 version of this file if you prefer a Shandra without tattoos.
soc_neeshka.UTCsoc_neeshka.UTC
Submitted: 01-07-2009 / Last Updated: 05-28-2009
UTC18.18Kb351
Replace the Phase 2 version of this file if you prefer a Neeshka without tattoos.

Requires p_HTF_Head06.* from the Evil eyes2 head mod linked from the main SOCR page. May also need to copy P_HTF_Skel09.GR2 to P_HTF_Skel06.GR2
SOCR_FaceliftStandalone.rarSOCR_FaceliftStandalone.rar
Submitted: 01-07-2009 / Last Updated: 11-17-2010
rar1Mb156
Requested by AceRoccola.

This archive contains a simple, stand-alone, mod for facelifts only. Included are new faces for Amie, Elanee, Neeshka, Qara, Shandra, and Casavir. All in normal clothes. No Nudes included.

To be used only when NOT using the full SOCR mod.
SOCR_NoFacelift_MotB.rarSOCR_NoFacelift_MotB.rar
Submitted: 01-07-2009 / Last Updated: 01-07-2009
rar11.76Kb833
Replace the existing MotB (phase 3) files with these for a quick configuration which turns off ann non-mandatory facelifts and uses the original Companion faces(but with their 'sexy' armor and 'nude' unclothed appearances).
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Comments (26):

Posted by tygaran at 2010-12-13 06:24:44    
Just to 'officially' answer this...

Any issues with a creature's in game height can be linked to the appearance.2da file, I've done my best to NOT require that file, but it is included in some of the source mods. Always make sure the inner structure of that file is up to ate with your current game version.

Posted by CataclysmicDeath at 2010-05-27 11:52:24    Voted 10.00 on 05/27/10
This thing is fantastic. The only problem I have with it is that some how when I started a new game Amie is about 20 foot tall and all the other characters are exactly the same size. The children are all adult sized, even the dwarf is the same size as everyone else, I'm guessing I have messed something up here but for the life of me I haven't a clue what.

Posted by Gwydion669 at 2009-07-20 21:20:16    Voted 10.00 on 01/24/09
Went back to SoZ after a long break and started from scratch. I cleared out my SOCR folder and put in all the phases in order allowing later phase files to override the previous ones. Then put in the NoFacelift overrides, and then finished with the corrected Sources for all phases and SexyEX2 (which I'm not even sure is needed - just pre-compiled source code?). The only hiccup was a file in the Sources archive which was older and twice the size of one already in the folder. I kept that one on the side.

Long story short, that seemed to fix the missing cohort issue. I never knew if Umoji was the only one effected ... I never went very much further. I've gotten stubborn in my old age. If something doesn't work with SOCR, I don't have much interest in playing it.

Thanks for your continued work and I can't wait to see a combo with Charlie's Item Appearance Changer.

Posted by pixellj at 2009-06-05 04:30:41    
I'd like to add my voice to wanting a facelift only mod. I really like that part of SOCR, but I prefer to make my own armours for my toons, or stick with always summer, which personally I think are the finest skins made.

Posted by tygaran at 2009-04-11 12:36:49    
NEWS: I've started work on a Compatibility Mod between my stuff and Charlies Item Appearance Changer. My methodology seems to be working; it's just going to take time to convert all the sexy armor styles into the base blueprint files needed by the appearance changer.

Posted by tygaran at 2009-03-16 12:24:23    
Gwydion669, one other thing to check. There could be problems if you LOADed a game rather then starting a NEW game. Creation of the cohorts gets done in k_mod_load_soz, so if you are starting from pre-existing game, use notepad to edit your globals.xml and verify that the ModLoadScript is set to k_mod_load_soz.

Other than that, I don't know what more I can say. My SoZ scripting is prettry much limited to re-directing the k_mod_load to the correct version (as OC, MotB, and Soz all use the same script name), and ensuring the respawning and requiping from the OC and MotB is not processed.

In fact my SexyEX2 really just overrides creature blueprint files. SOCR Phase 1 handles the re-equiping of your party members, with the SoZ blueprints included in SexyEX2. Adn for Umoja, i did NOT create a new version.

Posted by tygaran at 2009-03-16 07:49:05    
Gwydion669, I tried starting a new game to check Umoja, but he shows up fine for me. Script wise, he should be fine. Only things I can think of is if his head or armor get changed to something with a bad skeleton, he can end up effectively invisible.

By the way, is it just him that is not spawned, or both him and his dino companion that fail to spawn?

Posted by tygaran at 2009-03-15 01:01:44    
Quoting Gwydion669 "I recently installed SoZ. After removing overrides one by one, I learned that my SOCR folder (just the scripts from the one on this page) were causing someone named Umoja to not spawn in the first town."

I cannot fathom why this might happen. It should be an all or nothing kind of thing. Either NONE of the cohorts appear, or they ALL do. I'm going to do some more searching on scripts directly related to Umoja, but from an initial search of my modifications to SOZ scripts, I fail to see anything that would rub him out as it were.

Posted by tygaran at 2009-03-15 00:20:27    
Quoting droopymccool "I'm trying to play thru SOZ, but I wanted to use the original SOC blueprints you posted here. In SOZ, it works on base items, but not +1, +2... items (+1 items worked before putting in the SOC blueprints)."

For whatever reason, SOZ uses it's OWN blueprints for all the common armors; all those magic items are SOZ specific blueprint files rather than the generic ones. One would have to match the OC armor blueprint names up to the SOZ blueprint names and copy-rename the old SOC blueprints to match SOZ.

"I also noticed Wauthan said he was manually editing the utc files to change appearance. Does that mean he's individually picking what skin/mod shows for each specific armor?"

Basically yes. Here's a quick method. Start up your toolset, create a new module and save it. Look in your Modules directory and you should see a sub-folder with the same name. Copy all my blueprint files from override into that directory and save the module in the toolset again. The re-open that module. All the armors should appear under the Item/Module area. Change them however you like and then export (right-click..export)the individual file over top of the one in your override.


Posted by droopymccool at 2009-03-12 13:29:50    Voted 10.00 on 03/12/09
Tygaran,
Thanks for all the great work you've put into this. I was hoping you could help me figure out a problem. I'm trying to play thru SOZ, but I wanted to use the original SOC blueprints you posted here. In SOZ, it works on base items, but not +1, +2... items (+1 items worked before putting in the SOC blueprints). Is that a known problem? Is there a way to fix that? I also noticed Wauthan said he was manually editing the utc files to change appearance. Does that mean he's individually picking what skin/mod shows for each specific armor? If I knew how to do that, I'd prefer that to reverting to the SOC blueprints. Is there someplace that already outlines how to do that? If not could you or Wauthan show the internets how to do that? Sorry I'm a bit noob to NWN2 modding.
Thanks for any help!

Posted by Gwydion669 at 2009-03-03 23:15:43    Voted 10.00 on 01/24/09
An icon 2da was in one of the armor packs. Removal solved the recipe book problem. Still working on the SoZ companion spawning problem, though.

Posted by Gwydion669 at 2009-02-22 21:14:52    Voted 10.00 on 01/24/09
The "no-facelift" option worked great on my OC & MotB setup, but I recently installed SoZ. After removing overrides one by one, I learned that my SOCR folder (just the scripts from the one on this page) were causing someone named Umoja to not spawn in the first town. Something in my "armors" folder (the armor models linked to on the original SOCR page combined with any additional armors in the "bare essentials" pack)leads to 3 of the recipe books to show up in inventory as those red&yellow squares with something like "no def" or "no text" on it.

Not a game-breaker by any means, but any ideas?

Posted by Brother Pain at 2009-02-22 18:36:56    
Since for companions, the no-facelifts only work on new games, is it possible to use a GFF Editor or something similar to change the faces to the originals?

Posted by Wauthan at 2009-02-06 10:18:06    Voted 8.00 on 01/23/09
Ha! Well, it did seem odd that you needed to do so much work just to stop the re-equipping phase. To tell the truth I almost forgot about my request when I discovered that I could simply replace the blueprints. Now I feel very foolish for asking you about in the first place. Thanks for your help Tygaran, and for all your hard work on SOCR.

Posted by tygaran at 2009-02-05 17:25:50    
Re-reading a request as I got ready to truly get into it, I noticed this part...

Quoting Wauthan "Even so I really enjoy being able to easily edit the NPCs appearance, race and class, by using TLKedit2 on your .utc files."

Half of this 'Face-lift Only' request is truly simple. If you delete all of my blueprint files beginning with an underscore (basically the Phase 1 sub-directory), all of the re-equip only stuff should never occur. And if you are already fiddling with the NPC blueprint files, if you just equip them with a standard or custom non-sexy armor then nothing else needs to be done.

I can still post up a non-sexy configuration package, but it will take a bit longer as I'd need to check back on the standard outfits of the NPCs I'm respawning and get them set up with non-sexy outfits.

Or, if what you REALLY want is an altered script that skips over the 're-equip' step and only processes the 'respawn/replace' step, I could do that much faster. With this option it'd be up to you (or whomever else downloaded this option) to pre-equip the npc blueprint files with an appropriate outfit.

Feedback on the request needed. =]

Posted by Wauthan at 2009-01-29 10:05:17    Voted 8.00 on 01/23/09
Thank you again Tygaran, it's much appreciated. Now I hope I'm not the only one who's interested in that script. :-P

Posted by tygaran at 2009-01-28 19:00:06    
Wauthan, I'll be getting a customized config up for you in a couple days. I did realize, however, that I'll need to make non-sexy versions of the generic 'random' clothes my code will create for neverwinter city generic ladies, nobles, and the moonstone mask girls. Much easier to create alternate versions of those for this config than changing the coding. =]

Posted by Gwydion669 at 2009-01-24 20:26:47    Voted 10.00 on 01/24/09
I've always considered SOCR indispensable. I must admit to having different tastes when it came to the facelifts, however.

This rendition suites my desires perfectly.

Posted by Wauthan at 2009-01-23 10:16:34    Voted 8.00 on 01/23/09
Thanks Tygaran, that's good news indeed, and quickly answered as well. I hope it's not too much trouble but with the new packs with added races, hairstyles and faces it would be a cool run though the OC and MotB (which I never bothered to finish). Lizardman Casavir thanks you.

Posted by tygaran at 2009-01-23 10:00:12    
Quoting Wauthan "SOCR with Facelift, but without the Sexy, to put it bluntly"

Hmm, that may actually be easier than you think. not only do the SOCR.2da and MOTB.2da files configure the face lifts, they also configure the re-equiping of NPCs. I should be able to keep the face-lifts (with new non-sexied blueprint files), turn off ALL non-facelifted NPC respawning and turn off ALL re-equipping. With such an install, you'd want to make sure the Phase 1 files are NOT installed, so all armor retains it original look.

Posted by Wauthan at 2009-01-23 09:27:42    Voted 8.00 on 01/23/09
This got to be the weirdest request I've made yet... I really liked the concept of SOCR but a lot of the new models clip and flickers something horrible on my system. Even so I really enjoy being able to easily edit the NPCs appearance, race and class, by using TLKedit2 on your .utc files. So I wondered if you could release a miniversion of the SOCR script that only features the altered NPC spawn script, and not the new blueprints. SOCR with Facelift, but without the Sexy, to put it bluntly.

Posted by Echad at 2009-01-22 16:35:24    Voted 10.00 on 01/21/09
Oh, now I know what was the problem - I have no "tintable Kana/Brelaina heads" in my override, and the game tried to access them - reverting the heads to default human ones, which have no "glued" hair.

One of the reasons I requested a separate "no facelift" version - I haven't downloaded most of the head/hair packs. =)

BTW, do you know of any mod that changes the appearance of existing weapons, with behavior similar to SOC armor haks? There are a lot of separate weapon models on the vault, and I've yet to stumble upon a replacement pack... Original weapons mostly lack visual diversity (i.e. look the same), especially the less popular ones.

P.S. Katriona really needs a facelift, so I'll probably respawn her. :)))

Posted by tygaran at 2009-01-22 09:41:37    
"Also - your "SOC blueprints" component has topless breastplates, which were later "fixed" "

Fixed here now as well. Looks like that fix was only applied inside the MotB version of the original, that's how I missed it.

Posted by tygaran at 2009-01-22 08:56:18    
Quoting Echad "Respawn of several NPC's: Kana, Katriona, Brelaina, Torio etc. was set to 1 in the NoFacelift SOCR.2da, which (at least) changed the heads of Katriona and Kana (at the Keep)"

Torio should have already been set to 'false' (0), I confirmed that by downloaded the file from the vault. As for Kana, Brelaina, and Kattriona. The first two did not have totally new faces, just tintable heads tryingg to get a better skin tone match; but I missed the fact that I had changed Katriona's head. I have uploaded an update which uses the original N_Human heads for Kana and Brelainea with a 'best fit' skin tone and a new blueprint for Katriona using her original face. These blueprints are marked as orig_ instead of soc_ and the SOCR.2da in that package was updated to use them.

"making the latter one {Kana} bald"

Now this I don't understand. I've looked at my soc_kana file in the toolset and she seems to have her original hair, even with the 'hair' field set to 0. And I don't recall seeing her bald in my last run through using that version.

Posted by tygaran at 2009-01-21 18:56:09    
You're quite welcome. I'm actually a bit surprised at the number of downloads for each of these 'replacement' options.

Posted by Echad at 2009-01-21 17:07:42    Voted 10.00 on 01/21/09
Yay! Big "thank you" for this...

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