Is there an updated base mod available?
The updated Base Mod will be made available when v2.1 is released.
Is there an updated base mod available?
The updated Base Mod will be made available when v2.1 is released.
What were you trying to link to, the link you posted just loops back to the NWN CC forum front page.
Awww, sorry my bad. Here's the correct link:
http://neverwinterva...n1/model/ankheg
The doors for the Stem and Stem Tower in the Sigil Exterior tileset don't work. I get a "The selected model does not exist. Please choose another one." This happens in the Q_Base modules as well as my own. Is there a quick fix for the doortypes.2da? Or is it model problem?
Just fixed it - added the missing lines to doortypes.2DA in q_!tilesets.HAK - which, combined with other recent changes brings us to...
Just fixed it - added the missing lines to doortypes.2DA in q_!tilesets.HAK - which, combined with other recent changes brings us to...
18. Fixing missing 2DA references in doortypes.2da (q_!tilesets.HAK) for the large entry door on the Stem Tower and Stem groups in the Sigil City Exterior tileset
Thanks for taking care of it so quickly! Would you mind posting the missing lines? I'd like to update my custom doortypes.2da so that I can continue working on that area in my module.
Thanks!
Thanks for taking care of it so quickly! Would you mind posting the missing lines? I'd like to update my custom doortypes.2da so that I can continue working on that area in my module.
Thanks!
Here you go, lines 918-935 should look like this...
Back to work on the crypt roofs. I've decided to replace Chico's ceilings over the pit terrain with a more natural cavern type ceiling that continues upwards from the pit wall and forms a proper cavern roof over the pit terrain. The geometry will look familiar because its a rework of the mines and cavern ceilings by never roofers (aka Hellfire?). I'll post some screenshots when I've got more tiles done.
Two questions...
1. Should I have stalactites hanging from the cavern roofs in a few places? Its nothing that will affect the walkmesh and might add some aesthetic value to the tileset.
2. Many of the pit tiles have a brick strut/support that extends from the wall of the pit, rising from the pit floor and leveling off with the top of the tile at the roof line. Should i extend these struts/supports up into the roof?
My vote would be yes to both. Stalactites would look great, and give an excuse to drop a few Piercer creatures on people. I think the struts could sort of narrow as they go up from their original point, until ending.
Great work so far!
I am a fan of how the nwncq made the ceiling look finished/man made. however I like the idea of the ceiling be all natural too. My main question is how does the worked walls of the crypt mesh with the natural ceiling of the cave? is it a strait line at where the original tileset ended? That other ceiling set- the one that duplicated what was on the ground I found for the most part to be exactly what I would expect worked crypts to look like- minus of course the bridge and pit ceilings. Of course anything is better than the standard cut everything off flat above the doors. Anything you do will be great!
Honestly I think some stalactite placeables that match the ceiling texture would be better. No need to go crazy with too many. Two or three different shape/size combinations would be great. I love placeables that match the texture of the tilesets and help break them up more. So much easier to create environmental variety.
Honestly I think some stalactite placeables that match the ceiling texture would be better. No need to go crazy with too many. Two or three different shape/size combinations would be great. I love placeables that match the texture of the tilesets and help break them up more. So much easier to create environmental variety.
Placeables are good and I do plan to add some, but for what I'm talking about I don't think they will work as the cave ceiling is over the pit terrain and the walkmesh surface for the pit bottom (upon which the placeables would sit) is too far below the ceiling to make placeables practical. While I know you can adjust Z height in the toolset, if you accidentally hit F5, all that work adjusting them would be undone.
Right now I did hit a slight dilemma with the tiles that transition from floor to pit terrain. The vaulted ceiling is higher than the cave ceiling and I'm not sure how best to transition between the two. Should I go with a a flat perpendicular transition or slope the cave ceiling up to the vault ceiling and blur the transition between the two with additional geometry?
Considering I adjust the height of hundreds of placeables to make objects sit on tables, wall paintings sit on top of each other, and bookcases to stack, I hardly see the 'Dangers' of F5 being a problem. That's just me though.
Personally I think the perpendicular one is better. It makes a great contrast between the two. Though I guess it depends on how tall that vertical change is. If it is just a few feet (RL approximation wise) than it is good, but if it is like a 15 foot change... well... that might not have a great effect.
Both! options are always good to have, it helps add variety!
Both! options are always good to have, it helps add variety!
You are right, but it's also twice as much work to build. ![]()
Went with the perpendicular transition, but i opted for rock as opposed to stone blocks - gives it a more natural cut appearance.
Nice Pstemarie I really can't wait to see all you have worked on and are still working on. Thanks for putting some more work into Project Q for all of us.
Does anyone else have this issue with wagon caravans 1 and 2 or have I broken it somewhere?

Does anyone else have this issue with wagon caravans 1 and 2 or have I broken it somewhere?
Thanks for reporting - texture was being tweaked and hasn't been uploaded yet.
Sure thing. Let me know when it's up.
Crypts are just about done - just need to eliminate straggling detritus that Chico added to the tiles (he never changed the walkmesh, so its just a simple select and delete process).
Moathouse is coming along nicely - should be done next weekend. I'll put up screenies then.
TNO Castle Exterior now has Raise/Lower for the City terrain as well as the new City Buildings and Poor Buildings terrains that Boodah sent over to me. The four terrains are all housed under one ID - Grass Raise/Lower - which has been renamed Raise/Lower (City/Grass/City Building/Poor Building). This feature should be completed this weekend.
EDIT - Can't seem to get the building terrain to raise. Its probably because I've only got four tiles and am still missing some to make this work. I'll have to look at the grassy trees and see what tiles enable those to work and then go from there. I can't recall what Bannor told me, but I think its something like 8 tiles minimum i need to account for the two terrain types being able to raise/lower.
Very nice Pstemarie I for one can't wait to use all your working on.
City Building Raise/Lower....
Progress. I can paint a corner tile that transitions from dirt to buildings +1. It appears I'm going to have to dupe all the tiles for one side and mirror them for the opposite side of the elevation.
Also, adding RULES for the city building terrain seems to be what allowed me actually paint a tile down. So it appears that .set file rules not having a use might be a myth.