About this mod
This mod adds a small collection of 32 new crystal placeables to Neverwinter Nights of various sizes and colours. A CEP 2.2-compatible hak is included in addition to the NWN 1.69-compatible hak, as well as a small demo module (also usable as a prefab, should you desire), an erf containing blueprints for all 32 placeables, and some additional res
- Permissions and credits
Neverwinter Nights 1
Crystal Placeables
by Ben Harrison
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Index:
1. Introduction
2. Installation
3: Use
4: Notes for the Community
5: Credits & Links
6: Updates & Bugfixes
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1. Introduction
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This mod adds a small collection of 32 new crystal placeables to Neverwinter Nights of various sizes and colours.
A CEP 2.2-compatible hak is included in addition to the NWN 1.69-compatible hak, as well as a small demo module (also usable as a prefab, should you desire), an erf containing blueprints for all 32 placeables, and some additional resources (tga textures and a 2da resource for the convenience of modders).
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2. Installation
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Place the files in the indicated folders of your NWN install (usually C:\NeverwinterNights\NWN):
crystal_plc.hak -> \hak
(and/or)
crystal_plc_cep.hak -> \hak
crystal_plc.erf -> \erf
Crystal Placeables Demo.mod -> \modules
Once you've installed the files, open a module and select Edit -> Module Properties, then select the Custom Content tab. There, select either crystal_plc OR crystal_plc_cep from the drop-down list and add it (for the CEP version, make sure it is ABOVE all other CEP files in the list). Let the module build, and then save.
If you want to use the blueprints provided, open a module and select File -> Import, then select crystal_plc.erf and import.
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3. Use
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Once installed and added correctly as detailed above, 32 new placeable appearances will be available. They can be found in the appearance list of a placeable's properties, under "Crystal, ...", and, if you've imported the included erf, in the Parks & Nature custom placeables palette.
The 'Crystal Growth' placeables are admittedly poorly optimised models, and may be a bit laggy on older computers, but this should be negligible in small numbers or on modern hardware.
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4. Notes for the Community
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Individuals and custom content teams are welcome to use, modify, and combine this content in whatever way they desire, without asking for my permission or giving me any credit whatsoever.
I draw the line at passing this content off as your own work, though; and if you do re-release or include this content in your own releases, I'd appreciate it if you'd feed my narcissism by letting me know via e-mail.
This mod uses DDS textures only, converted using a 9-series nVidia GPU.
TGA versions are provided in a resources folder for those who need or want them.
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5. Credits & Links
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Modelling, texturing, packaging, documentation, area/blueprint creation:
Benjamin Harrison ([email protected])
Base (royalty-free) textures from:
http://www.spiralgraphics.biz
NWN(!), official tools, and two base models used:
BioWare
Texture manipulation:
The GIMP
http://www.gimp.org
3D:
GMax
http://www.turbosquid.com/gmax
and NWMax
http://nwvault.ign.com/View.php?view=other.detail&id=626
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6. Updates & Bugfixes
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06/01/2009
* Initial release
07/01/2009
* Removed 'Static' flag in 2da to better handle transparency & reflection
* Fixed demo module area's resref to conform to naming convention