Complete Documentation for all my NWN Custom Content JANUARY 04

 

I am taking the time to rename and renumber all my models for future compatibility with BioWare expansions and patches.  Included are instructions for usage ‘as is’, instructions for culling out items if you don’t want everything, instructions for combining with other similar haks, and instructions for personalizing flags.  Also a lot of tips, notes, and warnings along the way.

 

I am placing everything I’ve released into just 3 haks.

If you are currently using any of my other haks (anything without padded in its title) and you switch to these haks you will find that any export erf’s created with the old versions are now invalid and you will have to edit the appearance of any items based on the old models in your hak.  You will find a few brand new items too.  NOTHING FROM THE DEFAULT BIOWARE ITEMS IS REPLACED! But if you are using multiple haks, making them ‘play together’ nice is your job – but I’ve given some tips in the sections below.

 

If you want to combine my three haks, any files with the same name are exact duplicates so the overwrite/priority order does not matter.

 

Table of Contents:

 

1. Lisa’s Clothes Horse – HOTU padded NEW JAN '04

This hak contains all my clothes, armor, heads, parasols, and fans.

  1. General usage information.
  2. Tables of toolset numbers, model & texture names, inventory icon names, and appearances.
  3. 2da documentation and general combining with other haks info.

 

2. Lisa’s Placeables – HOTU padded NEW JAN '04

This hak contains all my placeables and any of their portraits.

  1. General usage information.
  2. Table of all items with model names, texture names, icon names, portrait names...
  3. 2da documentation and general combining with other haks info.

 

3. Lisa’s Holdables – HOTU padded NEW JAN '04

This hak contains my Staves (both weapon and torch versions), Holy Symbols, Whips, & Wieldable Standards.

  1. General usage information
  2. List of all items with appearance and model names.
  3. 2da documentation and general combining with other haks info.

 

4. How to Personalize the Logos on the flags ( Placeable and Holdable)


1a.  General Usage of Lisa’s Clothes Horse – HOTU padded hak.

Getting Started:

v     Old versions of NWN – you may need to shorten the name for the hak to work.

v     Unzip the download file  and place LisasClothesHOU.hak in your NWN/hak folder & LisasHOTUacces.erf in your NWN/erf folder.

v     Open module in toolset. 

v     Go to EDIT – MODULE PROPERTIES and choose the custom content tab. 

v     Near the bottom you should see an arrow that if pressed will scroll out a list of all haks in your hak folder.  Select the hak LisasClothesHPad.hak and add. 

v     OK the choice and the module will rebuild. 

v     Save your module (suggest you rotate save names just in case there is a problem).

v     Quit the toolset and restart! or the items may not be available!

 

Now that the new items will be available for use:

v     You may now import a base accessories set that I pre-made for you (no magic properties have been added) by going up to FILE – IMPORT and choosing LisasHOTUacces.erf .  Accessories will be on your Custom Items Pallet under the SPECIAL-CUSTOM 2 branch.  You may edit their properties, descriptions all you want.   No clothing is included in the erf.

v     OR use the ITEM CREATION WIZARD to create the mage staff accessory items or armor as you wish them to be in your module.  I will assume you know how to select appearance and properties for yourself J.  The Table below will aid you see column 1 for toolset appearance names.  For clothing Noobs please check out Maximus’ tutorial on using my haks.

 

Notes:

·        If items still don’t show up – try shortening the hak file name.  This one worked fine for me but older builds of NWN required shorter names.

·        Armor and clothing is arranged in the toolset armor appearance lists based on the BASE AC assigned the item in the 2da’s, col. 3.  I always assign BASE AC of 0, but for some items you may feel the AC should be higher so see section 1c.

·        Items of equal AC are clumped together in the lists in some order determined by the toolset.  I assure you Nothing is lost!  Just shoved around – and this has no effect on any items made previously with BioWare items or non-conflictingly numbered other armor haks! 

·        I tweaked my 2da files so that all my armor parts will appear AFTER Biowares, EXCEPT torsos, which because the AC class of Torsos actually matters, I put them before Biowares.

·        The AC of the torso is the only one that really counts toward the AC of the outfit. 

·        Some people want to have all custom items show up at the end of the lists – um then all the evening gowns are gonna have AC more than 8 and hardly anyone can wear it! And they’d cost a fortune!

·        I think: This Clothes Hak is compatible with other current NWN builds also.

 

 

 

 


 

1b. Tables of all items with Appearance and Model names and Tons of Info.

Accessories as Secondary “Lisa” Staff Based Items:

This table lists my new addon mage staff items - I have added a new class of weapons that the game thinks are also mage staffs – but your weapon specializations and feats do not apply to these.  I did not edit files that could not be contained in a hak – so when using the toolset item wizard, the regular staffs are the first “mage staff” choice and my addon one appears second as another “mage staff” choice. Please note that I padded the baseitems.2da for compliance with BioWare future addons. I added a line at 211 for these to function.  I may move some of my other non-staff staffs here at a later time.

NOTES:

·        When holding a staff, the weapon position is with the arm held upward.  This makes it perfect for parasols and fans.  Most other weapons are held with the arm held down and that is all wrong.  I selected staffs for appearance.

·        Erf file imported versions have no magic properties; you may want to add a few. 

·        These are not meant to be used as a weapons but they can be with quite amusing results! 

·        All of these are MIDDLE section only models which must be paired with the true NULL model top and bottom sections for staves in the weapon creation appearance screen.

·        When laying on the ground some of these items will appear angled or partially below ground due to the rotation to make the wield style vertical.

·        Items will only be raised into proper vertical wield in the game (not in the toolset!)

·        No changes to these items from my old haks but see comments in section 3c about weapons.

 

Description and Item type

Model Name with extension ‘mdl’

Inventory Texture Name with extension ‘tga’

Custom Textures Used with extension ‘tga’ (sometimes ‘txi’ as noted)

Holdable Swaddled Baby

wLisa_m_011

iwLisa_m_011

babyblanket

Black Mourner’s Umbrella

(Mage Staff – Weapon)

wLisa_m_012

iwLisa_m_012

w_black_tex

w_wood_tex

Golden Parasol

(Mage Staff – Weapon)

wLisa_m_013

iwLisa_m_013

w_gold_tex

Dragon Parasol

(Mage Staff – Weapon)

wLisa_m_014

iwLisa_m_014

Dragon

Spanish Lace Fan

(Mage Staff – Weapon)

wLisa_m_015

iwLisa_m_015

Fans

Black/White Fan

(Mage Staff – Weapon)

wLisa_m_016

iwLisa_m_016

Fans

Null Top

MUST be used with all Mage Staffs Above

wLisa_t_014

iwLisa_t_014

NONE

Null Bottom

MUST be used with all Mage Staffs Above

wLisa_b_014

iwLisa_b_014

NONE

 

Heads:

Appearance Info:

Model and Texture Names

mdl and plt extensions.

  1. Human Female Head 013 with longer hair

PC or NPC if no Conflicts.

Eyes:Metal 1&2        Lips: Cloth 1

pfh0_head028

  1. Human Female Alias Head

PC or NPC if no Conflicts.

Eyes:Tattoo 2           Lips: Cloth 1

pfh0_head029

  1. Human Female Worn Face

NPC if no Conflicts.

pfh0_head150

  1. Human Female Old Face with Hat

NPC if no Conflicts.

pfh0_head151

  1. Human Female Dragon Girl Head

NPC if no Conflicts.

Eyes:Metal 1&2        Lips: Cloth 1

pfh0_head152

  1. Elf Female - Half-Elf head scaled version of  # 1 above

PC or NPC if no Conflicts.

Eyes:Metal 1&2        Lips: Cloth 1

pfe0_head017

  1. Halfling Female – Intended as child version of #1 above

PC or NPC if no Conflicts.

Eyes:Metal 1           Lips: Cloth 1

pfa0_head012

  1. Nathraiben’s Halfling Female Child Heads

NPC only probably.  Thin Only

pfa0_head*** where *** is 161 to 167

  1. Nathraiben’s Halfling Male Child Heads

NPC only probably. Thin Only

pma0_head0***where *** is 160 to 161

 

Clothing Tables By Part Names: 

NOTES:

·        Hopefully someone will eventually figure out how we can restrict items by Sex like you can race and class, but for now you will have to do it with item names and possibly scripting.  All outfits can be worn by everyone though!

·        All future releases by me will compatible with this hak.  I started every part at 150.  Any hak not using conflicting numbers should be easy to combine with mine – see part 1c below.

·        All outfits made with previous versions of my stuff will need their appearances updated.

Brief description of model/texture name conventions for armor parts:

Example

pfh0_belt017.mdl

·                    The “p” is parts

·                    The “f” is female, use “m” for male

·                    The “h” is human (“a” is halfling, “d” is dwarf, “e” is elf, “g” is gnome, “o” is half-orc)

·                    The “0” is thin phenotype, use “2” for chubby.

·                    belt” is the type of part – chest, pelvis, handl (left hand), shinr (right shin)...easy to figure out.

·                    The “017” is the 3 digit version of the number entered in the appropriate parts “2da” file column 1.

·                    The “mdl” is model, plt is the texture.

Each part has a maximum of two “plt” skin textures – male and female and named to correspond to thin-human but all races and both phenotypes use those same two “plt’s!!!! 

There are up to 24 mdls if the part is made for all races, both sexes, both phenotypes.

Chest, pelvis, belt, and shoulder parts should have inventory plt’s so you have a little picture of the outfit when it is in your inventory screens.  Max of two, one male and one female. Example Names: ipf_chest055.plt and ipm_chest055.plt   (“IP” for inventory picture, F or M for female and male)

Hands, forearms, biceps, shoulders, thighs, shins, and feet each have only one 2da file but there are two models of each kind r, right and l, left:  Example: pfh0_footl009.mdl and pfh0_footl009.plt and pfh0_footr009.mdl and pfh0_footr009.plt and you have a pair of shoes for human thin females.

 

 

ROBES

Toolset numbers if just this hak is used.

Model, Texture, and Inventory Icon Number

Female Appearance

 

Male Appearance

 

005

150

Mexican Ribbons Skirt   

Mexican Ribbons Skirt   

006

151

Mexican Floral Skirt

Mexican Floral Skirt

007

152

Wizard Skirt   

Wizard Skirt

008

153

Flower Gown

Flower Gown

009

154

Apron Gown    

Apron Gown    

010

155

Scale/lace Gown    

Scale/lace Gown    

011

156

Dragon Wizard Skirt

Dragon Wizard Skirt

012

157

Crane Kimono

Crane Kimono

013

158

Dragon Kimono  

Dragon Kimono  

014

159

Bamboo Kimono

Bamboo Kimono

 

v     Please note – Since the robe does not replace the torso, the toolset overlays the robe and torso icons – which looks horrible.  In the game the robe icon totally replaces all other icons so you will see only the skirt(robe) icons and they look much better in inventory.  Unfortunately the game cannot display a merged robe and torso icon :(

 

v     ******* THIS VERSION DOES NOT include scripts for allowing the robes to fit into the in game armor crafting system.  You should look at Sartrix scripts for this or examine Bigfoots Alienest Robe hak to see how to script this as a feature in your mod.

 

v     TO COMBINE with other robe haks – you only need to merge the parts_robe.2da. I padded mine to line 199, and started at line 150 for my models, to activate another line, copy it from the other haks 2da and past it over that line number in mine (or viceversa) .  Lines with **** in column 3 are padded but not active.  For example to add bigfoots alienest robe and mine, copy his line 26 and past over my line 26 and make sure the new 2da is higher in priority than either of the original haks.

 

1. BELTS

Toolset numbers if just this hak is used.

Model, Texture, and Inventory Icon Number

(See Naming conventions above)

Female Appearance

(any limitations are noted, otherwise ‘all race both phenotypes’)

Male Appearance

(any limitations are noted, otherwise ‘all race both phenotypes’)

15

150

Yuan-Ti skirt    

Long Belt     

16

151

Hound Archon belt    

Hound Archon belt    

17

152

Alias – Belt      

Alias – Belt      

18

153

Belt with Sporran

Belt with Sporran

19

154

MiniSkirt

Long Belt  

20

155

Cat-Like Tail

Cat-Like Tail

 

2. BICEP:

Toolset numbers if just this hak is used.

L/R Models, & Textures Number

(See Naming conventions above)

Female Appearance

(any limitations are noted, otherwise ‘all race both phenotypes’)

Male Appearance

(any limitations are noted, otherwise ‘all race both phenotypes’)

14     

150

Plain Leather Sleeve

Plain Leather Sleeve

15     

151

Evening Glove Top     

Evening Glove Top     

16     

152

Dragon Skin

Dragon Skin

17     

153

Crane Kimono

Crane Kimono

18     

154

Dragon Kimono

Dragon Kimono

19     

155

Bamboo Kimono

Bamboo Kimono

20     

156

Alias' Cuff

Alias' Cuff

21     

157

Leather Sleeve for Bolero Jacket

Leather Sleeve for Bolero Jacket

22     

158

Crushed Velvet Sleeves –Fop Jacket

Crushed Velvet Sleeves –Fop Jacket

23     

159

Monk Shirt Sleeve

Monk Shirt Sleeve

24     

160

Swashbuckler Sleeve

Swashbuckler Sleeve

 

3. CHEST (TORSO):

Toolset numbers if just this hak is used.

Model, Texture, & Inventory Icon Number (See Naming conventions above)

Female Appearance

(any limitations are noted, otherwise ‘all race both phenotypes’)

Male Appearance

(any limitations are noted, otherwise ‘all race both phenotypes’)

1         

150

FlamboyantWizardCollar

Low collar on Large Pheno    

FlamboyantWizardCollar

Low collar on Large Pheno    

2         

151

Midi-Tee shirt

Midi-Tee shirt

3         

152

Leather Bustier

Leather Bustier

4         

153

Cloth Corset/undershirt

Cloth Corset/Undershirt

5         

154

Crane Kimono    

Crane Kimono    

6         

155

Dragon Kimono    

Dragon Kimono    

7         

156

Bamboo Kimono    

Bamboo Kimono    

8         

157

Alias' Torso 

Alias' Torso 

9         

158

Gypsy Blouse

Gypsy Blouse

10     

159

Modest Dragon Tattoo

Dragon Tattoo

11     

160

DragonTattoo with chain

DragonTattoo with chain

12     

161

Chest Chain not tattoo

Chest Chain not tattoo

13     

162

Dragon Skin w/tattoo    

Dragon Skin w/tattoo    

14

163

Fallen Angel Wing Scars    

Fallen Angel Wing Scars    

24

164

Scoop Neck Child Chest Female

Halfling Only (dummy set-up model on human for toolset use)

Scoop Neck Child Chest

dummy set-up model on human for toolset use

25

165

High Neck Child Chest Female 

Halfling Only (dummy set-up model on human for toolset use)

High Neck Child Chest 

dummy set-up model on human for toolset use

 

166

Black Widow Spiders

Black Widow Spider

26

167

Pregnancy Torso

Pregnancy Torso

15     

168

Tooled Leather Bolero Jacket

Tooled Leather Bolero Jacket

16     

169

SeaShell Mermaid Chest

(not released in general yet, was a special request)

Naked Chest

17     

170

Leopard Bra

Naked Chest

18     

171

CutAway Velvet Fop Coat (tails removed due to sever clipping in female stance.)

CutAway Velvet Fop Coat

19     

172

HoundArchonSuspenders

HoundArchonSuspenders

20     

173

Plain Monk Shirt    

Plain Monk Shirt    

21     

174

Twin Dragon Monk Shirt

Twin Dragon Monk Shirt

22     

175

Swashbuckler Shirt

Swashbuckler Shirt

 

4. FOOT:

Toolset numbers if just this hak is used.

L/R Models, & Textures Number

(See Naming conventions above)

Female Appearance

(any limitations are noted, otherwise ‘all race both phenotypes’)

Male Appearance

(any limitations are noted, otherwise ‘all race both phenotypes’)

11     

150

Invisible (no texture)    

Invisible (no texture)    

12     

151

TwoTone High Heel    

High Heel with Flap

13     

152

OneTone High Heel    

High Heel with Flap (different Leather)

14     

153

Little girl foot –Halfling only

(dummy set-up model on human for toolset use)

Little boy foot –Halfling only

(dummy set-up model on human for toolset use)

15     

154

Dragon Skin    

Dragon Skin 

16     

155

Curl Toe Harem Shoe

Curl Toe Harem Shoe

17     

156

Cloth1&2, Two tone HighHeel for Mexican Skirts coordination

Cloth1&2, Two tone HighHeel for Mexican Skirts coordination

18     

157

Boot foot for tooled leather shin boot

Boot foot for tooled leather shin boot

19     

158

Hound Archon Foot 

Hound Archon Foot

 

5. FOREARM:

Toolset numbers if just this hak is used.

L/R Models, & Textures Number

(See Naming conventions above)

Female Appearance

(any limitations are noted, otherwise ‘all race both phenotypes’)

Male Appearance

(any limitations are noted, otherwise ‘all race both phenotypes’)

22     

150

Plain Leather Sleeve

Plain Leather Sleeve

23     

151

Evening Glove lower    

Evening Glove lower    

24     

152

Dragon Skin

Dragon Skin

25     

153

Slave Cuff

Slave Cuff

26     

154

Crane Kimono

Crane Kimono

27     

155

Dragon Kimono

Dragon Kimono

28     

156

Bamboo Kimono

Bamboo Kimono

29     

157

Alias' Bracers

Alias' Bracers

30     

158

Helm Horror Gauntlet 

Helm Horror Gauntlet 

31     

159

Bangle Braclets 

Bangle Braclets 

32     

160

Leather Sleeve for Bolero Jacket

Leather Sleeve for Bolero Jacket

33     

161

Velvet and Lace Fop Sleeves

Velvet and Lace Fop Sleeves

34     

162

Monk Shirt Sleeve

Monk Shirt Sleeve

35     

163

Swashbuckler Sleeve

Swashbuckler Sleeve

36     

164

Hound Archon Bracer

Hound Archon Bracer

 

6. HAND:

Toolset numbers if just this hak is used.

L/R Models, & Textures Number

(See Naming conventions above)

Female Appearance

(any limitations are noted, otherwise ‘all race both phenotypes’)

Male Appearance

(any limitations are noted, otherwise ‘all race both phenotypes’)

7         

150

Evening Glove Hand

Evening Glove Hand

8         

151

Dragon Skin

Dragon Skin

9         

152

Alias' Glove

Alias' Glove

10     

153

Pirate Hook

Pirate Hook

11     

154

Helm HorrorGauntlet

Helm HorrorGauntlet

 

7. LEGS (THIGHS):

Toolset numbers if just this hak is used.

L/R Models, & Textures Number

(See Naming conventions above)

Female Appearance

(any limitations are noted, otherwise ‘all race both phenotypes’)

Male Appearance

(any limitations are noted, otherwise ‘all race both phenotypes’)

15     

150

Invisible (no texture)    

Invisible (no texture)    

16     

151

Plain Pants

Plain Pants

17     

152

Sleek Boot Top

Sleek Boot Top

18     

153

Nubby Rolled Top Boot

Nubby Rolled Top Boot

19     

154

Dragon Skin

Dragon Skin

20     

155

Alias' Laced up Pants

Alias' Laced up Pants NO LACES ON MALE VERSION

21     

156

Harem Pants thigh

Harem Pants thigh

22     

157

Hound Archon Pants

Hound Archon Pants

23     

158

Plaid legs for Kilt

Plaid legs for Kilt

24     

159

Sleek Leather Pant

Sleek Leather Pant

25     

160

Monk Pants

Monk Pants

 

8. NECK:

Toolset numbers if just this hak is used.

Model, & Texture Number

(See Naming conventions above)

Female Appearance

(any limitations are noted, otherwise ‘all race both phenotypes’)

Male Appearance

(any limitations are noted, otherwise ‘all race both phenotypes’)

5         

150

Yuan-Ti Spikes    

Yuan-Ti Spikes    

6         

151

Dragon Skin    

Dragon Skin

7         

152

Slave Cuff    

Slave Cuff   

8         

153

Cravat for Lace collar

Cravat for Lace collar

9         

154

Fancy Cloak – Narrow Model

Fancy Cloak – Narrow Model

10     

155

Fancy Cloak – Wider Model

Fancy Cloak – Wider Model

11     

156

Plainer Cloak – Narrow Model

Plainer Cloak – Narrow Model

12     

157

Amulet on Choker

Amulet on Choker

13     

158

Tooth/Claw Necklace

Tooth/Claw Necklace

 

9. PELVIS:

Toolset numbers if just this hak is used.

Model, Texture, and Inventory Icon Number

(See Naming conventions above)

Female Appearance

(any limitations are noted, otherwise ‘all race both phenotypes’)

Male Appearance

(any limitations are noted, otherwise ‘all race both phenotypes’)

36     

150

Invisible (no texture)     

Invisible (no texture)     

37     

151

Plain Pants    

Plain Pants    

38     

152

Dragon Skin    

Dragon Skin

39     

153

Long Loin Cloth

Long Loin Cloth

40     

154

Alias' Laced up Pants

Alias' Laced up Pants NO LACES ON MALE VERSION

41     

155

Spider Web Skirt

Spider Web Skirt 

42     

156

Plaid Kilt 

Plaid Kilt

43     

157

Mermaid Tail (special request – not released generally)

Merman Tail (special request – not released generally)

44     

158

Leopard Loin Cloth

Leopard Loin Cloth

45     

159

Even Plainer Silk pants

Even Plainer Silk pants

 

10. SHIN:

Toolset numbers if just this hak is used..

L/R Models, & Textures Number

(See Naming conventions above)

Female Appearance

(any limitations are noted, otherwise ‘all race both phenotypes’)

Male Appearance

(any limitations are noted, otherwise ‘all race both phenotypes’)

16     

150

Invisible (no texture)    

Invisible (no texture)    

17     

151

Sleek Leather Pant Shin

Sleek Leather Pant Shin

18     

152

Socks/Stocking    

Socks/Stocking    

19     

153

Plain Pants

Plain Pants

20     

154

Sleek Boot Shin

Sleek Boot Shin

21     

155

Nubby Rolled Boot Shin  

Nubby Rolled Boot Shin  

22     

156

Dragon Skin    

Dragon Skin    

23     

157

Slave Cuff

Slave Cuff

24     

158

Alias' Boot Shin

Alias' Boot Shin

25     

159

Harem Pants shin

Harem Pants shin

26     

160

Monk Pants

Monk Pants

27     

161

Tooled Leather Boot

Tooled Leather Boot

28     

162

Hound Archon Boots

Hound Archon Boots

 


1c.  2da Issues and Combining Tips for Armor Parts and Heads.  For the Accessories info., see part 3c, weapons.

 

New armor is added by using the so called ‘parts 2da’ files.  No lines can be skipped but they can be padded – that is made to be reserved for later use.

There are 11 different parts 2da files NOT COUNTING ROBES 2DA which is similar, here is a list along with the ending line numbers BioWare wants us to reserve for their future use:

parts_belt.2da – pad to 30

parts_bicep.2da – pad to 30

parts_chest.2da – pad to 75

parts_foot.2da – pad to 30

parts_forearm.2da – pad to 40

parts_hand.2da – pad to 20

parts_legs.2da – pad to 30

parts_neck.2da – pad to 20

parts_pelvis.2da – pad to 50

parts_shin.2da – pad to 30

parts_shoulder.2da – pad to 50

 

There are a lot of modelers making armor parts, and if you are lucky, the ones you want will choose different numbers making combining a matter of editing these 2da files.  I choose to start all my stuff at line 150 in every file.  I have stuff in every category except shoulder. 

 

NOTE:

So, it is even weirder in the numbering situation with armor than we thought!

 

I was originally going to number from 200 up, but I've changed to 150 up because of weird stuff BioWare inserted in the parts number 200 up.  And it is weird.  I'll try to explain.

 

It seems BioWare has actually reserved all parts 200 and up to be declared as custom NPC parts that get chosen in the NPC's creature appearance screen instead of OR along with the armor creation apearance screen.

 

Now if BioWare uses say up to 75 lines for their armor, that only leaves 124 slots for the rest of us.  So we are back to big time conflicts.  "Communication" between hundreds of modelers to split up the few #'s left was their not helpful &  only suggestion so far. Yeah.

 

So basically you can only use up to 199 safely for given armor part, higher than that you will get NPC torsos and armor torsos. 

 

Let me explain from my "experiments"

I made a torso for the following chest numbers

 

199

200

201

214

215

235

255

 

The First experiment, no 2da alterations from the default parts_chest.2da:

With no lines added to the 2da.  Models between 200 to 255 showed up on the NPC's creature appearance screen under torso choices.  Model 199 did not show up there. 

None showed up new in the armor creation apearance screen.

 

2nd Experiment:

Now I added a 2da, padded but with lines 199,200,201,214,215,235,255 activated. 

The effect on the NPC's creature appearance screen was unchanged from the first experiment.

 

Now however they all also showed up in the armor creation apearance screen .

 

Upshot – I plan to avoid 200 and up unless there are no other choices.

End of Note.

 

Other BioWare Comment:  When pasting new rows into 2da files, the columns don’t have to line up precisely.  As long as there is at least one space between items it will be read as a new column.  Of course you need the correct number of columns even if they don’t line up. Don’t use “TAB” to make spaces!

Also Thallion tells me that line 99 is reserved for NPC’s like Aribeth and Gend so don’t use line 99 ever either.

 

TIPS ON COMBINING WITH OTHER ARMOR HAKS:

WARNING:
If  model number(names) conflict, you will have to do extensive work to combine the items.  I have a tutorial about it on NWNbuilders.com called Adding New Armor Without Losing the Old.

 

Assuming no model number(name) conflicts, you just need to make a COMBO 2da file following these easy tips:

 

 

v     First let’s discuss the format of every one of these parts 2da files.

Open it in notepad and you will see 3 columns – here is just the start of one:

 

           COSTMODIFIER   ACBONUS

0          0                                   0.00

1          0                                  ****

2          0                                  ****

3          0                                   0.10

4          0                                   0.02

5          0                                   0.34

 

The first column is the line number that will correspond to the model name; when used in the model name it must be 3 digits such as 009, or 037, or 224.  Currently, nothing numbered higher than 255 will show up which is something I hope BioWare changes and makes unlimited like other 2da types.  And as discussed above you really can’t use 200 to 255 cleanly)

 

The second column is a cost modifier.  Putting 5000 in this col. will increase the base cost of that part 5000gp!!!! Putting in -5000 will reduce the base cost of that part by 5000 but if the item cost less than 5000 when built in the toolset it will not have a price lower than 0.  Generally, this is kept to 0 and cost is modified through means of properties and AC.  I never have it other than 0.

 

The third column is the Base AC for the item.  This is how the item will be sorted in the toolset.  Decimals are rounded to whole numbers.  AC range is 0 to 8 for legit items.   I always use base AC 0, but say you want Aliases chain vest to become light armor – make the AC col. 1 to 3.  Medium armor is 4 to 5, and heavy armor is 6 to 8. Remember the only one that actually counts is the one assigned to Chests(torsos).  You can fiddle-faddle around using decimal increments to move models to the end of the toolset sort BUT DON’T EVER DO IT ON CHESTS UNLESS YOU MEAN IT!!!!!!!!!!  To reiterate, I always go for 0, toolset numbers – who cares – not worth the fussing about in the AC col. IMO.

 

v     Now something Important:

You see those little **** in the 3rd col.?  These are the PADDED lines, if AC is **** the toolset armor appearance screen will ignore those lines.  The reason it appears on some early lines is for the default “naked/underwear” plain and “naked/underwear” tattooed parts used in setting up the characters appearance screens (i.e. with no clothes like when setting up tattooed part to create a new PC at the start of a game or in the toolset when creating a generic race NPC.)

 

v     OK, shooting your eyeballs down any one of my parts 2da’s you’ll see the AC column drops the **** at line 150 and those are my things.  For your convenience, I padded it all the way to the nice number of 199.  My stuff starts at 150 and goes until you see **** start again.  If I add new stuff I will pick up where-ever I left off.

 

v     Let’s just say someone else’s hak has lines 75-90 filled in for their stuff.  Doesn’t matter if they have pads after their things.  Copy only their “active” lines (the ones that have something other than **** in the AC col. and are after Biowares stuff at the beginning) and paste those over the exact same lines in my 2da and you will have a nifty COMBO 2da that will make everybody’s parts work all friendly like.

 

v     If they number higher than my parts – you need to leave in the **** pad lines to fill in between mine and theirs, but by now, you should now know what you are doing. Cut an paste in their lines.

 

WARNING:

If they have stuff below BioWare’s requested reserves, I suggest you read that tutorial on adding new armor and do a major rewrite of their stuff or you may have problems when BioWare patches or releases another expansion!!!!!!

 

Once you finish your new 2da’s you may make a new hak just with the 2da’s as long as it has higher priority, and just use the original haks with the models below it.  You could repack the new models and 2da’s in to a new custom hak of your own.

 

I told you it was easy J

Now on to ‘messing with heads’. *wink*

 

 

Heads – what can I say.  Confusing at first but gets easier with a few tries.

 

First off: no 2da file for heads which actually makes them open for being hit by expansion paks.

 

To make a head usable for PC and NPC you have to number it low and in strict sequence with the last head BioWare had.  Each Race and Sex has a different number of heads – so you’ll have to figure it out by checking the NPC set-up screen in the toolset for the race and sex you want to add heads for.

 

For example, I know PC usable heads go up to number 015 for human females.

By making my female human heads start at 016 and count up, they become available for use on both NPC’s in the toolset, and PC’s at creation in the game.  If I make it number 017 and there is no 016, then it will be usable only by NPC’s.  If BioWare ever adds human heads for female PC’s I will have to renumber all my models.

 

Now there is some weird business with some generic pot helms (GPH) that show up as PC heads if you number up to 49 (I think I was told)  The GPH’s were some kind of flotsam left in the game – ich!  So you probably should only have up to 48 PC heads for any race/sex.   I’ve never run up that high, so I don’t know the full scoop on these GPH and what the heck they are there for.  They run out after awhile but apparently there are a slew of them and all identical.

 

Also BioWare has some NPC only heads in some of the race/sex categories.  For example the human female NPC only heads are numbered 140 to 143.  The first 3 are repeats of PC heads so I have no Idea why they felt they needed them in again!  143 was added with SoU and is a very nice hooded masked head (but the large pheno version of it was screwed up in the texture mapping stage so beware. LOL.)

 

Heads numbered up high enough are safe from expansion probably but are usable only in the toolset for NPC’s.  I have 3 NPC heads numbered starting at 150. The rest are PC/NPC if you have no other add on head packs that conflict.

 

If you need to renumber heads the deal is almost the same as for the armor parts in that tutorial I mentioned

EXCEPT

  • heads have no 2da files
  • every head has a separate plt for each race and sex.
  • they don’t have inventory plt icons.

Also I am not renumbering Nathraiben’s child heads, so they probably will not appear as PC choices.


2a.  General Usage of Lisa’s Placeables – HotU Padded hak.

 

Getting Started:

v     Unzip the download file  and place LisasPlaceablPad.hak in your NWN/hak folder & LisasPlaceHotU.erf in your NWN/erf folder.

v     Open module in toolset. 

v     Go to EDIT – MODULE PROPERTIES and choose the custom content tab. 

v     Near the bottom you should see an arrow that if pressed will scroll out a list of all haks in your hak folder.  Select the hak LisasPlaceablPad.hak and add. 

v     OK the choice and the module will rebuild. 

v     Save your module (suggest you rotate save names just in case there is a problem).

v     Quit the toolset and restart. 

v     Very few changes needed for HotU. I updated the crystal ball textures, and added a HotU style version of the Black Dragon's Mirror.

 

Now that the new items will be available for use:

v     You may now import a base set that I pre-made for you (no magic properties have been added) by going up to FILE – IMPORT and choosing LisasPlaceHotU.erf .  Everything will be on your Custom Placeables Pallet under the SPECIAL-CUSTOM 1 branch.  You may edit their properties, descriptions all you want.

v     OR use the PLACEABLE CREATION WIZARD to create the items as you wish them to be in your module.  I will assume you know how to select appearance and properties for yourself J.  The Table below will aid you see column 1 for toolset appearance names.

 

Notes:

·        If items still don’t show up – try shortening the hak file name.  This one worked fine for me (in fact I had a hak with a 50 character long name and it worked) but older builds of NWN required shorter names.

·        Some placeables have portraits (useful when you have talking objects) but not all do.  Those with no custom portrait will have a default ‘blank’  portrait which you can reset to any other in game portrait if you like.  A few items share a portrait and it must be selected by you specially – I have noted these in the table below.  If you are making a custom hak and want to save on file size the portraits may be safely omitted.

·        Some placeables were made using textures from within the game, most have my custom textures.  If you are pulling individual items, open the ‘mdl’ file in notepad, search for all BITMAP lines and these will tell you what the custom texture names are that go with any given item.  I used my custom textures sometimes for multiple objects.  All my textures are in ‘tga’ format; animated textures have corresponding ‘txi’ files.  Also all of the info is in the table below.

·        All placeables have two main files besides their textures the ‘mdl’ file and corresponding ‘pwk’ file.

This Hak Contains all Placeables out of ALL MY INDIVIDUAL PLACEABLE HAKS.

Many items in the old individual packs have NOT been updated and you should use the ones in this hak.


2b.  DATA ABOUT PLACEABLES IN THIS HAK:

 

Item Description and ‘Appearance’ name in toolset.

Model Name with extensions ‘mdl’ and ‘pwk’

Portrait Names with extension ‘tga’

Custom Textures Used with extension ‘tga’ (sometimes ‘txi’ also as noted)

Current Line(s)  in MY padded 2da’s

1. Amethyst Crystal Ball on Marble Table

Toolset Appearance: ‘CrystalBall’

PLC_MCB

PO_PLC_MCB_m

PO_PLC_MCB_s

PO_PLC_MCB_t

PLC_marble

w_violetc_tex (tga and txi)

Placeable 2da line #:1011

Portraits 2da line #: 2100

2. Gold Crystal Ball

Toolset Appearance: ‘CrystalOrb’

PLC_MCB2

PO_PLC_MCB2_m

PO_PLC_MCB2_s

PO_PLC_MCB2_t

w_gold_tex

w_goldc_tex (tga and txi)

Placeable 2da line #:1012

Portraits 2da line #: 2101

3. Amethyst Crystal Ball

Toolset Appearance: ‘CrystalOrb2’

PLC_MCB3

PO_PLC_MCB3_m

PO_PLC_MCB3_s

PO_PLC_MCB3_t

w_gold_tex

w_violetc_tex (tga and txi)

Placeable 2da line #:1013

Portraits 2da line #: 2102

4. Marble Side Table

Toolset Appearance:

‘Marble Table’

PLC_MTBL

PO_PLC_MTBL_m

PO_PLC_MTBL_s

PO_PLC_MTBL_t

PLC_marble

 

Placeable 2da line #:1014

Portraits 2da line #: 2103

5. Golden Vortex Mirror

Toolset Appearance:

‘MirrorVor’

PLC_Mir1

PO_PLC_Mir1_m

PO_PLC_Mir1_s

PO_PLC_Mir1_t

mirror1 (tga and txi)

frame1

Placeable 2da line #:1015

Portraits 2da line #: 2104

6. Lady of the Mist Mirror

Toolset Appearance:

‘MirrorLdy’

PLC_Mir2

PO_PLC_Mir2_m

PO_PLC_ Mir2_s

PO_PLC_ Mir2_t

mirror2 (tga and txi)

frame2

Placeable 2da line #:1016

Portraits 2da line #: 2105

7. The Black Dragons Mirror – Original Misty Version

Toolset Appearance:

‘MirrorDrg’

PLC_Mir3

PO_PLC_Mir3_m

PO_PLC_Mir3_s

PO_PLC_Mir3_t

mirror3 (tga and txi)

Placeable 2da line #:1017

Portraits 2da line #: 2106

8. Dragon Head Canopic Vase

Toolset Appearance:

‘CanopicDrg’

PLC_VS1

PO_PLC_VS1_m

PO_PLC_VS1_s

PO_PLC_VS1_t

marble

Placeable 2da line #:1018

Portraits 2da line #: 2107

9. Hell Hound Head Canopic Vase

Toolset Appearance:

‘CanopicDog’

PLC_VS2

PO_PLC_VS2_m

PO_PLC_VS2_s

PO_PLC_VS2_t

frame1

Placeable 2da line #:1019

Portraits 2da line #: 2108

10. Raven Head Canopic Vase

Toolset Appearance:

‘CanopicRav’

PLC_VS3

PO_PLC_VS3_m

PO_PLC_VS3_s

PO_PLC_VS3_t

marbleb

Placeable 2da line #:1020

Portraits 2da line #: 2109

11. Tiger Head Canopic Vase

Toolset Appearance:

‘CanopicTig’

PLC_VS4

PO_PLC_VS4_m

PO_PLC_VS4_s

PO_PLC_VS4_t

amber

Placeable 2da line #:1021

Portraits 2da line #: 2110

12. Black Dragon Mirror Frame without the Glass piece for use with special effects Toolset Appearance:

‘MirrorFrame’

PLC_Mir4

PO_PLC_Mir4_m

PO_PLC_Mir4_s

PO_PLC_Mir4_t

None (uses game texture)

Placeable 2da line #:1022

Portraits 2da line #: 2111

13. Lady of the Mist Glass piece without the frame for use with special effects

Toolset Appearance:

‘MirrorGlass’

PLC_Mir5

PO_PLC_Mir5_m

PO_PLC_Mir5_s

PO_PLC_Mir5_t

mirror2 (tga and txi)

 

Placeable 2da line #:1023

Portraits 2da line #: 2112

14. Tutankhamen’s Sarcophagus

Toolset Appearance:

‘EgyptSarco’

PLC_Tut

PO_PLC_Tut_m

PO_PLC_Tut_s

PO_PLC_Tut_t

Tut

Placeable 2da line #:1024

Portraits 2da line #: 2113

15. Alter with Egyptian Hieroglyphs

Toolset Appearance:

‘EgyptAlter’

PLC_Ealt

PO_PLC_ Ealt _m

PO_PLC_ Ealt _s

PO_PLC_ Ealt _t

Ealt

Placeable 2da line #:1025

Portraits 2da line #: 2114

16. Tutankhamen’s Golden Sarcophagus

Toolset Appearance:

‘EgyptSarco2’

PLC_Tut2

PO_PLC_Tut2_m

PO_PLC_Tut2_s

PO_PLC_Tut2_t

Tut2

Placeable 2da line #:1026

Portraits 2da line #: 2115

17. Marble and wood commode with rolled pillow back.

Toolset Appearance:

‘Commode’

PLC_Can

PO_PLC_Can _m

PO_PLC_Can _s

PO_PLC_Can _t

Sink

Marble

Placeable 2da line #:1027

Portraits 2da line #: 2116

18. Claw footed table with Chinese dragon pitcher and Basin

Toolset Appearance:

‘WashBasin’

PLC_Sink

PO_PLC_Sink _m

PO_PLC_Sink _s

PO_PLC_Sink _t

Sink

Marble

BlueDragon

Placeable 2da line #:1028

Portraits 2da line #: 2117

19. Bathtub with Black Dragon spigot

Toolset Appearance:

‘BathTub’

PLC_Tub

PO_PLC_Tub_m

PO_PLC_Tub_s

PO_PLC_Tub_t

Marble

Tub_water (tga and txi)

Placeable 2da line #:1029

Portraits 2da line #: 2118

20. Joke ‘Sims’ style pee splat.

Toolset Appearance:

‘PeeSplat’

PLC_Pee

PO_PLC_Pee _m

PO_PLC_Pee _s

PO_PLC_Pee _t

Pee (tga and txi)

Placeable 2da line #:1030

Portraits 2da line #: 2119

21. Dragon with Geese Rug

Toolset Appearance:

‘DragonRugA’

PLC_RugA

 

Rug4_5

Placeable 2da line #:1031

22. Dragon on Cream Background Rug

Toolset Appearance:

‘DragonRugB’

PLC_RugB

 

Rug4_5

Placeable 2da line #:1032

23. Dragon Eating Deer Rug

Toolset Appearance:

‘DragonRugC’

PLC_RugC

 

Rug2_3

Placeable 2da line #:1033

24. Chinese 4 Cloud Dragon Rug

Toolset Appearance:

‘DragonRugD’

PLC_RugD

 

Rug2_3

Placeable 2da line #:1034

25. Worn Caucasian Dragon Rug

Toolset Appearance:

‘DragonRugE’

PLC_RugE

 

Rug1

Placeable 2da line #:1035

26. Dragon with Geese Tapestry

Toolset Appearance:

‘DragonTapA’

PLC_TapA

 

Rug4_5

Placeable 2da line #:1036

27. Dragon on Cream Background  Tapestry

Toolset Appearance:

‘DragonTapB’

PLC_TapB

 

Rug4_5

Placeable 2da line #:1037

28. Dragon Eating Deer Tapestry

Toolset Appearance:

‘DragonTapC’

PLC_TapC

 

Rug2_3

Placeable 2da line #:1038

29. Babylonian Spearmen Wall

Toolset Appearance:

‘BabylonMen’

PLC_Bab1

 

Babylon1

Placeable 2da line #:1039

30. Babylonian Dragon Wall from Ishtar Gate

Toolset Appearance:

‘BabylonDrg’

PLC__Bab2

 

Babylon2

Placeable 2da line #:1040

31. Babylonian Lion Wall from Ishtar Gate

Toolset Appearance:

‘BabylonLeo’

PLC__Bab3

 

Babylon3

Placeable 2da line #:1041

32. Babylonian Ox Wall from Ishtar Gate

Toolset Appearance:

‘BabylonOx’

PLC__Bab4

 

Babylon4

Placeable 2da line #:1042

33. Medium Celtic Cross

Toolset Appearance:

‘CelticMed’

PLC_CCM

PO_PLC_cc _m

PO_PLC_cc _s

PO_PLC_cc _t

Note: since shared with next item you must set this portrait by hand.

CelticHoly

Placeable 2da line #:1043

Portraits 2da line #: 2120

34. Huge Celtic Cross

Toolset Appearance:

‘CelticHuge’

PLC_CC

PO_PLC_cc _m

PO_PLC_cc _s

PO_PLC_cc _t

CelticHoly

Placeable 2da line #:1044

Portraits 2da line #: 2120

35. Dragon Flag

Toolset Appearance:

‘Flag30’

PLC_FL30

 

flag30

Placeable 2da line #:1045

36. Snake Flag

Toolset Appearance:

‘Flag31’

PLC_FL31

 

flag31

Placeable 2da line #:1046

37. Tiger Flag

Toolset Appearance:

‘Flag32’

PLC_FL32

 

flag32

Placeable 2da line #:1047

38. Horse  Flag

Toolset Appearance:

‘Flag33’

PLC_FL33

 

flag33

Placeable 2da line #:1048

39. Rooster Flag

Toolset Appearance:

‘Flag34’

PLC_FL34

 

flag34

Placeable 2da line #:1049

40. Ox Flag

Toolset Appearance:

‘Flag35’

PLC_FL35

 

flag35

Placeable 2da line #:1050

41. Dog Flag

Toolset Appearance:

‘Flag36’

PLC_FL36

 

flag36

Placeable 2da line #:1051

42. Monkey  Flag

Toolset Appearance:

‘Flag37’

PLC_FL37

 

flag37

Placeable 2da line #:1052

43. Baotou woven tiger pattern rug

Toolset Appearance:

‘TigerRug’

PLC_rgt

 

TigerRug

Placeable 2da line #:1053

44. Monumental Sword of the Gods.

Toolset Appearance:

‘GiantSword’

PLC_Sws

PO_PLC_Sws _m

PO_PLC_Sws _s

PO_PLC_Sws _t

Sws

Placeable 2da line #:1054

Portraits 2da line #: 2121

45. Gothic Cathedral Window – Lancet Madonna

Toolset Appearance:

WindowMadon

PLC_gca1

 

Window1

Placeable 2da line #:1055

46. Gothic Cathedral Window – Rondelle

Toolset Appearance:

WindowRound

PLC_gca2

 

Window2

Placeable 2da line #:1056

45. Gothic Cathedral Diptych, Madonna

Toolset Appearance:

Diptych

PLC_gca3

 

Diptych

Placeable 2da line #:1057

46. The Black Dragons Mirror – HotU Bioware style glass

Toolset Appearance:

‘MirrorDrg’

PLC_Mir3

None use the ones for PO_PLC_Mir3 or blank.

None (uses game textures)

Placeable 2da line #:1058

 


2c.  2da documentation and general combining with other haks info.

 

To Combine with other placeables haks:

Ø      You will need to make a COMBO version of the Placeables.2da, Portraits.2da (and any others that the other haks may have)

Ø      If you want to make a  totally new hak: Copy the MDL, PWK, PORTRAIT, and TEXTURE files as noted for each object in the table above that you want to use.

Ø      Open (with NOTEPAD) my Placeables.2da and copy the lines for the object(s) you want and paste them into YOUR COMBO Placeables.2da at the bottom.  Renumber column 1 and save. 

Ø      Repeat with Portraits.2da if desired.

 

Note:  Never use Tab to make spaces in your 2da files. (Because BioWare says that is bad J )

Note: BioWare Requests we Reserve Lines up to 1000 in Placeable.2da for their future use and up to 2000 in Portraits.2da. 

Note: Erf will no longer work once items have been moved to new lines in 2da. You will have to use the wizard to rebuild the items or edit them off the palettes.

 

Once you finish your new 2da’s you may make a new hak just with the 2da’s as long as it has higher priority, and just use the original haks with the models below it.  You could repack the new models and 2da’s in to a new custom hak of your own.
3a.  General Usage of Lisa’s Holdables – HotU Padded hak

 

Getting Started:

v     Unzip the download file  and place LisasHoldablePad.hak in your NWN/hak folder & LisasHoldHotU.erf in your NWN/erf folder.

v     Open module in toolset. 

v     Go to EDIT – MODULE PROPERTIES and choose the custom content tab. 

v     Near the bottom you should see an arrow that if pressed will scroll out a list of all haks in your hak folder.  Select the hak LisasHoldablePad.hak and add. 

v     OK the choice and the module will rebuild. 

v     Save your module (suggest you rotate save names just in case there is a problem).

v     Quit the toolset and restart. 

v     HOTU users should download the "2da patch" available in a separate link on the same download page as this hak!

 

Now that the new items will be available for use:

v     You may now import a base set that I pre-made for you (no magic properties have been added) by going up to FILE – IMPORT and choosing LisasHoldHotU.erf .  Everything will be on your Custom Items Pallet under the SPECIAL-CUSTOM 1 branch.  You may edit their properties, descriptions all you want.

v     OR use the ITEM CREATION WIZARD to create the items (mace, mage staff, torch as needed) as you wish them to be in your module.  I will assume you know how to select appearance and properties for yourself J.  The Table below will aid you see column 1 for toolset appearance names.

 

Notes:

·        If items still don’t show up – try shortening the hak file name.  This one worked fine for me(in fact I had a hak with a 50 character long name and it worked) but older builds of NWN required shorter names.

·        Some items were made using textures from within the game, most have my custom textures.  If you are pulling individual items, open the ‘mdl’ file in notepad, search for all BITMAP lines and these will tell you what the custom texture names are that go with any given item.  I used my custom textures sometimes for multiple objects.  All my textures are in tga format; animated textures have corresponding ‘txi’ files.  Also all of the info is in the tables below.

·        All torches and weapons have two main files besides their textures, the ‘mdl’ file and corresponding inventory icon ‘tga’ file.

·        Whips are new mace ‘top’ pieces only – you can use any mace middle or bottom pieces.

·        Weapon Staves are new staff middles only but you must use the included ‘null’ top and bottom models.

 

This Hak Contains all Holdables out of these Haks:

  1. Lisa's Little Hak for Mages 
  2. Lisa's Improved Mage & Druid Staves
  3. Lisa's Cleric or Paladin Holy Symbols
  4. Lisa's Cat-o-Nine Tails Stylized Whips
  5. Lisa's Celtic Crosses – (only the holdable one) 
  6. Lisa's Standards ( or Army Flags) – (only the holdable ones)
  7. Plus 2 previously un-released holy symbols and one holdable crystal ball (mage staff)

 

 


 

3b. Tables of all items with Appearance and Model names and Tons of Info.

 

TORCH BASED ITEMS

NOTES:

·        All items labeled ‘torch’ or ‘torch wield’ are not set-up as weapons!

·        All items imported with the ERF file are set up to have no properties but you may wish to add some spells and such!  Directions for customizing the flags are in part 4. below.  Flags and holy symbols are not weapons either.  Torches can be converted to weapons by altering the proper 2da file but those directions are NOT in this file.

·        When laying on the ground some of these items will appear angled or partially below ground due to the rotation to make the wield style vertical.

·        Items will only be raised into proper vertical wield in the game (not in the toolset!)

·        Sorry but the sound is hardcoded.

·        No Changes to torch items for the HotU update

 

Description and Item type

Model Name with extension ‘mdl’

Inventory Texture Name with extension ‘tga’

Custom Textures Used with extension ‘tga’

White & Gold Mage Staff

Non-Weapon (torch)

it_torch_006

iit_torch_006

None (uses game texture)

Tinkerbell Wand

Non-Weapon (torch)

it_torch_007

iit_torch_007

None (uses game texture)

Red Dragon Claw holding Amethyst Crystal Non-Weapon (torch)

it_torch_008

iit_torch_008

w_violet_tex

Druid Tree Branch

Non-Weapon (torch)

it_torch_009

iit_torch_009

None (uses game texture)

Cross with Yellow Holy Fire

Holy Symbol

Non-Weapon (torch)

it_torch_010

iit_torch_010

w_gold_tex

Cross (no Holy Fire)

Holy Symbol

Non-Weapon (torch)

it_torch_011

iit_torch_011

w_gold_tex

Ankh with Green Holy Fire

Holy Symbol

Non-Weapon (torch)

it_torch_012

iit_torch_012

w_gold_tex

Ankh with Gold Holy Fire

Holy Symbol

Non-Weapon (torch)

it_torch_013

iit_torch_013

w_gold_tex

Stone Ankh (no Holy Fire)

Holy Symbol

Non-Weapon (torch)

it_torch_014

iit_torch_014

None (uses game texture)

Celtic Cross with Blue Holy Fire

Holy Symbol

Non-Weapon (torch)

it_torch_015

iit_torch_015

celticholy

Black Power Orb with Red Energy Burst Holy Fire

Holy Symbol

Non-Weapon (torch)

it_torch_016

iit_torch_016

w_dark_tex

holy

Skull with Red Holy Fire

Holy Symbol

Non-Weapon (torch)

it_torch_017

iit_torch_017

w_gold_tex

Balance with Cyan Holy Fire

Holy Symbol

Non-Weapon (torch)

it_torch_018

iit_torch_018

w_gold_tex

Pentagram with Blue Holy Fire

Holy Symbol

Non-Weapon (torch)

it_torch_019

iit_torch_019

w_gold_tex

w_black_tex

Lightening Bolt  with Lightening Effect

Holy Symbol

Non-Weapon (torch)

it_torch_020

iit_torch_020

w_black_tex

Standard (Flag)

Dragon

Non-Weapon (torch)

it_torch_030

iit_torch_030

Flag30

Standard (Flag)

Snake

Non-Weapon (torch)

it_torch_031

iit_torch_031

Flag31

Standard (Flag)

Tiger

Non-Weapon (torch)

it_torch_032

iit_torch_032

Flag32

Standard (Flag)

Horse

Non-Weapon (torch)

it_torch_033

iit_torch_033

Flag33

Standard (Flag)

Rooster

Non-Weapon (torch)

it_torch_034

iit_torch_034

Flag34

Standard (Flag)

Ox

Non-Weapon (torch)

it_torch_035

iit_torch_035

Flag35

Standard (Flag)

Dog

Non-Weapon (torch)

it_torch_036

iit_torch_036

Flag36

Standard (Flag)

Monkey

Non-Weapon (torch)

it_torch_037

iit_torch_037

Flag37

Heraldry Trumpet with Fleur de lis-a   J  banner.

Non-Weapon (torch)

it_torch_040

iit_torch_040

Flag40

Violin – posed for female stances, F on icon

Non-Weapon (torch)

it_torch_041

iit_torch_041

violin

Violin – posed for male stances M on icon, 

Non-Weapon (torch)

it_torch_042

iit_torch_042

violin

 

MACE BASED ITEMS:

NOTES: 

·        Whip is purely for style and made long before whips were added to the game as actual weapons – I am removing all but one variation (the plain one) and it will go once someone makes a real Cat'O Nine Tails for the whips :)

·        You may use any middle or bottom from the mace selections for the handles.

·        Erf file imports are set-up with no magic properties.

 

Description and Item type

Model Name with extension ‘mdl’

Inventory Texture Name with extension ‘tga’

Custom Textures Used with extension ‘tga’

Cat o’Nine Tales Stylized Whip

done as Mace top.

wblml_t_014

iwblml_t_014

w_black_tex

 

Staff Based Items: This table lists normal mage staff items I have added a new class of weapons that are the game thinks are mage staffs. I did not edit files that could not be contained in a hak – so when using the toolset item wizard, the regular staffs are the first “mage staff” choice and my addon one appears second as another “mage staff” choice.

NOTES:

·        Because of stance differences between female and males there are two versions of the staves.  However, female halforcs and dwarves have male stances. 

·        Erf file imported versions have no magic properties but I suggest you add a few. 

·        The Staves are meant to be weapons. 

·        The musical instruments & crystal ball are not meant to be used as  weapons (lthough technically they are) but to be held upright I needed to make them staves. 

·        All of these are MIDDLE section only models which must be paired with the true NULL model top and bottom sections for staves.

·        When laying on the ground some of these items will appear angled or partially below ground due to the rotation to make the wield style vertical.

·        Items will only be raised into proper vertical wield in the game (not in the toolset!)

Description and Item type

Model Name with extension ‘mdl’

Inventory Texture Name with extension ‘tga’

Custom Textures Used with extension ‘tga’ (sometimes ‘txi’ as noted)

Red Dragon Claw holding Amethyst Crystal

Mage Staff – Weapon

Angled to suit female poses

wmgst_m_071

iwmgst_m_071

w_violet_tex

Red Dragon Claw holding Gold Crystal

Mage Staff – Weapon

Angled to suit male poses

wmgst_m_072

iwmgst_m_072

w_gold_tex

Druid Branch

Mage Staff – Weapon

Angled to suit female poses

wmgst_m_081

iwmgst_m_081

None (uses game texture)

Druid Branch

Mage Staff – Weapon

Angled to suit female poses

wmgst_m_082

iwmgst_m_082

None (uses game texture)

Null Top

MUST be used with all Mage Staffs Above

wmgst_t_014

iwmgst_t_014

NONE

Null Bottom

MUST be used with all Mage Staffs Above

wmgst_b_014

iwmgst_b_014

NONE

 

Accessories as Secondary “Lisa” Staff Based Items:

This table lists my new addon mage staff items - I have added a new class of weapons that are the game thinks are mage staffs – but your weapon specializations and feats do not apply to these.  I did not edit files that could not be contained in a hak – so when using the toolset item wizard, the regular staffs are the first “mage staff” choice and my addon one appears second as another “mage staff” choice. Please note that I padded the baseitems.2da for compliance with BioWare future addons. I added a line at 211 for these to function.  I may move some of my other non-staff staffs here at a later time.

v     Note: items will not be held correctly in the toolset, only in the game!

Description and Item type

Model Name with extension ‘mdl’

Inventory Texture Name with extension ‘tga’

Custom Textures Used with extension ‘tga’ (sometimes ‘txi’ as noted)

Holdable Swaddled Baby

wLisa_m_011

iwLisa_m_014

babyblanket

Held Gold Crystal Ball

Mage Staff – Weapon

wLisa_m_017

iwLisa_m_017

Gold (both tga and txi)

Tambourine with ribbons

Mage Staff – Weapon

wLisa_m_021

iwLisa_m_021

Tamb

Lyre

Mage Staff – Weapon

wLisa_m_022

iwLisa_m_022

lyre

Lute

Mage Staff – Weapon

wLisa_m_023

iwLisa_m_023

lute

Pan Pipes

Mage Staff – Weapon

wLisa_m_024

iwLisa_m_024

pipes

Guitar

Mage Staff – Weapon

wLisa_m_025

iwLisa_m_025

guitar

Violin Bow

Mage Staff – Weapon

wLisa_m_026

iwLisa_m_026

violin

Null Top

MUST be used with all Mage Staffs Above

wLisa_t_011

iwLisa_t_014

NONE

Null Bottom

MUST be used with all Mage Staffs Above

wLisa_b_014

iwLisa_b_014

NONE

 


3c. 2da documentation and general combining with other haks info.

 

The 2da files in this zip were made to fit HotU 1.61

Most likely you will need to adjust them to your own uses if you combine with other haks.

 

Biggest problem with these items is they don’t use ‘reserved line’ padded 2da’s which means that if Expansion Packs and Combo Packs include new torches, new staves, or new maces, you will have to rename the models and redo the other property containing 2da’s.  This means you will have to remake the whole pack not just the 2da files.

To explain: 

Torches can have any number and need not be in any particular order.  Right now Bioware only has one torch item – their torch!

I numbered non-weapon mage staffs in this pack as Torch 6 to 9.

I numbered holy symbols in this pack as Torch 10 to 20.

I numbered flags in this pack as torch 30-37.

 

Weapons are even messier.  These must be consecutive ordered or they will not show up and there is currently no way to reserve slots for weapons that don’t exist that BioWare might make.   GOOD NEWS – with the newer versions of NWN this consecutive numbering is no longer manditory!

I have placed my whip on mace heads, but other mace altering haks or expansion paks could conflict.

I have placed new weapon mage staves on mage stave middles to be used with a null top and bottom.  I have numbered them to not conflict with any of my other mage staff based items (Parasols, fans, and crystal ball)  However, other staff altering haks or expansion paks could interfere (Although, I put Parasols and fans in my Clothes Hak and they will not interfere.)

 

 

Here are some tips/directions when updating or combining:

 

o       Pull the 2da files from this hak. Suggest put in a folder marked ‘old’

o       Pull the matching 2da files from your combo hak or new patch/expansion.

o       Make the changes below using notepad, save and replace into the hak overwrite the old versions in the hak.

 

I. Changes for  Baseitems.2da:

Replace the lines 44,45, and 46 with the lines from my hak.  If you have new columns you will have to adjust for that too.

Padded to line 210 (Bioware requests padding to 200 for their future projects)

Added line 211 for my custom mage staff  held items – feats and weapon specializations do not apply even though the game lists these as a second category of mage staff in the toolset item wizard.

 

SUMMARY OF WHAT MY CHANGES DO:

Changes in line 45 allow staffs to have fewer than 3 properties.

Changes in line 44 and 46 allow you to equip if you like, rods and wands (whose models are just BioWares and were already in the game just not made equipable.)

Line 211 is for holdable items using the staff wield that are not really intended to be weapons (such as holdable baby.)

 


II. Changes for  iprp_spells.2da:

Go nearly all the way to the right and find the WandUse column.

Go down the column: Change 0 to 1 for spells you want to put on wands.  I don't change lines containing **** or any ‘0’  lines that have no spell listed in the column to the right. 

Note: can't just copy and paste in a column in notepad.

 

SUMMARY OF WHAT MY CHANGES DO:

Allow you to make wands containing any spells rather than only limited ones.

 

III. Changes for  itemprops.2da:

Go over to column 20_Torch, go down the column and make it match the

column to its right, 21_gloves.

 

SUMMARY OF WHAT MY CHANGES DO:

Allows you to add magical properties to ‘torch’ based items otherwise you could only make them have ‘light’.

 

 

4. How to change the Logo on the flags (Placeable and Holdable)

 

Note:

Requires you to be able to use a paint program that does 32bit uncompressed TGA images.

 

I. Making the actual Banner LOGO:

1. Make a square tga with your logo centered, the entire square will be the flag image.

2. Size it to 128 by 128 pixels exactly.

3. Save this as Flag30.tga

4. Replace the Flag30.tga that came with the hak with yours.

 

II. Making a new inventory icon:

1. Open the flag image you just made and resize to 25 by 68 pixels exactly.

2. Open MY current image iit_torch_030.tga

3. Copy your 26x68 flag image and paste it over the old flag part of the image

   in iit_torch_030.tga

4. Save the new inventory picture as iit_torch_030.tga

 

III. Repeat for flags 31 to 37 if desired.

 

IV. Now make a new hak with your new tga files

either replacing the original ones or making it a new hak with higher priority than either of mine and the banners will have your personalized logo instead.