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.
2. Lisa’s Placeables – HOTU padded
NEW JAN '04
This hak contains all my placeables and any of their portraits.
3. Lisa’s Holdables – HOTU padded NEW
JAN '04
This hak contains my Staves (both weapon and torch versions), Holy Symbols, Whips, & Wieldable Standards.
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. |
PC or NPC if no Conflicts. Eyes:Metal 1&2 Lips: Cloth 1 |
pfh0_head028 |
PC or NPC if no Conflicts. Eyes:Tattoo 2 Lips: Cloth 1 |
pfh0_head029 |
NPC if no Conflicts. |
pfh0_head150 |
NPC if no Conflicts. |
pfh0_head151 |
NPC if no Conflicts. Eyes:Metal 1&2 Lips: Cloth 1 |
pfh0_head152 |
PC or NPC if no Conflicts. Eyes:Metal 1&2 Lips: Cloth 1 |
pfe0_head017 |
PC or NPC if no Conflicts. Eyes:Metal 1 Lips: Cloth 1 |
pfa0_head012 |
NPC only probably. Thin Only |
pfa0_head*** where *** is 161 to 167 |
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
N
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 |
Helm |
|
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
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
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
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
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 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. Toolset Appearance: ‘Flag30’ |
PLC_FL30 |
|
flag30 |
Placeable 2da line #:1045 |
|
36. Snake Toolset Appearance: ‘Flag31’ |
PLC_FL31 |
|
flag31 |
Placeable 2da line #:1046 |
|
37. Tiger Toolset Appearance: ‘Flag32’ |
PLC_FL32 |
|
flag32 |
Placeable 2da line #:1047 |
|
38. Horse Toolset Appearance: ‘Flag33’ |
PLC_FL33 |
|
flag33 |
Placeable 2da line #:1048 |
|
39. Rooster Toolset Appearance: ‘Flag34’ |
PLC_FL34 |
|
flag34 |
Placeable 2da line #:1049 |
|
40. Ox Toolset Appearance: ‘Flag35’ |
PLC_FL35 |
|
flag35 |
Placeable 2da line #:1050 |
|
41. Dog Toolset Appearance: ‘Flag36’ |
PLC_FL36 |
|
flag36 |
Placeable 2da line #:1051 |
|
42. Monkey Toolset Appearance: ‘Flag37’ |
PLC_FL37 |
|
flag37 |
Placeable 2da line #:1052 |
|
43. 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:
Note: BioWare
Requests we Reserve Lines up to 1000 in Placeable.2da for their future use and
up to 2000 in
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:
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 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 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
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
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
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.