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rjshae

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  1. Not that I'm aware. There was one author who was working on some very attractive, high-poly character models for NWN2, but I think they withdrew for reasons unknown. You might try the NWN2 Discord forum. https://neverwintervault.org/chat
  2. I've heard good things about the Skywing NWN2 Client Extension.
  3. You'll probably get more of a response over at the Neverwintervault forums, but here's a few: https://github.com/nwn2fixeshttps://neverwintervault.org/project/nwn2/script/companion-and-monster-ai-22https://www.nexusmods.com/neverwinter2/mods/200https://www.nexusmods.com/neverwinter2/mods/212
  4. Well you should probably start a new thread. I use NWN Explorer Reborn to view and export the stock NWN assets. If that doesn't work, then try exploring NwN1 Standard Assets. I don't know why the latest Neverblender import filter wouldn't be working for you; it works fine for me at Windows 8, and I know it just consists of python scripts -- no binaries. You followed the instructions to install it in Blender, right? That filter should be enough to get the MDL model into Blender, where you can do your modelling and export it however you want.
  5. Lady Aribeth was in NWN rather than NWN2, with character model: 'c_aribeth.mdl'. There's also a 'c_aribeth_evil.mdl' model, which looks like a reskin with darker armor. Basically for NWN2 you'll need to do a port, starting with Neverblender. I'm not sure about the sword -- in HotU, she's just equipped with a +4 longsword. P.S. I you do go forward with this, I could certainly use a NWN2 model for the HotU reboot. Let me know if you need anything.
  6. Under one of the import tabs (Armatures?) there's a couple of options that seem to help: 'Force Connect Children' and 'Automatic Bone Orientation'.
  7. I'm not sure there is such a thing. There are separate tools for examining 2da files, bic files, ssf files, and mdb files. GIMP has a plugin for DDS files. The Xoreos project has some tools for file conversion. But the primary tool is the Toolset itself.
  8. Well it wasn't my choice to use that Facebook page. I just build stuff. :smile:
  9. Drew has been working on custom head models for the various BG2 characters. Area building and scripting is still in progress, with a bunch of new models and walkmeshes being used. For further updates, you should check out the Facebook page. I just google: SOAR BG2
  10. Might I ask if you are still planning to implement the HELM packet for import/export? I have a helm model but it is missing the helm-hair-hiding behavior flag. Thank you.
  11. Minor comment regarding this tutorial: in step 4, the value in the SoundAppType column corresponds to a row in the placeableobjssnds.2da file. This set the sounds played when you animate the placeable.
  12. That looks like it would be useful for a Modern setting. I think Blender already has automatic weighting, but it's probably not as polished.
  13. To me that sounds a bit like a merge doubles in Blender, which doesn't always produce ideal results. Hence I turned that off by default. With the MDB import/export scripts, I tried experimenting with merging seams by comparing both vertex coordinates and normals, but that reportedly resulted in improperly blended bone weights.
  14. Here's the hash sum I get for the binaries download: > CertUtil -hashfile {path-to-nwn2mdk-0.5.zip} SHA512SHA512 hash of file {path-to-nwn2mdk-0.5.zip}:bd 75 10 4e 1b 6a a4 04 fe 4b 5a 6a 39 75 5a c0 e8 79 80 5f 58 9a 7d c6 8e 49 a8 cf bd 0b 49 df 4f ee b2 60 59 20 51 0c 51 bf 06 50 91 ff f4 85 f3 33 31 37 4e 47 52 86 6d 82 75 af 89 0b 2a f9CertUtil: -hashfile command completed successfully.
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