Creature Catalog



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Looks cool. Need more!

Thanks Cervantes, just the icing; Eurgigaā€™s Elementals is a pretty badass pack too. Eurgiga's Elemental Demons | The Neverwinter Vault and/or the crystal guys Crystal Vein Elementals | The Neverwinter Vault

Thanks for the input they are in my creatures to work folder already.

@cervantes , are there any plans to make this compatible with CEP, or is that a non-starter at this point? Iā€™ve found it does not play nice, and either creatures sink to the ground, or other models in blueprints disappear altogether. Or has anyone been successful in cherrypicking some of the models? Workarounds, etc? These models are superior in every way, imo, but 'tis a shame it doesnā€™t play nice with others.

Still considering this but the amount content that has to be adjusted is great as well as some duplication, so have not made up my mind quite yet. Anybody can cherry pick the models because most where either available in CEP, Project Q or custom content challenges I have made a few of the variations of some of the creatures, but you absolutely have to know what your doing or youā€™ll cause yourself problems. Right now I am very busy working overseas that is why my releases have slowed down. ( I would Cherry pick from my haks thou as some models have been worked so that they play better)

I am willing to work with people to make some adjustments but it maybe a few weeks before I can. I know you run I believe a Greyhawk server. I have always loved Greyhawk and if the time becomes available I might be willing to make you a special hak to get content into world server.

I still have a lot of creatures I have planned to add to the haks as well.

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ā€œAre you using the the old bioware creature override or the new Creature Catalog haks? My newer project for is EE as you are posting in the bioware creature override discontinued project forum? Creature Catalog.ā€

My bad on the wrong forum. Iā€™m playing EE and using the Creature Catalog haks, though I did have the same problem last year with the old version as well. So far that Iā€™ve seen, it only affects Ogres and Iron Golems.

EDIT: It seems like some ogres have animations, but experience that weird sideways-twisting jaw thing. Hereā€™s Screenshots of both: Imgur: The magic of the Internet

Thanks, @cervantes , and I would be willing to help carry some of the load or all of the load if needed. Has anyone identified which content is kosher and which is not? Perhaps itā€™s not as much as we think. If it were only a matter of 2da merging then that would literally take about 2 minutes to make compatible, but I suspect there is a lot of clashing with the mdls themselves, and thatā€™s where it probably gets a little above my paygrade, but Iā€™m a quick study. I could probably make a list of the good vs the the bad in the next couple of days just simply using a base CEP module with your haks.

Which reminds me, you mentioned a PDF of all the creatures, their authors, etc., a kind of monster manual, if you will. Did I miss that in one of the 7zip folders? or was it not uploaded yet? Having a working list of all the models in the Catalog would be helpful in segragating the kosher from the non kosher.

Not sure why my haks would interfere with Premium modules as they should be used only in new user built modules. Unless you are trying to use them as an overrride, but I do see that the LOW Ogres jaw does have a problem when turning there head that I will have to fix.

The PDF is in work and was a planned release in the final update. It is more than a mere merge, there are a lot of new animations which will ruin many models in CEP also because I have made numerous changes to the original creatures in the Appearance 2DA, also have some UTCā€™s which replace some original creatures on the palette as Bioware kept reusing the same model for different entries. (this all causes things like feet in the ground, floating, no movement and some creatures disappearing from the pallete hence the warning of a clean EE build)

Iā€™m quite new to NWN modding, so apologies if Iā€™m not understanding any terminology correctly. I use my haks in the Patch folder so they can improve my single player experience in the official campaigns and modules. I guess this means using them as an override, even if theyā€™re not in the override folder? Anyway, all the other creatures do work correctly like this, so I assumed this was a bug with the models or animations of the Ogres and Iron Golems.

I normally would have just lived with it, since the last thing I want is to come across as entitled and demand people who work for free to fix stuff for me (especially if it turns out Iā€™m using their work in an unintended way). I just thought to post because I was reading these threads looking for a solution, and I noticed you seemed frustrated by the lack of feedback and maybe had the impression people arenā€™t even interested/using the mod.

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I am not sure, but they do work in the hak way for builders, I have not tested them in the override or patch loading way. The broken animations where creatures are stiff, usually is a 2DA error in one of the columns. I believe its column 8 should be set to F which stands for full animation instead of the L which stands for limited animations thus breaking the creatures animations. I think what maybe happening is the when premium module loads itā€™s Appearance 2DA overwrites my Appearance 2DA thus causing these broken animation problems for the creatures I set up to to be overwritten.

I have not delved into this yet and donā€™t really have a full understanding of how premium modules load in EE as I am fairly new to EE myself. Its a learning curve for me as well and I donā€™t blame you for trying it out that way. If it where me I may have tried that as well, a boost to the looks of creatures is always good. I have noted your points on loading it the way you did and I appreciate the feedback.

Once I finish the pak the way it is intended to work I will be trying to adjust it for other uses such as thru patch or use with CEP. Remember feedback is always good wether its good or bad always helps me put a better product out.

Now that you said that, it does seem consistent with how it works on my current mod setup: the stiff motionless ogres happen in Darkness Over Daggerford, which also isnā€™t affected by the other 2DA files in my override folder, so it probably just overrides them. OC and Tyrants of the Moonsea only have the scissor jaws (which seem to be caused by the upper half of the head turning to face the player, but the lower jaw remaining still).

Anyway, thanks for the replies, and looking forward to the eventual adjustments. Meanwhile, fortunately the vast majority of the creatures are working for me as is.

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Yeah the scissor jaws is an error I have to correct and thanks for reporting that never saw it until you pointed it out. It will occur any way you use the ogres.

Solarā€™s assigned portrait po_solar is missing in haks.

Also, Solar animations and screwed up, this how it looks when you put a weapon and shield into his hands:
solar

Thanks for the report Shadooow, looks like some of the nodes are incorrectly placed.

Any news?

Hello, iā€™ve taken all creatures from this project and made them to not override. Now iā€™m fixing a huge amount of them with problems as low as shadows to model not working at all. Iā€™m hitting a roadblock on animations, specially from the salamanders and yugoloth. Iā€™ve also created new models and added new ones to the pack.

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I hope to see what youā€™ve done with this, I am deployed to Iraq and donā€™t have much time to play around with NWN much any more. Plus the internet here is really really bad.

I noticed when trying to use your older hak files from the vault, on top of using CEP 2.67, some of the trolls at least, are looking upward and floating in place in the view and when put into the world within the toolset. Is it just me or is this a current issue due to the new updates to EE? I noticed with the newest updates recently, that while playing on some servers online without custom haks outside of CEP 2, that some siege ballistaā€™s in the background, their wooden arms would move all around while my character was in attack stance, as if it was mimicking my characters arms and bone structure or animations? I heard they re-added animations to some objects with the new HD armors that were previously taken out in the old game, so maybe that is what is causing it. Love the work you have done. :slight_smile: I also did some experimenting on creating a single hak for just the vampire model you did to override the typical bioware/beamdog one because it is more what I envisioned for a old school vampire to look and that works just fine. I simply took the .mdl files, and textures, as well as other needed files, put them into their own hak, and used it in the load order, but also realized I could indeed just use those files as a override too. I did not want to override anything else just yet (might try the ghoul ravager next as I love the open face/mouth design!) because I wanted to see if it could even be done.