Custom Content Challenge - June 2023 : Dual Challenge ("Prefab Plus" and "Primitive Civilizations")

Prefab Plus

How about a prefab challenge? Participants make a single prefab area either from an existing tileset - either vanilla or custom. The only caveat would be that any custom tileset used has to be hosted on the Vault. Optionally, someone savvy with 3D modelling could make a mini-tileset to host their area. The prefab area should be all setup with tricks, traps, monsters, etc. so that any Builder wishing to use it can just drop it into their module. Editor’s Note - Areas can include custom content created specifically for the submitted prefab area.

This theme was suggested by Pstemarie.


Primitive Civilizations

Bone, stone weapons and armour, crude ironworks. Creatures with tribal tattoos. Huts of all kind (primitive). Tribal ceremonial items.

This theme was suggested by Shadowing2029.


  • It must be fully working in game.
  • Use of vanilla NWN or publicly available texture is fine. Just remember that NWN textures must have dimensions in powers of 2 (2, 4, 8, 16, 32, etc.).
  • Teamwork is welcome.
  • Beginners most welcome. Don’t be afraid, just try, you’ll be surprised!
  • “Custom Content” includes many sorts of things: models, scripts, prefabs (areas, items, creatures, conversations, quests, etc.), sounds, portraits, or anything else new for the game.
  • All submissions must be finished, working, and emailed to (or a non-Vault link provided) by the first of the following month. Sooner than that is perfectly fine too. :wink:

Some things you could include in the download/email that would make packaging everything up easier and faster:

  • Any 2da lines needed.
  • Screenshot from in game for use on the Vault page. Formats: .bmp, .jpg, .png, or .tga
  • Portraits (if needed) of your new goody. Placeables and monsters should include a portrait.
  • Inventory icons (if needed) of your new goody.
  • Any credits you would like listed.
  • If this is your first entry, please tell me what name you would like your work listed under and provide a link to your other NWN content if you want that displayed as well (the link bit is totally optional).
  • Remember, the Challenge is all about fun, sharing, creativity, and surprise!

This thread is for all sorts of discussion about this month’s theme: ideas for things to make, questions/concerns, announcement of what you intend to make, screen-shots of work in progress and/or finished projects.

If you want to discuss the Monthly Custom Content Challenge idea as a whole or wish to submit ideas/themes for future monthly Challenges, please post in its thread here - Custom Content Challenge - Theme Suggestions.

When submitting a new theme, please provide a title and short summary of the theme.

If you have a technical question about some custom content creation, please create a separate thread so that the answers can be found later by anyone, not just people interested in this Challenge.

We’ll try to help!

Have no fear and join the fun!

And finally, you can:

Custom Content Challenge - Theme Suggestions.
Vote 4 for July’s theme
Email content to:


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Hm. I can’t make any promises as I probably won’t have the time to uphold them anyway, but “Prefab Plus” seems pretty open to everyone, a theme even I would feel able to contribute to, for a change. To get the ball rolling, in any case …

I wonder about two things:

  1. Are prefabs generally in demand by module authors? I’ve seen some pretty good ones on the Vault, e.g. by Chaos_Theocrat/ChaosQueen_Kara_8) but I don’t remember seeing any credited in a module. Possibly because I tend to play single player modules heavy on storytelling, the authors of which are more likely to prefer doing their own areas rather than mix and match those of others? So I assume prefabs are more likely to be used by PWs that are in need of fresh new areas, or as playgrounds for DMs during their P&P sessions? Did anyone here ever use area prefabs in the past? If so, what did you like or dislike about them?

  2. The theme’s description says that the prefab should be all setup with tricks, traps, monsters, etc. so a builder can just drop it into their module. But wouldn’t authors be more likely to show interest in a nice looking but otherwise blank slate they can populate with their own ideas rather than a complete part by someone else that is not balanced in accordance with the scope of the module and might feel like an alien element? Such a plug & play prefab sounds more like a mini module to me (not that I’m against the idea, just wondering whether anyone would actually want to add something like that to their own module).

Also, I don’t mean to hijack the theme, but a slightly different idea I once had, seeing all the nice content already existing out there, would be mini modules based on existing prefabs. Take one prefab area from the Vault and built a short adventure around it (without adding new areas to it, just make do with what the prefabs already offers). That could be a chance for aspiring module authors to experiment and get a hang of things within a limited scope that doesn’t overwhelm them, and the final product might be attractive to players looking for a short coffee-break module. And it would provide an opportunity for existing prefabs to finally come into use.

Would that be something that could be allowed under “Prefab Plus” as well or should it get its own theme?

Agreed. Blank areas (i.e. no creatures, NPCs, quests, etc.) are probably of more use here. I just directly quote the suggestions I get.

Own theme definitely. (hint - in the suggestions thread)


Just a few suggestions. If you are doing an area, use whatever tileset you want but remember that most people have CEP and Project Q, both of which have tilesets.

While the description is focused on prefab areas, don’t forget that there are other types of prefab - weapons, armour, items, NPCs, Creatures. All of which use existing assets. If you go down that route, just try to make them memorable.

Thoughts people?


On the other side of the Challenge here are 5 web sites that may prove inspirational.

Gobekli Tepe
Newgrange - World Heritage Site
Carnac (France)
Archaeological Museum of Thera (Santorini)

Note - none from the UK, China or Central and South America.


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I have some ready placeables for quite some time, I have been voting for primitive civilizations for many months, as soon as possible I will send them to TR

More image here.


All of these have already been converted by me in 2019


The question is are you intending to submit any of them for this CCC?


Yes, it’s if I can do more


Very nearly halfway through the month. I have created a slightly different prefab that is more proof of concept having just 2 areas each 6x6. If you carefully read the information on the project page for -

Sen’s Seasonal Workshop - Tilesets based onto WoRm’s Seasonal Forest
(Shadow Plane Exterior Tileset v1.0)

You will see that it is based on -

WoRms’ Forest (Summer Only) by Friedeyes

This got me to thinking… So I downloaded the Shadow plane tileset and all the downloads (there’s some fixes that you need to incorporate into the main hak) from the Summer only version of Worms tileset’s project pages. Because the blueprint names differ slightly, it took a bit of experimentation. Here is the result so far -

Since taking these side by side pictures I have removed some extra trees that appear in the shadow plane version. These areas are not connected by area transitions. That is intended to be via script and as there are so many different story ways of doing that there are no included scripts either.

Couple of things I like. First is the dream/nightmare/vision/ghost encounter/etc. vibe I get from the shadow plane tileset version. Second is the ability to actually go inside the building with both versions although there is a little quirk with it. The PC can be seen through the open doorway but not through the windows no matter how close they get to them.

Anyway, anyone feel like doing something similar for a cityscape using this pair of tilesets?



The PC can be seen through the open doorway but not through the windows no matter how close they get to them.

Just in case you’re interested, I think - without looking at the tile in question myself - it might be related to this issue: Transparency on Tiles - “Static” VS Non - “Static” - Neverwinter Nights 1 / Custom Content - Neverwinter Vault

I needed a pathnode distraction (Solace project) and I already had something in mind for this CCC, but lacking the energy to do it from scratch. Inspired by @quevy ’s converted models I made a search and found this:

Just about what I had in mind. So I’d also like to contribute a conversion (as placeables):

Doesn’t necessarily need to be Orc only…

And I tried to create an alternative using the above model as a base:

Surprisingly the models have shadow issues… :rofl:

After getting those in control, I’d like to create one more - even more simple - alternative.


I had converted that too, but I gladly leave the credit to you, also because the second version is very beautiful @BlackRider

@quevy Darn! Double work! :rofl: Saw this too late and already continued: Seperated quiet a few objects and repivoted them and added a shadow mesh/box for the tent parts and it seems shadows are now OK:

Anyways, the big one is basically done. Decided to add a carpet inside (using the rough vanilla texture), because you can actually see inside through the “windows”.


10 days left. Anyone else going to make a prefab?


Finally summer break. I will make some city-building interior prefabs with some custom placeables.


As written, I added a carpet on the inside:

That inner part is not blocked by the PWK. I marked the area with poles on the inner rim. Hard to see, but…

And here is variant no. 3:

And here is variant no. 4:

For this I used the roof from the big original model. :upside_down_face:


Amazing work @BlackRider

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With tents this good now I have to make some matching loincloth outfits! :smiley: