Hello again all, it's Xaltar. It's been a while. My last pack uploaded here (NWN2 Facelift Pack) was over a decade ago now. Sadly I ran out of time and motivation to finish it back then. I am back with all new models and textures on the way. I will not be picking up where I left off, this will be new work. I won't promise to do every head in the game like I did last time, I will continue as long as motivation and time permit.

It will be fun to see how much I can update the look of the character heads in the game now, some 10 years on from my original mod. I am uploading from a new account as I can no longer access my old one and the Nexus is unable to help me without me being able to access the now long dead email address I signed up with. It's a pity as I can prove ownership of all the uploads I have made here (I still have all my working files). I was told policy wouldn't permit it. C'est la vie I guess.

I will be uploading as and when I have something complete to upload. I am taking my time on this and not rushing like I did last time, that was how I burned out. Updates will come when they come, stay tuned.

More to come. 

Xaltar

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  1. JairusTLS
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    Very nice work! I'm using it in combination with your previous pack and it definitely makes a difference. How do you get the heads to show up in the game, though? What I mean is, when you're making them, what to you do to make sure they work right? Because I've been trying to do a custom head myself (using the blender plugin) but even though the head exports fine, in-game it's invisible despite the mdb file and textures being in the override folder. I'm pretty new at NWN2 modding, I admit. I was just wondering what the process was since it's so hard to find any real guides for it these days and I have a few things I'd like to try if I could just figure out how. Thanks.

    Also, for some reason, Shandra's new head won't load even with no other mods present in the override folder. The game just keeps showing her original head.
    1. Xaltarnew
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      Usually when a head doesn't show up it's the material causing an issue. Make sure you apply your material to the model in Blender before exporting, even if the textures are showing on the model. You can check using MDB cloner, make sure the textures are listed in the correct places. The usual culprit is the normal map, without that assigned nothing shows in game. I had to figure most of it out through trial and error. I vaguely remember making a tutorial on it years ago but I suspect it's long gone now.

      As for Shandra, she works fine on my end (just downloaded and tested again to be sure). Do you maybe have mods in your other override folder? There is one in My Documents\Neverwinter Nights 2\ and another in the game installation folder. Typically the my documents one takes precedence.
    2. JairusTLS
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      That didn't work. The head still didn't show up, just the body. It's just an already existing custom head that I was trying to adjust a little. The human version works fine, but my edited half-elf version, even though it uses the same textures (which had already been applied by the original creator), doesn't. I don't know what I'm doing wrong.

      As for Shandra, I do have a few mods in the other override folder, but nothing related to models - just the romance mod, the level 40 cap, and few minor things like Mystra's blessing. Is there anything else that might cause conflicts or prevent the new Shandra head from loading?
    3. Xaltarnew
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      Ahh, did you rename the mesh in Blender to the correct name for Half Elf heads? Human is HHM_HeadXX or HHF_HeadXX. I think Half Elf is EHM_HeadXX and EHF_HeadXX. Don't forget to rename the eyes too or they won't show in game. When you select the meshes in blender you will see each one is named, one name for the head and another for the eyes and if any facial hair is present the same for that too. They are group names I believe, not sure if blender uses the same nomenclature. 

      You didn't say you were swapping the head to another race before or I would have mentioned it ;)
    4. JairusTLS
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      Now the half-elf head appears, but it's completely messed up and distorted, and the body doesn't have any animation, either. It's just frozen.
    5. Xaltarnew
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      Hmm, sounds like a bad export. Unfortunately I have no real experience with the blender import/exports scripts so I don't know what the settings should be. By the sound of it the skeleton is not being exported with the model. Check your export script settings and make sure everything is correct there. There should be somewhere online that has a breakdown of what they should be.

      You could try cloning the head first with MDB cloner then importing the cloned and correctly named head into blender, tweak it and export it again. That should rule out anything being broken while trying to fix the previous issue.
    6. JairusTLS
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      I tried just exporting the original head from blender with just the different parts renamed like you said, and it did the same thing, appeared but was completely messed up. I really don't know what to do. What programs do you use to make your heads? Maybe that would work better than trying to do it through blender. And also, do you think you could upload a .zip with all the ones you've done so far? I'm still having trouble getting Shandra's new head to appear. Bevil's and all the others work fine. I noticed that when I tried to reorder the folders your stuff was in (I have them in a couple different ones because I'm using both your old pack and your new releases), it wouldn't load your new female hairs. But when I went back to the previous folder order, they came back. So maybe it has something to do with the order everything's in. I've been a little confused because your folder structure doesn't seem to have been entirely consistent from zip to zip - for example, in one you've got Replacing as the top folder while in others it's Xaltar. And a few other differences. So I'm not entirely sure how it's supposed to fit together in a single folder.
    7. Xaltarnew
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      I will look at my folder structures again, thanks for pointing it out. I am trying to make my mod as seamless and simple to install as possible while also being tidy and easy to remove if needed, all under one folder. It should all be under the Xaltar folder, as in, you should be able to open the Xaltar folder and all the files you downloaded should be in there. 

      It should be:
      override\Xaltar\(Race)\Male\Model
      override\Xaltar\(Race)\Male\Texture
      override\Xaltar\(Race)\Female\Model
      override\Xaltar\(Race)\Female\Texture
      override\Xaltar\(Race)\Hair\Male
      override\Xaltar\(Race)\Hair\Female
      override\Xaltar\NPC\(NPC name)\Model
      override\Xaltar\NPC\(NPC name)\Texture

      I am following the folder structure Obsidian uses in it's zip files. I have noticed that if the folders go too deep (too many folders in folders) the game ignores them. A simple test is to just make a folder called "Shandra" and dump all her files in there directly, textures and MDB. If you are mix matching my 2 mods you can change the Xaltar folder name to Xaltarnew for my new mod, it won't effect anything. The override folder is read by the game with shallower files taking precedence over deeper ones, ie, if you have mymodel.mdb directly in the override folder and another one in override\mymodel\ then the one directly in the override folder will be used.

      override\Shandra

      If it doesn't show up then there is likely something broken in your installation. Shandra has worked on all 3 installations I have here for testing. 
    8. Xaltarnew
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      As for the programs I use:

      3dsmax 2012 with import/export scripts from neverwintervault, the latest ones I think

      Its a real pain to get working, you need to use the 32bit version to import files but the 32bit version is buggy as all getout in windows 8 and newer.
      I work around this by using the 64bit version to work on my models and export, both of which work fine on the 64bit version. I open the 32bit version, import an original model, save it, close the 32bit program and open the 64bit one and work there. I do this to get the skeleton imported. Once I have it imported and saved I can work on it to my heart's content in the 64bit version and even export from there directly. The skeleton import part of the script doesn't work in 64 bit. It may be the problem you are having with blender. 

      What version of blender are you using? If it's too new it won't work with the import scripts. I believe you need an old version to use them or the skeleton doesn't import properly (or at all like in 3dsmax 64bit). I think Blender 2.79 is the newest version the blender import/export scripts works with. I went through all these headaches with my first mod, installing different 3d app versions, different script versions and tested over and over till something worked. The MDB tools for this game were never official outside of the very first one for Gmax (now a dead program) that Obsidian released. The blender scripts didn't exist yet back then IRRC.
    9. JairusTLS
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      You're welcome, glad I could help. :)  I rearranged the folders to match the structure you laid out and Shanda's new head still doesn't appear even with a fresh install that I tried (I'm playing the GOG NWN2 Complete version btw). Not sure what else to try.
    10. JairusTLS
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      I'm using Blender version 3+ so you're right that I was using one that was too new. But when I tried to install the import script into 2.79 I got syntax errors for some reason. Maybe I'll try 3DSMax since Blender doesn't seem to want to cooperate.
    11. Xaltarnew
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      Weird about Shandra, I haven't had anyone else report her as not showing up. Her model ID is N_HHF_Head09.mdb. As I said before, I have no issue with her on any of my installations (using the download from here not my original files). You could try dumping her N_HHF_Head09.mdb file directly into your games installation override folder, see if that fixes it for you. I honestly can't think of a reason it isn't working for you. I am also using the GoG Complete edition. I figured it was the newest and most up to date version available and I long since lost my original NwN2 disk so I just bought it of GoG again. 

      With blender (and 3dsmax for that matter) you need to use the correct script version for your blender version or you get syntax errors as you noted. 

      I got the blender scripts off Neverwintervault. It lists the versions as well as the corresponding blender versions. I wouldn't recommend 3dsmax, if you are having trouble with blender, max is far worse to get set up. I had done it before (it took over a week of messing with it) and still had issues setting it up again this time. Even now it isn't perfect and I have to use workarounds. 

      For blender you want:
      blender_2.7.2_mdb.7z -- Blender 2.79, November 23, 2017 

      From Neverwintervault

      Good luck and keep me posted, we will get you up and exporting sucessfuly in no time :)
    12. JairusTLS
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      Thanks, I appreciate your help.

      I just got to Act 2 in my playthrough and Shandra's new head finally showed up! But it didn't all throughout Act 1. Not even when I go back and load saved games from there since getting to Act 2. I don't know why being in Act 2 makes a difference. Does the Act 1 (non-party) Shandra use a different but identical head than the party member Shandra?

      EDIT: The script you gave me works, so I'm able to import and export now. But that half-elf head is invisible again even though the textures are in the folder. Do their names have to match the mdb filename? And do I need to set them in Blender as well? I was just trying to get the unaltered human version of the head into the game on the options for half-elf just to make sure I could do it before making her ears pointed. I loaded the head in MDB Cloner and cloned it with the existing HHF texture files but the head was still invisible in-game.

      Also, I hope you'll do some female half-elf heads soon, for both normal and half-drow. They don't have a lot of good options even with mods. And another vote for doing Casavir next (or sooner rather than later) for NPC's. His default head has always made him look old imo even though he's only in his mid-thirties. Oh, and also Sand. He's one of my favorite characters, his wit is priceless - it's almost worth losing the trial just to hear him quip that Torio dresses like a Luskan prostitute lol. The way he phrases it is really funny.
    13. Xaltarnew
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      Yeah, the MDB name must match the model group name. You can use MDB cloner to fix it after the export too if that is easier.

      It's quite possible she has 2 models, I'll have a look into it. I have no playthrough saves so I had to use the DM cheat to spawn her for testing. 
    14. JairusTLS
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      Got it! I didn't realize that with MDB Cloner I actually had to bring up the dialogue box to specify the textures, I thought that since it brought the names up in the fields that it would find them. But I decided to try actually browsing for them this time and it worked! I'll probably lengthen her ears a bit so they can been seen better with hairs that are down like the other new styles you did. Now that I've finally got this worked out, I'm excited to see what else I can do. I've got a few ideas - I like to work with models in Daz and such, and it might be fun to see if I can bring some heads over from there. I know Krig did an old V3 one in his original set, though for some reason the texture for it glows really bright in-game and not like his preview image shows, so I'm sure it's possible. Anyway, thanks again for all your help, I've learned a lot! NWN2's come a long way since it's bugfest original release with tailless Neesha and everyone's eyes bugging out, hehe. :)

      Here's my modified Regina half-elf head (haven't lengthened her ears yet):


      And here she is with her ears adjusted:
    15. Xaltarnew
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      Awesome!

      It looks like your specular level is off, that can make textures look too bright. I generally keep my glossiness at about 10 - 30 and my specular level to about 50 - 80. The key is the specular map which resides in the alpha channel of the normal map. You want it set pretty dark and add some noise to it so your specular is broken up a bit rather than an even sheen. Take a look at the ones in my mod. Having a bit of grit in your normal map helps a lot too, pores, blemishes etc.

      I will also release my eye models later today for anyone who wants to use them too. It makes all the difference :) 
    16. JairusTLS
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      How do you adjust the glossiness and specular level like you were saying? Is that done in Blender or Photoshop?
    17. JairusTLS
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      How do you adjust the glossiness and specular level like you were saying? Is that done in Blender or Photoshop?
    18. JairusTLS
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      Sorry, didn't mean to repost, it was acting up for some reason.
    19. Xaltarnew
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      The levels are adjusted in blender or you could use MDBConfig to adjust them. Where things are glossy/shiny is determined by the texture, how much is determined by the values set on your material in Blender. 
    20. JairusTLS
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      Ok thanks. On the tint maps, does the red show what areas can be tinted? Also, I'm trying to add a new head from Daz3D, but it's not showing up as an option at all. Everything's named right in Blender and I assigned the textures with MDB Cloner. It's P_EHF_Head99.mdb with P_EHF_skel99.gr2 and everything's together in a single folder in override. But the game's not seeing it for some reason. Any idea why?
    21. Xaltarnew
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      Oh, now things get really complicated ;)

      If you want to add an all new head it needs to be rigged to the skeleton. The easiest way to do this is to import an existing head then merge your new head to that model group and delete the original head. I don't know if it works the same in blender but in max it will assign ballpark vertex weights to the new model when you do this. 

      Rigging is an art unto itself. I would look at some blender tutorials on how to do this, I am afraid I have no idea how it works in blender and it would take me a novel to explain it in 3dsmax. I have gotten passably good at it over the years but it's grueling work and very time consuming, particularly with the rather limited max export/import script where I can't get the envelopes to align to the model without breaking everything. Manual vertex assignment is the only way. It may be easier in blender but you are delving deep into the hard stuff with this ;)

      Basically, the model needs to be rigged (skinned) or it won't show up. 
    22. JairusTLS
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      I don't think it was the rigging because when I switched the number from 99 to 33, the new head showed up. Now I'm just having a few texture issues. I've been trying to save the tint map for the eyes as a transparent tga but it keeps showing in-game with a white background where the sclera part of the texture should be even though I've added an alpha channel to avoid that. I checked Use Alpha Transparency in mdb cloner but that didn't help. And dds files won't load at all, at least the way I've been saving them. Is there a particular way they have to be saved for NWN2 to show them in-game? And how do I fix the transparency on the tga? 
    23. Xaltarnew
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      The DDS files have to be in DXT3 format. I avoid DDS these days, the only benefit it had over TGA was file size which is completely redundant today given the average GPU back then had maybe 512mb of vRAM on the high end and as little as 16mb in many cases. Today the entire way vRAM works is different, even on a lower spec card as soon as you run out of vRAM the GPU offloads to system RAM.

      An alpha map on the tint map only indicates what tints and to what extent, tint and normal maps use Alpha Test (8bit alpha) for tint amount and specularity respectively. If you want to have transparency in NWN2 it must be on the diffuse texture and it is limited to Point Alpha (1bit alpha). This is what gives me nightmares with hair, eyelashes etc, point alpha is far too sharp and jagged unless you have a stupid high resolution texture. 

      Transparency on the eye is a waste of time however, transparent texture parts have no specularity, you are basically turning off the texture for that area vs normal alpha test transparency in more modern games. I tried to use the water "shader" on the eye but it wouldn't work either, it's an FX. I wanted a concave iris with a transparent but high specularity convex cornea... Nothing I did could make it work. In the end I physically modeled and textured a fake glint and positioned it where it would reflect off a cornea. In game it looks the part and tricks the mind into thinking that it's a reflection. 
    24. JairusTLS
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      I fixed her eyes by saving the tint map as a png (so the sclera on the diffuse map wouldn't be blocked by the background on the tint map) and changing the extension to .tga. Now her eyes look and tint like they should. But the same solution (using renamed .png files changed to .tga for the diffuse and normal maps) isn't working for her eyelashes. They just won't appear, as you can see:

      

      Her eyelashes are the last piece of the puzzle. How do I get them to show up?
    25. Xaltarnew
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      I just use TGA with an alpha channel. I make my alpha map as it's own image then add it as a mask and save the mask to the alpha channel. I find I get the best results when I convert my alpha map image to 2 color (1bit) with error diffusion before making it into a mask and saving it to the alpha channel. The eyelashes have to be part of the head model group, the game won't attach them to the model otherwise. You can also attach them to the eye model group but I find that can be problematic at times. 
    26. JairusTLS
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      Got it! Did what you said with merging the eyelashes to the head, but I couldn't get them to show up until I used the png renamed to tga trick rather than saving a tga with with an alpha channel, which I did try. Her lashes are short, as you can see, but they are there. She doesn't really blink, though. Her lids start to move a little but don't close all the way before opening again.

    27. Xaltarnew
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      Awesome 😎
    28. JairusTLS
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      Thanks! I'll probably try to convert her to work with half-drow (not many nice head options there, sadly), full elf, and human eventually, at the very least. Maybe aasimar as well now that she's done. How are your heads going?

      Also, I was curious, what sort of innate abilities would a half moon elf/half drow have? Because the stat bonuses and innate abilities are somewhat different between subraces, I wasn't sure if there'd be a blend of the two. Not as much as either full race, but a bit of both. A pity the only elven half-bloods that typically tend to get attention are the half-human ones. But I think an elf with the blood of two different subraces could be an interesting character, to say the least. More so half drow and half any other type of elf, probably, given how different they are from all the others.
    29. JairusTLS
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      I went back and tried to redo the head because I realized the neck was too short, but even though I've done everything pretty much the same as before, I keep getting this error message when exporting to MDB. And MDB cloner crashes with its own error message when it tries to load the file. Any idea what's causing this?

    30. Xaltarnew
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      Too many vertices/triangles possibly? I am afraid I am not familiar with blender and the script for NWN2. 

      Also, you don't need LODs, that was something necessary when we ran the game on potatoes but today a modern title/system can have billions of polys on screen at any one time. I do know the MDB format is limited in the number of triangles/vertices it can have in a single file though. In 3ds I think it's 35k. I try to be efficient with my models where possible where I can get away with it. 

    31. JairusTLS
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      You were right, there were too many polygons on the head. Somehow it ended up with over 400,000 even though the first head didn't have near that many despite being the same model. Once I cut that number down to around 30,000 with a Decimate modifier, it worked fine. Now she looks right with no gap below her neck on certain outfits like a ranger's leather armor. Thanks again for your help! :)

    32. Xaltarnew
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      You should check out the vault forums:
      https://forum.neverwintervault.org/

      It's a lot more active than the community here. The nexus is more download centric and the vault is more community centric. Great place to post WIPs and get feedback ;)
    33. JairusTLS
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      Will do! Btw, does your kids pack include Wolf? Because I've noticed he hasn't changed, and I wanted to be sure I hadn't missed anything.,
    34. Xaltarnew
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      It includes all the N_Child_** models in the OC so if there are other children that uses a unique model name, I missed them. I will have a look for Wolf, it's been a long while since I did a playthrough so I go off file names. I haven't looked at x1 and x2 models yet. I am tackling things form the OC right now.
    35. JairusTLS
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      Wolf is from the OC, he's the leader of the kids' gang, remember? You help him and Dory in Act 1 and he brings the kids to the keep later on. Anyway, I joined up at the vault forums and posted about my mod like you suggested. Also converted the head so now it works for half-drow as well as half-elf. I'll post the actual mod once I get it converted for moon, sun, wood, and drow elf, too.

  2. MylaShabanova
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    Hello again. About Shandra - I've already finished Act 1 before I've installed new Shandra Head and she works just fine. But I loaded an earlier save to check Shandra in act one - and game shows her old head. Idk why. I've also checked in Toolset - Shandra's template is co_shandra.  I would like to help more, but I'm not very good with Toolset and 3d models :(
    But my guess - It is her body. In Act 1 in Highcliff she is in her farm clothes (unique). And in Act 2 she is in standart tunic (not unique). Sorry for my English, it is not my native. 
    1. Xaltarnew
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      Thanks, yeah it turns out she has 2 models, one as a pure NPC and the other for the companion version. I am working on a fix as I type this :)

      Thanks for the help, I hope you are enjoying the mod :)
  3. SirWill360
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    Thank You God for letting me witness the return of a Legend.
  4. MylaShabanova
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    Hello again :) I've checked the last update and its gorgeous! Everything looks great! Thank you, Xaltar!) 
    Now I'm patiently waiting for elven heads.
    P.S.: Ponytail hair is just perfect for me)
  5. MylaShabanova
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    Good to see you back, Xaltar! I love your mods for NWN2 - can't play without them. Can't wait to see more and new facelift pack) Happy New Year to you! (Little late for that, I know)
    Edit: endorsed, voted and tracking this mod. Thank you for your work!
    Edit2: Tested in game. Heads look small compared to shoulders. (I know this work in progress, just saying. Your Facelift Pack from 2014 looks proportional). Don't get me wrong, pls. Just an observation. And new Shandra looks great!
    1. Xaltarnew
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      Thanks for the feedback :)

      I had noticed the new heads are a little on the small side. I will update them for my next release. It isn't a difficult fix. If I recall correctly I imported one of the vanilla heads and scaled to that last time, a step I missed this time around. 

      Shandra should be accurate, I scaled her head based on the original one so it should look right in game. 

      All the best for the new year and thanks for the observation :)
    2. MylaShabanova
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      Shandra looks accurate in game, yes) Can't wait for more PC heads and other companions (if you planning to do them) - I like Bevil, Neeshka and Elanee from the original mod. I really want to see new Casavir :) 
  6. Branwen
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    Woah. I wasn't expecting that. It's nice seeing you coming back. Your headpacks are an essential mod to have.

    Anyway. Take your time.

    1. Xaltarnew
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      Thanks Branwen :)

      Lots more to come ;)
  7. AurianaValoria1
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    Good to see you back, Xaltar! Can't wait to see what else you share with us!
    1. Xaltarnew
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      Thanks, I am really enjoying digging back into NwN2 modding again :)

      New head up and another to follow soon. 

      Happy Holidays :)