So...still no PW that uses Project Q?
#1
Posté 14 décembre 2011 - 11:29
#2
Posté 17 décembre 2011 - 02:41
#3
Posté 17 décembre 2011 - 02:45
I am planning on using parts. Parts are easier to make work.
So, I'm guessing that's the reason.
ProjectQ argues with everyone else’s 2da's in too many places.
If they ever come out with a 2da padded version to allow for easy 2da work with other community packs, I'll be all over it like piranhas on filet mignon.
Until then, I just don't have the extra time. Too many other PW things to worry about already.
Modifié par wyldhunt1, 17 décembre 2011 - 02:53 .
#4
Posté 17 décembre 2011 - 02:56
http://social.biowar...1/index/8837703
Modifié par Pstemarie, 17 décembre 2011 - 02:56 .
#5
Posté 17 décembre 2011 - 03:44
Using Project Q is easy. I had weighed the possibility of using CEP instead. But the amount of effort it would take to deal with that was well beyond what I wished to do. I can't imagine anyone integrating CEP with an old module. You can ONLY build on top of CEP. AIntegrating it with something else is too much of a chore.
Project Q on the other hand is versatile, flexible, and lean. You can use Q as a base (which I have recently done with "Arnheim"). You can use parts of Q and add these parts to another project. Or you can use all of Q and integrate with another project (as I did with Vives). And in each case it isn't that much work.
Modifié par henesua, 17 décembre 2011 - 03:46 .
#6
Posté 17 décembre 2011 - 10:16
Azador wrote...
Tons of PWs use Project Q parts. It's just
very difficult as a builder to exclusively use Project Q, or use it
alongside CEP.
I'd dispute the first statement quite vehemently - Project Q is no harder to use than any other hak (or set of haks). I think the biggest issue people have with it is the misconception that its absolutely will not work with CEP. Many Builders - Andarian comes to mind - have gotten Project Q to work with CEP; albeit, not all Project Q components - shields and q_!armoury specifically - are incompatibile with CEP. In these cases, its up to the Builder to choose.
Project Q is about providing the NWN Community art resources that look and feel like they share a common environement. To this end we tend to focus on a more limited palette than CEP does - the "leaness" you see in Project Q.
wyldhunt1 wrote...
I'd love to use Project Q in Adelan, but I'm struggling with the idea because of the difficulties in making it play nice with CEP/PRC.
Project Q was specifically designed to integrate easily with PRC. AFAIK, the only 2da files that require integration are baseitems.2da, phenotypes.2da, and traps.2da, and visualeffects.2da - and that is just a simple 2da merge. As a side note, Project Q is also padded for easy integration with the CTP.
Modifié par Pstemarie, 17 décembre 2011 - 11:55 .
#7
Posté 17 décembre 2011 - 06:14
You may have just changed my mind, Pstemarie.
#8
Posté 17 décembre 2011 - 10:34
I guess the reason I am confused is because I've read again and again - including on the Project Q forums - that CEP and Q take significant modding experience to play nicely together. I didn't want to poke around or dig in Project Q without permission, so I opted to use independent releases instead (and give credit to the indpendent artists accordingly)
Modifié par Azador, 17 décembre 2011 - 10:53 .
#9
Posté 17 décembre 2011 - 11:07
Perhaps a wiki clarification is in order?Project Q is a standalone product that makes fundamental changes to Neverwinter Nights, making it not easily compatible with other projects such as CEP.
Modifié par wyldhunt1, 17 décembre 2011 - 11:07 .
#10
Posté 17 décembre 2011 - 11:29
That said I'd caution anyone without a significant level of experience before taking on a merge of CEP and Q phenotypes. Merging phenotypes between CEP and Q would be a PITA. Other 2DA merges are trivial compared to this as you'd have to rename the body part files according to the new phenotype index you'd be applying them to. From what I have seen, builders usually pick which phenotypes they want to use, and only adjust those files.
#11
Posté 17 décembre 2011 - 11:46
As a community, we have become CEP dependent. The problem with that is we tend to think CEP can do it all, and yet very few actually use all CEP has to offer. CEP has many quality models in it. CEP is useful if you are looking for quantity. CEP is also the standard so now everyone uses it. But CEP has its problems too. Q on the other hand, offers new. Q offers simple, easy changes that transform the game not only with new things, but changes the old to look amazing. If someone wants to add other haks to the Q, it takes as much work as adding other haks to the CEP.
Eagerly awaiting Q1.5
#12
Posté 18 décembre 2011 - 12:05
However, make no mistake, merging Project Q and CEP is no light undertaking. Even though the number of conflicting 2da files is small, two of those 2das (baseitems.2da and phenotypes.2da) will be a PITA - especially if you are set on using all the Project Q and CEP phenotypes together. In this case you will be renaming models and, depending upon which phenotype you're moving, you'll be renaming hundreds of models. Thank God for mass text renaming utilities. Like any project, you just need to plan out the changes you'll incorporate.
#13
Posté 18 décembre 2011 - 05:19
For my current projects, I am using Q1.4, Chicos nwncq, and the patch, Bloodmonkeys mountains, Prg animal furs (Pstemarie, you might want to consider it for Q) and nonCEP coins. There is no issue with any of these haks working together. The toolset, and mods are stable, and the look is amazing, and most of all the game itself looks almost new again.
#14
Posté 18 décembre 2011 - 09:24
Got a link for the PRG Animal Furs?
Modifié par Pstemarie, 18 décembre 2011 - 09:33 .
#15
Posté 18 décembre 2011 - 09:35
#16
Posté 18 décembre 2011 - 09:42
Here's my request. Feel free to tag team that one.
Modifié par henesua, 18 décembre 2011 - 09:51 .
#17
Posté 18 décembre 2011 - 10:30
#18
Posté 18 décembre 2011 - 11:13
#19
Posté 19 décembre 2011 - 01:17
#20
Posté 19 décembre 2011 - 08:31





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