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NWN 1 Improved Graphics?


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#1
D3rk01

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Hello! So I loved playing NWN when it first came out... played it to death! So recently I saw NWN1 and NWN2 on sale and had to get it.

I'm loving the game so far and would like to play through the official campaigns before I move to all of the mods available. I understand that custom content has improved textures and graphics. What I was wondering, is if there is any texture or model replacement packs for the original stuff?  

The game looks great for it's age, but it definetly shows.

Thanks for any assistance anyone can provide! :)

#2
SuperFly_2000

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I think you should take a look in this thread:

http://social.biowar...9/index/3275241

Especially NWNCQ which works like an "override" to most graphical content.

Personally I wouldn't use almost any overrides though. I think the game looks good as it is hehe...

By the way...ever tried roleplaying multiplayer servers? This is where the game really shines if you ask me...also some of them are using a lot of new content if you can bare with downloading the extra files needed....(worth wile usually).

Good luck anyway..and welcome back!

#3
D3rk01

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I never got into mp back in the day... I definetly will give it shot now though. I tried playing NWN2 for a little while and it's just so much more detailed! I was kinda wanting to have it look similar to that.

I remember my GF3 ti200 with 64megs of vid ram struggling to keep 50fps back in the day! I'm so happy to have gotten back into the game, even if it took me HOURS to get it working again.

Thanks for the info!

#4
D3rk01

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OK... so just to understand this further... I never got into the mods when it originally came out. I believe that the expansions weren't even out when I stopped playing.

So! Is there anything that will mod the official campaigns? I'm looking at the link you provided, but it seems like all the items are assets to be used in custom modules. So they would not affect the official campaigns correct?

#5
ehye_khandee

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I believe NWNCQ does that, it modifies graphic output iirc. Google it and have a look.

Be well. Game on!
GM_ODA
http://playnwn.com

#6
WebShaman

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How about this?

http://social.biowar...9/index/7821090

That is how my NWN game looks...

#7
Vipre

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D3rk01 wrote...

So! Is there anything that will mod the official campaigns?

"is if there is any texture or model replacement packs for the original stuff?"


Project Q is what I use for what you're asking about.

Q Campaigns

You download both the haks, tlk and the Campaigns (which just add the hak names to the original mods) and play. Looks great.

Modifié par Vipre, 03 avril 2012 - 02:09 .


#8
Zwerkules

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I recommend Cervantes' creature override. It doesn't override all creatures but those most commonly used, especially the orcs which look really bad and almost comic in the OC.

It contains:
Ghouls by Lord of Worms & Sixesthrice
Skeletons by Sixesthrice
Zombies by Lord of Worms & Diademus
Liches by Sixesthrice
Vampires by Sixesthrice
Mohrg by Lord of Worms
Goblins by Lord of Worms/EvilAsmo & SebastianCain
Hill Giant by Bloodmonkey
Ettin by Ziroc
Erinyes by Magma
Chicken by Ancarion
Stirge by Lathspell
Ogres by DLA
Ancient Dragons by Hardpoints
Trolls by Diademus
Troll by Mr. Furious
Manticore by Bat in the Hat
Imps by Sixesthrice & Adinz
Mindflayer Venerator by CODI
Ulitharid by CODI
Werewolf by Lord of Worms
Orcs by Lord of Worms & Diademus
Mummies by Sixesthrice
Demilich by Sixesthrice
Doom Knights by Sixesthrice
Wight by Sixesthrice & Lord of Worms

Cervantes' creature override

A lot of those are in project Q, too, but you'll probably have to add project Q haks to the OC mods to make use of them.

Modifié par Zwerkules, 03 avril 2012 - 02:39 .


#9
Vipre

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"you'll probably have to add project Q haks to the OC mods to make use of them."

Done long ago in the "Q Campaigns" link above.

#10
D3rk01

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Wow thanks for the replies! So how do I go about installing the Q Campaigns? I don't see any instructions on there. I dl'd NWNCQ and that seems pretty straight forward as just putting it in my overrides folder... Would they work with the Q campaigns?

Edit: Same for the creatures overhaul... i don't understand what it means "this one on top of the other"...?

Modifié par D3rk01, 03 avril 2012 - 06:11 .


#11
The Amethyst Dragon

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While not yet completed, parts of my Reforged project are available to override the old NWN weapon models and textures.  Used in the override folder, it replaces the models of the default weapons with newer, higher poly ones (with new textures and icons), and should work without any problems while playing any module/PW.

#12
Zwerkules

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Haks override files in the override folder, so the Q campaigns will override NWNCQ if Project Q's tileset haks are added to the mods.
So if the Q tilesets are added to the OC modules, you'll lose some of the changes NWNCQ made to tilesets like the mines and the city tileset.
Personally I'd still use Q campaigns. It is certainly worth losing some of the NWNCQ tilesets.

If you want to use the creatures overhaul for the OC instead of just adding it to a module, you will need the override version. There are three files there that have to be unpacked to your override folder. The 'this one on top of the other' is only for the haks added to a module.
Download the last three files and unpack them to your Neverwinter Nights override folder.

Modifié par Zwerkules, 03 avril 2012 - 07:50 .


#13
henesua

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As soon as someone makes a moule that uses Zwerkules medieval city tileset... you'll want to play that.

Arnheim - a multiplayer mod I am running events in lately - is using Six's wildlands and wildwoods extensively. It made a huge difference to the game. The first question from most players was... this is NWN?

#14
WebShaman

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I personally do not use nor do I recommend the Q haks if you are trying to reach the level of graphics that I have demonstrated in my link (those that I play with).

Nothing against Q here - but it doesn't play nice with other, equally good graphical enhancements to NWN, so I just don't use it or recommend it due to this. It is much easier to merge CEP material with other available graphical enhancements IMHE (in my humble experience).

Q has some great material, no doubt about it. But it is pretty much stand-alone, unless one is willing to do ALOT of work...bleh.

I did invest alot of time and effort to merge all my material with some Project Q stuff, but it was just too much work, and the results were not as good as those I now have, unfortunately.

YMMV.

Modifié par WebShaman, 03 avril 2012 - 08:05 .


#15
_six

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And in good fun *cough* :P

...that's why your interiors, WebShaman, look like this:

Posted Image

whilst mine look like:

Posted Image

:P But to hedge that, and avoid sounding like as much of an arse: if modding NWN has taught me anything its that no matter how empirical you may believe your notions of 'better' and 'worse' looking to be, there's always people who will believe the complete opposite. If you go off vault ratings and download counts, most people prefer  image 1, which is completely fair enough.

So my advice is to go have a look around this site and more importantly nwvault for yourself, if you want to improve the look of the game, 'cos everyone's views on what constitutes 'improves' around here are highly divergent. To that end of random bursts of controversy-skirting honesty, personally I very much dislike the look of NWNCQ. That doesn't mean its bad, just that I don't appreciate it.

Another question is if you're looking to just improve the look of existing work or start something new. Not that I can speak unbiasedly, but I think if you've got a new project on the cards I would say go for Q as a base. But if you're looking at updating existing content, especially if it's already got a base as massive and cumbersome to work around as CEP, don't look at Q. So I feel your pain, WebShaman, as Q was never designed to add seamlessly into modules that were already long-standing.

Oh and get amethystdragon's weapons whatever you should choose. No questions :wizard: (cue hypocrasy on my part)

Modifié par _six, 03 avril 2012 - 08:27 .


#16
SHOVA

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Web makes some valid points about Q being a bit labor intensive to add to other hak sets, However, because he doesn't use Q, he has lost out on some great content. I use Q, and I added to Q, for the same reason I add to other hak sets when I build, no hak set is perfect. Q offers a better base set than the CEP2 in my opinion, however I also add the CEP1 placeables to it. For the most part, Q plays nicely with others. Sometimes problems do happen when combining the Q shields, Rings, amulets, with the other ones, But that is a small problem to deal with, for me, I just use the Q models for those things.

However you like to play NWN, there is another 1000 ways to change it, what a great game we have, thanks Bio!

#17
D3rk01

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Ok... so I was just playing with NWNCQ and it replaces a lot of the textures and looks good. I DON'T have any other haks installed... so could I just overlay Q on top and call it a day and get the most out of both?

#18
SHOVA

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Q and nwncq work together rather well, nwncq has some walkmesh issues, (in the crypt tileset) in some of the files (I switched to the addons and the issues went away) nwncq should go above Q in the hak list.

#19
D3rk01

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Where would I see the hak list?

Right now I just put everything in my override folder and seems to be working fine.

It really looks much better than original!

#20
Vipre

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D3rk01 wrote...

Where would I see the hak list?

Right now I just put everything in my override folder and seems to be working fine.

It really looks much better than original!


You'd need to open the campaign modules in the editor to see and change that list.

However if you've installed NWNCQ_override_extended_by_chico400.rar
(I'm assuming you did) you don't need to worry about that just install Q and they should play nice.

Don't forget the Q Campigns though.

Modifié par Vipre, 03 avril 2012 - 10:37 .


#21
D3rk01

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That's what I did. Thanks! x-D

#22
henesua

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_six wrote...
Another question is if you're looking to just improve the look of existing work or start something new. Not that I can speak unbiasedly, but I think if you've got a new project on the cards I would say go for Q as a base. But if you're looking at updating existing content, especially if it's already got a base as massive and cumbersome to work around as CEP, don't look at Q. So I feel your pain, WebShaman, as Q was never designed to add seamlessly into modules that were already long-standing.


I've done both with Project Q. I don't see the big deal. I had never touched CC in NWN before. Never modded NWN before. Amd I was able to do it. The project that I added Project Q to was a veritable mess of HAKs. These were haks for a PW that had been around under active development and play from the beginning of NWN to two years ago. And I despite being a total NEWB pulled it off l. Took me a couple months integrating almost all of project Q into it. I didn't do the shields, and I didn't add the animations/phenos to existing clothes but everything else was integrated. If I can do it, I don't see why others couldn't.

Project Q has also worked very well for Arnheim which was built new from the ground up using Q as a base. I don't have many screenshots, but I must say that using some of the new tilesets with Q makes the game look brand new.

#23
Mecheon

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The only big issue with merging Q with anything lies in shields and weapons

Mainly, Q implements a new system that allows you to have more shield customisation. However, by default, NWN shields use the basic system, and just about every single custom shield made also uses that. So if you were, say, converting CEP to use Q, you'd need to convert every single shield over to the new system. A big task

Creatures, tilesets, loadscreens, clothing, all that though? No problem. Just with shields


And, well, phenotypes, but that's an easy mass rename to get a lot of it sorted

#24
Urk

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I'm pretty sure the folks at Q have issues with people bundling their work into other hak sets. Make sure you contact them before you do any real work on it for any reason other than personal use.

#25
_six

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Urk wrote...

I'm pretty sure the folks at Q have issues with people bundling their work into other hak sets. Make sure you contact them before you do any real work on it for any reason other than personal use.


If you're putting something together for your PW or module I wouldn't worry too much (although if you're repackaging all of Q when all you really want is to rearrange the 2das... Well that's stupid, frankly, but it's your right to be stupid). Now if someone were to pack Q up with other stuff and release it as a standalone package, that'd be a bit offensive. But we're still not about to come around and slap yo ass up, largely 'cos of the transport fare.

Tho you will probably have to listen to everyone else's version of what goes on in Q, which may be cause for headaches.

Ugh... Why does mentioning Q in a thread automatically make it a thread about Q? Rhetorical question.

Modifié par _six, 07 avril 2012 - 08:18 .