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Nwn cq by chico......?


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29 réponses à ce sujet

#1
qwert_44643

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I just was wondering has there been any new updates to this.....i believe i have an old one from years ago?

Is chico still around?



#2
henesua

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there have been no updates to it for as long as I have been around.

 

I suggest moving on to patch HAK facelifts. Zwerkules put together a base package to start with, and there are a great number of tile set overrides that can be added to it.



#3
qwert_44643

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how do you install these and i have nnwncq and do i have to remove nwncq before i add these?



#4
henesua

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you do not need to remove NWNCQ.

 

Installation of patch haks goes as follows:

Put the HAK in a folder called "patch" in "nwn".  (nwn/patch/<yourfacelifthak>.hak)

Edit or create a patch ini file and put it in "nwn"

The patch ini file includes the names of all the patch haks that you will be loading.

 

Zwerkules has one of these files set up for his haks at the link I shared. BUT you could stuff any number of overrides into a single hak, and use that as your single patch hak if you wanted.



#5
qwert_44643

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In Nwncq you can disable all the override tiles and i did this but when i went into the game in the prison there was no ceilings till the level below...is there ceilings in the hak you suggested?



#6
henesua

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what tileset is the prison?

 

the downloads i sent you to do not include all tilesets, but include many. There are others that you can also hunt down and put in a patch hak.

 

over all however this is probably something i should compile for others to make use of. i've been pushing for someone else to compile a patch hak of overrides for people. i have a personal collection i could share.



#7
qwert_44643

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what you want to make me one?you need my email and il need instructions.



#8
MannyJabrielle

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The prison in the OC chapter 1?

That would be the castle interior tileset.  That is not included in the collection by Zwerkles.

If you want to use Zwerkle's, and still use CQ for the tilesets that aren't covered by Zwerkles' haks, go into your nwncq configurator, and disable the city interior, rural, rural winter, forest, and caverns and mines tilesets, and then use the patch method for getting Zwerk's override haks to work.



#9
henesua

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I have uploaded my personal Patch HAK compilation to neverwintervault. I called the entry Vives Optional Content because I will be releasing all of this content to the players of Vives when we go live this year.

 

I did my best to credit all the CC creators who contributed, but have obviously missed a number of them. If you see your content in the compilation and want credit, please comment on the project, and I will add credit for you.

 

Enjoy.


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#10
Gruftlord

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nice, thanks for sharing this.

i also have a small collection of override, that i put into patch haks last october. most importantly, i collected what i personally liked best of all creature overrides.

on top of this, i made a cep2custom file, that fixes missmatches between my overrides and cep and works client side.

i.e.: change gress texture on tiles, that are extended in cep but changes in zwerkules' overrides

overwrite old cep creatures with new ones (for example: i have overrides for orcs in my patch hak, that looked odd on some PWs, because the PW used CEP orcs, that; aside from a few texture changes, look exactly like vanilla orcs. i did similar things for goblins and bugbears).

 

i was considering sharing the collection, since i spent some time on it. i think it's quite nice to have it work alongside cep so easily, and others might be interested.

however, i do not know what the general oppinion in this community is about such rebundeled rereleases. i know in newer games and communities, this is a clear no-go without permission from all original authors. something, that is no longer possible for NWN.

 

so...

should i ask this question in a separate thread?

is there some list somewhere (possibly collected for the new CEP/ProjectQ activities) of authors who have given permissions to rerelease their work in new bundles (under certain condition such as giving credit of course)?

 

edit: oh i see you have also done a project reforged merge (same as i did). i wonder: did you merge it as is or did you rework some of the content? i'm looking for some fixed to the shadows on these meshes, but i suspect TAD has other focuses right now. (also: on my end i reworked the meshes to change middle and botton part and deleted the inventory icens for the bows to improve compatibility with cep content. in case someone is interested)



#11
qwert_44643

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how can i safely remove nwncq from my override folder with restoring a back up?

I thought i didnt have to remove nwncq to see the other haks i just installed....



#12
henesua

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You do not need to remove NWNCQ from your override to see the Patch HAK content. Patch HAKs (AKAIK) take precedence over overrides.

 

Removing NWNCQ from your Override is safe. Simply do it. Nothing bad will come of it. However if you want to use them in the Override again, I find its best to rename your Override folder to deactivate the contents, and then name it "override" again when you want to reactivate it.



#13
qwert_44643

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i just restored my override and didnt add nwncq.....does your hak add  any hill system like nwncq did?



#14
henesua

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Hill system? I have no idea what you mean. However to clarify none of the patch hak content I uploaded extends the functionality of any tileset. The content I compiled only improves the appearance of default assets. Extending of content should only be done on module specific HAKs.

 

If you want to understand which tilesets have been facelifted, take a look at the list I published.



#15
qwert_44643

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can you tell me how many tile sets have ceilings...i saw you had some of chicos in there but is that the only one?



#16
henesua

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The list identifies which have roofs. Sea Caves and Drow interior. The Mines/Caverns and Biointerior also have roofs but are not included because I always use those haks anyway. Someone should put roofs on the crypt... and I suppose I could do that by taking Chico's roofs and creating my own texture to go with them. I just don't have the time right now for that.

 

Someday I'll redo Chico's ruins override too. I think all that needs to be done is to remove roofs from the tiles which define an exterior, and keep the roofs on the tiles which are interior.

 

All that said, at this point you need to experiment on your own. Explore and have fun.



#17
qwert_44643

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can you give me a link to the mine/caverns and biointerior haks that have roofs?

and how do i add them in..so they are used?



#18
henesua

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those are included on the facelift page that Zwerkules put together. I linked to it above and I linked to it as a related project from my patch hak page.

 

To add those HAKs to the Patch HAK. You would put those HAKs in your patch folder, and add their names to the nwnpatch.ini file.



#19
qwert_44643

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I think im gonna use nwncq to do tiles that dont have roofs....i disabled the following tiles in nwncq configurator:city interior, rural,forest.What i dont understand is the instructions i was given above to disable certain nwncq tiles doesnt tell me what rural winter is.



#20
qwert_44643

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Im just gonna use the 1st basic set you linked me to plus nwncq...if i understand right the tiles sets that are haks will be used before the override sets...I dont need to disable anything in the nwncq configurator to have everything work together..right?The haks will be used before the overrides are used and if the haks dont have a tile set then the override will be used..


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#21
henesua

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yes. the patch hak takes precedence over the override folder.


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#22
qwert_44643

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thanks for taking the time to help me out....i just really like having ceilings.



#23
qwert_44643

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Is Zwerkules still updating this basic patch hak?



#24
Zwerkules

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Is Zwerkules still updating this basic patch hak?

I fix bugs if you find any, but there won't be any more tileset overrides. TNO is covered by project Q, it has improvements and additions. The only tileset I might add roofs to if I get some time is the castle inerior.

The city tileset is so bad that no textures no matter how good they are will help, IMO. The best override for the city tileset was made by Six and the one who has entirely too many numbers in his name for me to remember it :P  (s030363l, looked it up).

Even though it is the best I would only use it as an override for making old modules more appealing, because as I said before a simple reskin won't help much, the original tileset is just too ugly.



#25
qwert_44643

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ok thanks for the info