I was directed to PQ as to having a dwarven halls tileset but upon unpacking and installation it appears that it is missing. Was it removed?
Project Q Question?
#1
Posté 19 janvier 2015 - 05:10
#2
Posté 19 janvier 2015 - 06:26
I was directed to PQ as to having a dwarven halls tileset but upon unpacking and installation it appears that it is missing. Was it removed?
No, it should be there... Do you have q_!tilesets in the hak list of your module?
Which version of PQ do you have? Maybe try running the updater?
#3
Posté 19 janvier 2015 - 10:38
v15 I have !tilesets and when I run the updater it says cannot find nwnmain.exe although it is in the same nwn as folder as that file
#5
Posté 20 janvier 2015 - 01:02
I have it installed in the NWN folder. It's in the same folder as the nwnmain.exe file. I see however that I do not as you pointed out have the newest version. Thank you. I'll see if that resolves the issue. edit:Well now the tilesets are all showing up since I installed v2.0 but all my pallettes are vanilla pallettes. No items,placeables,monsters etc.
#6
Posté 20 janvier 2015 - 02:18
Is your game installed in the root drive or the /programs(x86) folder. The game should be installed in the root drive for the updater, not to mention numerous other NWN utilities - to work correctly.
The pathway to your NWN install should be c:\NeverwinterNights\NWN
#7
Posté 20 janvier 2015 - 02:37
Yes it's a root install. And I added an edit above.
#8
Posté 20 janvier 2015 - 09:18
I have it installed in the NWN folder. It's in the same folder as the nwnmain.exe file. I see however that I do not as you pointed out have the newest version. Thank you. I'll see if that resolves the issue. edit:Well now the tilesets are all showing up since I installed v2.0 but all my pallettes are vanilla pallettes. No items,placeables,monsters etc.
You can use the erf files coming with PQ to import blueprints for creatures, placeables, scripts, etc. in your module (in the toolset, click on File, then Import... and then select the appropriate file) OR you could just use one of the two Q_Base mods with everything already set up to start building.
#9
Posté 20 janvier 2015 - 11:38
Not all placeables and creatures have blueprints for them. This is something I'll address this summer when I have more time. I basically have to go through everything in the haks and make sure it all has an associated blueprint in the base mods.
I also need to go through and make sure portraits exist for all of the placeables - so far I've created over three dozen just for the module I'm doing for class. I'll be porting these over to Q when I've got enough of them to make the effort to update worthwhile.
#10
Posté 20 janvier 2015 - 05:10
Thank you for your assistance. I thought I had done that but after reading your comment I realized I hadn't. It's been more than a few yrs. since I've even opened the toolset. I am extremely happy to be back and enjoying the game again however.
- NWN_baba yaga aime ceci
#11
Posté 21 janvier 2015 - 02:10
We're glad to have you back...old blood is just as vital to keeping this game alive as new blood is.
- NWN_baba yaga et Verilazic aiment ceci
#12
Posté 21 janvier 2015 - 10:32
+1
Welcome back and enjoy the game!
- NWN_baba yaga aime ceci
#13
Posté 22 janvier 2015 - 01:32
Thank you very much. It's good to be back! After a robust amount of preparation I believe I am ready to begin this evening.
#14
Posté 03 février 2015 - 01:54
Cep 2.6x includes fixes made to Hardpoint's dragons. Are they any plans to import Hardpoint's modified dragons into Project Q?
#15
Posté 03 février 2015 - 07:37
#16
Posté 03 février 2015 - 10:48
Cep 2.6x includes fixes made to Hardpoint's dragons. Are they any plans to import Hardpoint's modified dragons into Project Q?
What Mecheon said - nope.





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