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Sprucing up ye olde NWN

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Re: Sprucing up ye olde NWN

PostAuthor: theP » Mon Sep 20, 2010 8:39 pm

Mmmkay, I deleted the NWShader (unfortunately) and all is good again. kept the NWNCQ and it really looks nice. Maybe I'll give the Shader another try later.
Thanks ;)
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Re: Sprucing up ye olde NWN

PostAuthor: Gurky_Bogglewig » Wed Sep 22, 2010 5:54 am

I'd definitely recommend NWNCQ ! Backed up my override folder and will test it with old overrides later, but its' darn simple to "install" and really gives NWN a fresh look. =D
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Re: Sprucing up ye olde NWN

PostAuthor: Grunt » Wed Sep 22, 2010 5:53 pm

One thing I've started doing for overrides is to set the one of properties (Subject or Category or whatever) of all of the new files to the override name . That way, if I need to delete or mess with an existing override, I know which one it is.
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Re: Sprucing up ye olde NWN

PostAuthor: Gorgon » Wed Sep 22, 2010 7:45 pm

That is a lot simpler than using multiple override folders to swap out if you don't like doing things that way. Neat idea.
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Re: Sprucing up ye olde NWN

PostAuthor: Brayon » Wed Oct 20, 2010 6:13 am

Tired of the same old Load Screen pics? Well here is an Override pack with a bunch of new ones.

Saphrine's Loading Screens (Override)

Enjoy!

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Re: Sprucing up ye olde NWN

PostAuthor: Darkfire » Wed Oct 20, 2010 7:10 am

Anyone know anything about this?

http://nwvault.ign.com/View.php?view=Ha ... il&id=5895

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Re: Sprucing up ye olde NWN

PostAuthor: Gorgon » Wed Oct 20, 2010 10:13 am

The visible cloaks from the 1.68 patch are supported for all the styles except Demon Blade and the unarmed combat sets. However, please note that as of this release, only the earlier BioWare robes are supported. The Wyvern Crown coats and loincloths included in the 1.69 patch are not yet supported and will not sync up with the ACPv4 animations.

ACPv4 uses phenotypes 15-21 and 30-33, and is thus incompatible with the CEP horse phenotypes. I have no plans of migrating the ACP to a different phenotype range, so please don't ask.

*bolding is for laugh factor, and all mine.

last updated on August 4, 2008

and
wikipedia wrote: NWN Version: 1.69 as of July 10, 2008


... they are kinda nifty until you run into bugs with current stuff
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Re: Sprucing up ye olde NWN

PostAuthor: Darkfire » Fri Nov 19, 2010 3:26 am

Krator wrote:See above for discussion. Simple instructions:

1. Make sure you have a system that can handle this (less than 2-3 years old, not a laptop with only onboard video). Disable the 'shiny water' option in NWN options. Back up your override folder.

3. NWNCQ

Get the 1.3 'basic' version and the 1.3 'basic' patch, put it in override according to instructions.

4. NWShader

Install according to instructions. I recommend the following settings. Basic: Fullscreen Shaders on, 'Use Fog' on, Fog Distance Mult 2.0, Calculate Depth on, rest off. Advanced Settings: none. Shaders: 'depth of field' and 'bloom' shaders only.

5. Adjust the gamma slider in NWN options to the brightness level you prefer. The bloom shader generally brightens everything.



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Re: Sprucing up ye olde NWN

PostAuthor: Talwin Hawkins » Sat Dec 18, 2010 9:53 pm

Im using the ncq override and im getting white snowy squares in a lot of the exterior tiles. Anyone know which files I can remove for that? I tried the simple things like searching for the words snow and ice but no luck, perhaps someone else knows?
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Re: Sprucing up ye olde NWN

PostAuthor: Gorgon » Thu Dec 01, 2011 4:44 am

Giving this a bump, just 'cus it is neat, and someone was asking questions about it in IRC. Also linking something I posted in the wrong topic (sorta) long ago. The topic was about the transparent gui override (mentioned near the start of this one as an override), but I tossed in something about custom game load screens there (the one when you start the game, not change areas).

Belasco made up a custom one for Avlis long ago, that I've used ever since (also changed my swirly background to a nice matching green on other screens, but you can figure out how to do that yourself :P ). The details and files are in that topic. http://www.avlis.org/viewtopic.php?p=1243597#p1243597
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Re: Sprucing up ye olde NWN

PostAuthor: Sarmanos » Thu Mar 15, 2012 11:53 pm

Bumping for people who haven't seen this before. Refer to the first post. Also a bit late, but don't try NWShader, it's a dead project and doesn't work well at all in my experience.
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Re: Sprucing up ye olde NWN

PostAuthor: Isadora » Wed Jun 20, 2012 7:06 pm

Bump on this thread.. I have a request

Can anyone link me to a really good, concise portrait pack? One that includes all nwn campaign portraits and then some.. I had a great one a while back I think I downloaded from one of the copap site's wikis (either avlis, arkaz or hala I can't remember :'( ) that I got Selle's portrait from. I've since lost the source but I'd love a new one.
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Re: Sprucing up ye olde NWN

PostAuthor: Hamlet » Thu Jun 21, 2012 6:40 pm

#AVLISPLAYERHOUSING
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Re: Sprucing up ye olde NWN

PostAuthor: Sarmanos » Sun Dec 23, 2012 5:31 pm

Top post updated. :D
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Re: Sprucing up ye olde NWN

PostAuthor: Gorgon » Sun Jul 28, 2013 9:53 am

*Disclaimer* This is more of an override for Avlis tileset stuff than anything else, but still an override, so it goes here. Also, a bit of a hack job (note the "c" in hack), compared to what I'd toss in real haks, but use it if you like it.

I'm wondering why none of my PCs are good at carpentry after all of my interest over the years in Avlis trees, especially when it is about chopping stuf off of them. It must be because I need a special axe to get XP for hak stuff. Anyways, this latest tweak is a lazy fix to make the trees in the southern wilderness have the top of the trunks fade. It is an override, but used in one of our ext haks (read below for the reason). If you'd rather toss the files in override or another hak, go ahead and extract them from the hak and toss them wherever.

Download it here -> See THIS POST below for the new file(s), extract and then replace your current avlis_ext_4.hak with it. Pretty simple. The readme.txt in the hak has most details, so I'll quote that.

*I have better versions of all of these trees in progress (or half done, if you like the joke), for another real hak update, but my last set of tileset haks is still waiting for QA to get to them.

README.txt wrote:Why use the .ext hak as an override? I'm glad you asked!
1) Using the override folder doesn't work for certain types of files. Some only work when loaded from a hak. Tileset additions also turn it into a mess of things you can't remember later on, and a headache to make changes later.
2) Editing the original Avlis tileset haks (or other ones) mean you either have to write down every file changed, or keep copies of the originals to swap out later. It also means a few much larger files to host on my end (and for you to download) compared to one tiny one.
3) The avlis_ext_4.hak is empty for clients (besides this readme), and for playing online, anything added to it can't conflict with how it is used on the server end either. Client hak changes can't modify server stuff (or vice versa), and the server haks are only used to modify things on their end.
*Note* If used on a local server or in the toolset, then the previous bit isn't true.
4) It is at the top of the list of haks for Avlis (There are 10 avlis_ext_# ones, but the Avlis modules only use up to #4 last time I checked). This means it takes priority over anything else in the hak list. Only things like erfs in the texturepacks folder (only for new textures), and the override folder, have higher priority. When more than one file with the same name is found, the one with the highest priority is used. Also why it is called "override", as you are overriding what it would use.


New content added by Gorgon:

Wild Woods Tileset Override(ttw01):
- Updated 27 tiles to have fading tree trunks.
The trees have fading foliage, but needed the trunks chopped and made fadeable as well. Fading only the foliage works in other tilesets where the trees aren't packed so closely together (it is still the lazy option), but chopping them to fade the upper trunks is needed with up to half a dozen trees in a single tile.

This is a quick fix version (aka "total hack job"), where I used CleanModels to run a slice plane across entire tiles, and faded anything above a certain height from the walkmesh (it also fixed 125,000 other things at the lowest setting... handy tool). The bottom trunks aren't capped with nice black tops, which means you can see inside them. Since NWN doesn't draw the insides of things you shouldn't see, the other side of the tree is invisible. Capping them all is on my todo list, but takes much longer by hand, than mass chopping like this. I went a bit lower than the norm for fade height with these, since they are so densely packed together too (2.5m in most cases, and Bioware used 3m for forest stuff afaik).

Also, any extra foliage or other things in the area got chopped the same way, since it was all or nothing. This means some leaf remnants will be still hanging down, and a few boulders and things chopped that I normally would leave alone. I changed the chop height a bit on a few that left obvious floaters, but not noticeably. I also left out a few cliff tiles, and the edge ones, since both didn't have walkmesh data to measure up from. The edge ones are next on that todo list, since they block your view on entering an area, but one tree at a time...
Last edited by Gorgon on Fri Apr 04, 2014 12:31 am, edited 2 times in total.
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Re: Sprucing up ye olde NWN

PostAuthor: Gorgon » Tue Jul 30, 2013 11:07 am

I updated the tree choppings above with a few things (change-log below).I've updated the link above, or you can grab it here: -> See THIS POST below for the new file(s)

v2 changes:
- The 4 edge tiles with trees now fade.
- 4 tiles with boulders chopped by the fade have been fixed to leave the boulders intact.
- Tree foliage overhang now fades (the tree leaves that hang down below the fade level). No more floaties!
- All fade heights raised by 0.5m (2.5m was a bit too low).


I still need to cap them all, so you can't see that the backs of the trunks aren't being drawn (next on the list), and there are 2 cliff tiles where the trunks don't fade. You can walk at the top of the cliffs (ddoor/dm hop up, or with an intentionally designed transition), so fading the whole thing would be bad. I'll have to chop the models manually.

I also noticed there are a few trees that don't have leaves on them, even when not faded. This isn't something I did, but the design of the tileset. The trees are packed so close together, you normally can't see the missing leaves, but if you set fade to auto, you may notice one or two that are just trunks. Normally fade would turn them all that way, and why it didn't matter to add leaves for them.
Last edited by Gorgon on Sun Feb 16, 2014 9:16 pm, edited 1 time in total.
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Re: Sprucing up ye olde NWN

PostAuthor: Gorgon » Tue Jul 30, 2013 1:42 pm

More future hak tweaks I did as overrides just for you (and me :) ). This updates a few textures in 2 tilesets to be less ugly.

The first is the DC Forest Expanded tileset used in most forest areas (it should also work with the default Bioware forest tileset), to change that gawd-awful orange pixellated leaf ground to some nicer grass from another tileset we use. Also the moss up cliff-sides and so on that matched it. Before and after shots below.
DC Forest: Original
DC Forest: New

Second is the wood floor used for bridges and so on in the main Le'Or tileset (Neverwinter Wood). Bioware added a texturepack to update the wood flooring in other tilesets to much nicer hi-res versions, but because this one used renamed copies of those textures, it isn't helped by that. More before and after shots (resized smaller and on a crappy vid card, but you get the idea):
Neverwinter Wood: Original
Neverwinter Wood: New

Both would be added to the haks as edits to either the models themselves, or just pointing to existing tiles that use them in the .set file, but I've added them as redone tga/dds files in this. Changes to a .set file don't work in override (or client-side in a hak when playing online), and I don't want to sort out what models to update instead just for this. :P That means it is bigger (much bigger relatively, since a few text files are nothing), but still only a few megs compressed.

If you want only these changes, grab this version of the ext_4.hak (read my last posts for why I used that):

If you also want the changes in my last post for the Wild Woods tree fading in the same file, download this instead: -> See THIS POST below for the new file(s)

If you want them separate so you can swap out different things, you can split them up into different haks or whatever else you want on your own.

*edits* I've been told not to host modified versions of Avlis haks by the team, so I have removed the links to this hak override. I will redo it as a normal version for your override folder when I have time, and you can do what you want with it from there.

*Edit to fix Dropbox public folder link changes (using the Avlis Gallery now for images)*
Last edited by Gorgon on Sun Mar 19, 2017 1:06 am, edited 3 times in total.
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Re: Sprucing up ye olde NWN

PostAuthor: Gorgon » Sun Feb 16, 2014 9:14 pm

Gorgon wrote:I still need to cap them all, so you can't see that the backs of the trunks aren't being drawn (next on the list)...

I finally got around to capping my quick trunk chopping for trunk-fade job on the Wildwoods tileset trees. Now all the faded trunks have the black caps, so they don't look funny, though it is another quickie job. I did some polygon reduction for efficiency, and also ran all models through the cleanmodels app. It is very good at finding/fixing problems and stuff that doesn't need to be there. Besides some other minor issues, a few walkmeshes were borked (that is the technical term for fubared :P ), so I fixed them, but since this is a client-side override hak, you won't see much benefit from the fixes. The server versions override almost all walkmesh stuff.

3 of the 31 tiles have broken fog emitters, which cleanmodels completely disabled (why keep something in if it doesn't do anything, or worse, causes problems?). I'm mentioning this in case someone down the road thinks about adding these to the server haks, since the originals should be fixed first.

Here are 3 screenshots for comparison (all with "auto" set for tile fade under "Options > Game Options > Hide Second Story Tiles").
The first is without any override hak: ww_no_fade.jpg

The second is with the hak, but before this update to cap the trees: ww_fade_no_caps.jpg

Last is this version, with the capped trees: ww_fade_with_caps.jpg

Download Below:

I've removed all of the old links above related to this, and pointed those posts to these updated ones here. If you want only the latest avlis_ext_4.hak with the chopped trees, this is the one to grab:

If you also want the updated textures from my previous post, download this instead (the texture only link above hasn't changed):

Let me know if you find any glitches. I wasn't trying to fix the whole tileset, and I know it has other things that could use some TLC, but if it is something I changed here, I'll see what I can do.

*edits* I've been told not to host modified versions of Avlis haks by the team, so I have removed the links to this hak override. I will redo it as a normal version for your override folder when I have time, and you can do what you want with it from there.

*Edit to fix Dropbox public folder link changes (using the Avlis Gallery now for images)*
Last edited by Gorgon on Sat Mar 18, 2017 11:48 pm, edited 1 time in total.
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Re: Sprucing up ye olde NWN

PostAuthor: Gorgon » Sun Jan 18, 2015 3:04 pm

Since the old vault is dead, I thought I'd try and find replacement links for some of the things in the first post here. Not all are exact matches, so feel free to search more yourself at http://neverwintervault.org/.

Undead Redux
Ravenloft - POTM - Override Skybox v1.1
MONSTER MASH - Bugbears, Ogres, Orcs and Carrion Crawlers No idea if this is related to the "Bugbear Facelift with Mummies" in the first post, but it has bugbears?
Updated Werewolf Model
D&D Classic Elementals
Complete GUI Alterations Package (Transparent and Colorized) It includes a link to the "Aenea Transparent GUI Overhaul/Upgrade" as part of it, but also has a bunch of other stuff. New GUI available -->transparent menus, colorful icons was the post about it on our own forum, and has several improvements and suggestions for use here. *if any of my old links to things there are dead, let me know, and I'll update them to my new server.
Weapons Redux: Spears
Bioware Rural Trees Override *This one reminded me that I still need to finish chopping the DLA forest tree trunks and other placeable ones we have, so they fade with the foliage... check back soon.

I couldn't find Cervantes' "Creature Override Compilation", but it is mentioned in several places (all with old vault links). Sadly the internet archive only backs up the main vault pages, and not the files themselves.

As far as I can tell, all of Lord of Worms creature stuff was tossed into his Arbor Falls PW Server Haks, so you'll need to extract them yourself, find other old copies, or search for all of the components he didn't make (all the sources are listed there, but have the old vault links still). If Sarmanos, or someone else, wants to send me copies, I can re-host them too... or just upload them to the new vault yourself. :wink:
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Re: Sprucing up ye olde NWN

PostAuthor: Gorgon » Sat Mar 12, 2016 11:42 am

Another bump for new and old players.

Lots of fun stuff in this topic, though with the old vault gone, I've tried to relink many things in this from the new vault in the post above this. :wink:

If there are any other great overrides and improvements to the game we all love out there that you enjoy, don't be scared to add them here either!
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Re: Sprucing up ye olde NWN

PostAuthor: Gorgon » Thu Mar 23, 2017 5:48 am

I got annoyed with how hard it is to spot loot bags on the ground in some tilesets, so I did a quick tweak to the texture used by them. There's probably some other overrides out there that do the same thing, but you can try this one if you want. I originally wanted to add a lot more contrast, but figured that would get annoying fast, so this just gives enough to notice them on most floor textures when you are trying to spot them.

Updated!
Fixed to use the right loot bag, and included a version for people who prefer the darker CQ texture. Remove the old plc_crpsbksrp.tga if you added that (if you want), because it was the item drop bag, not loot drop bag, but it shouldn't break anything if you keep it in there. It makes them easier to see as well.

Both new versions below use a custom model now (the same one), which points to a unique named texture file (only the textures are different in the 2 files). This means there won't be any conflicts with anything else (even CQ stuff), and also allows for using the included .dds texture instead of the .tga. I left the .tga in there just in case someone has an ancient video card that can't handle .dds files, but NWN will always try the .dds first. They are much smaller files vs uncompressed .tga, and will scale down the quality when zoomed out (less work displaying them when you can't see the details anyway).

The CQ texture in the vault override was pretty crappy quality, so I redid it with a better one. It should still look the same IG, but with more detail (it's a tiny bag, so you can't get too much there). The screenshots below show the difference. Also, you don't need CQ installed to use this. It is totally independent, and won't override any CQ stuff either (besides only the one bag). So if you want a darker bag, use it instead.

Regular Loot Bag Override: loot_bag_override.7z
Darker CQ Loot Bag Override: loot_bag_cq_override.7z

Extract one or the other, and toss the files in override (you shouldn't really need the .tga - see above), and you should see the changes pictured below (links have bigger screenies and a CQ one).

If you run into any problems with the texture/mdl, or if it looks bad... just remove the files from override. Like I said, this was a spur of the moment/quickie kinda thing, so I haven't used it much yet. I did fix a few minor errors in the BioWare bag model, but didn't remap the texture (BioWare also just slapped it on without caring how it was mapped). The extra red was supposed to be a nice sorta flame from the bottom, but it is smeared all over with the crappy mapping job (I removed some of the highlight effects even, since they made it look worse with that). I'd bother to redo the whole thing if it wasn't so small. It isn't worth the effort to make a barely visible bit of red IG look better.

Screenshots:
Image

Screenshot 1: Happy Loot Bags
Screenshot 2: Killing Things Test
Screenshot 3: Darker CQ Loot Bags
Last edited by Gorgon on Thu Mar 23, 2017 10:33 pm, edited 2 times in total.
"God not only plays dice, he throws them in the corner where you can't see them."
-- Stephen William Hawking (b. 1942) --


Sprucing up ye olde NWN | Modifying nwn.ini and nwnplayer.ini | ~Rare Items Wanted~ | Stealth Modifiers
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Gorgon
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Re: Sprucing up ye olde NWN

PostAuthor: Plethora » Thu Mar 23, 2017 7:12 am

Nice!
Well, i've heard about the fella you've been dancing with, all over the neighborhood..
...why didn't you ask me baby? Or didn't you think I could..
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Re: Sprucing up ye olde NWN

PostAuthor: Auriane » Thu Mar 23, 2017 4:02 pm

that is such an awesome idea! thanks!
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Re: Sprucing up ye olde NWN

PostAuthor: Gorgon » Thu Mar 23, 2017 10:36 pm

My previous post has been updated with new files, screenshots and description stuff, since I redid the wrong bag last time (item drop bags, not loot drops, doh! :oops: ), then the power cut out before I could fix it last night.

As explained in that, you can keep the old file if you like the item bags changed. If not, just take it out of override.
"God not only plays dice, he throws them in the corner where you can't see them."
-- Stephen William Hawking (b. 1942) --


Sprucing up ye olde NWN | Modifying nwn.ini and nwnplayer.ini | ~Rare Items Wanted~ | Stealth Modifiers
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