Neverwinter Nights Overrides

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Hamlet
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Re: Sprucing up ye olde NWN

Post by Hamlet » Sat Jul 12, 2008 10:43 am

Sarmanos wrote:Sometimes I'll take an improved atmosphere for an area over the graphics quality so I had no problem with it personally.
Been getting accustomed to the Eclipse Development's City Override for a while now, and I must say I have quite warmed up to Sarmanos' viewpoint. :-)

That said, I have been using the Cave Ceiling override for as long as it's been there. It gives caves the look and feel of proper ... caves. For Second Story Tiles addicts only. :good:
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Re: Sprucing up ye olde NWN

Post by KroSha » Tue Jul 15, 2008 4:39 pm

Jazz wrote:Well... I currently have 1594 files in my override directory already (and that from like 2 or 3 overrides), so it's kinda hard to keep track :lol:
I colour code mine; Green for Avlis, Purple for CEP, Yellow for Premium mods, etc. Makes life much easier.
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Re: Sprucing up ye olde NWN

Post by Gampie » Fri Dec 26, 2008 11:33 am

Wow, those new undead skins look really good! Way better and darker than the Bioware ones... The new goblin skins have outstanding textures as well. It almost looks like they have some fiendish blood in them. Thanks for the links.
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Re: Sprucing up ye olde NWN

Post by Cromagnon » Fri Dec 26, 2008 3:26 pm

That, and the skeleton chieftain has cool fighting style that surpasses the typical one.
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Re: Sprucing up ye olde NWN

Post by Sarmanos » Fri Dec 26, 2008 3:47 pm

Just checked out my old links and seems they have a few updates to them folks. So I updated the original post. Be sure to check'em out.
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Re: Sprucing up ye olde NWN

Post by dougnoel » Fri Dec 26, 2008 6:03 pm

Very neat post. :)
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Re: Sprucing up ye olde NWN

Post by Sarmanos » Sun Apr 05, 2009 10:27 pm

Original post updated to now include a new bugbear and mummy override.
Vetinari: I have noted before that you have a definite anti-authoritarian streak, Commander.
Vimes: Sir?
Vetinari: You seem to have retained this even though you are Authority.
Vimes: Sir?
Vetinari: That's practically Zen.
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Re: Sprucing up ye olde NWN

Post by Gorgon » Mon Apr 06, 2009 12:30 am

I'd suggest adding these to the custom section of the needed files page on the wiki here: http://wiki.avlis.org/Needed_files#Other_Files.

We have a new link to the music there (which I will update in a moment), and I also have copies of all the portrait files from the now dead to us Hades ftp, if someone else has the space to host 500 megs of files. (5 - 50 meg or so ones, and one 250meg all in one file). I know Arkaz has linked a huge 300 meg version there, so it might be redundant.

I'll also be adding a few other things there soon, like the new voice set override for use while creating a new character, and a much better version of the head override for the same purpose (full access to every head in the haks, not just a few cep ones). I also plan on adding that gui override mentioned above there, but with some major edits (more details on some original edits here). If you want to use it, feel free. That world of whatsit will get a mention in it for the inspiration (without the world plugging load screen), but I do have one question for the masses. What color should I use besides that godawful purple for the background? :P
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Re: Sprucing up ye olde NWN

Post by Thelo » Tue Apr 07, 2009 12:45 pm

I tried several times to install the improved fighting moves for unarmed, but i failed all the time :(
I downloaded the files then put them in my override, but it does not work....
Someone got an idea?
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Re: Sprucing up ye olde NWN

Post by Ringwraith » Sat Jul 11, 2009 9:38 pm

*bump*

Shiiiinyness.
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Re: Sprucing up ye olde NWN

Post by Gorgon » Sun Jul 12, 2009 9:04 am

Some of the stuff here I'm not a fan of, but if you don't have the skybox override, you are really missing out. The undead are pretty creepy to see the first time too :twisted:

*notes he's fallen a bit behind on the head stuff for character creation with other stuff to do... Ok, I kinda forgot about it. My bad. You can kill me later*
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Re: Sprucing up ye olde NWN

Post by Ringwraith » Sun Jul 12, 2009 1:14 pm

Well, we can't kill you now as you need to finish it first. :twisted:
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Re: Sprucing up ye olde NWN

Post by Gornickthy » Thu Jul 23, 2009 11:09 pm

I really do like the caves and undead haks. Thanks for making this post. :prost:
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Re: Sprucing up ye olde NWN

Post by maxinion » Mon Dec 28, 2009 1:03 am

Hi everyone,

I found a new one of these that is absolutely stunning. Its effects on the Rural tileset are jaw-dropping, and others change beautifully as well.

http://nwvault.ign.com/View.php?view=Ha ... il&id=7848

Effectively, this changes a looot of the standard NWN tiles. Things are much, much much prettier, and there are some new VFX (lens flares up the wazoo, for instance). For Windows users, there's even a little helper script that lets you turn off changes you don't like. (No such luck for linux/mac, unless you can find a way to run .bat). I heartily recommend it.

A word of warning though: when I say change tiles, I mean it. There are... lots more trees in my Mikona now. They're beautiful! But they weren't there before. So... just be careful with what you're referencing, because other people may not see it. (Of course, that wouldn't be a problem if everyone installed this, so get cracking!)
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Re: Sprucing up ye olde NWN

Post by Sarmanos » Mon Dec 28, 2009 1:08 am

Oh my god. Download Max's override. DOWNLOAD IT NOW! :cooler: :cooler: :cooler: :cooler: :cooler:
Vetinari: I have noted before that you have a definite anti-authoritarian streak, Commander.
Vimes: Sir?
Vetinari: You seem to have retained this even though you are Authority.
Vimes: Sir?
Vetinari: That's practically Zen.
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Re: Sprucing up ye olde NWN

Post by PsiOmega » Mon Dec 28, 2009 1:21 am

Most terminals (bash, sh, etc.) are able to run bat scripts unless they're too exotic.
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Re: Sprucing up ye olde NWN

Post by Gorgon » Mon Dec 28, 2009 1:25 am

Please remember what maxinion said about using converted tiles if you use this. You are seeing things other people can't see. I'm not sure of any other complications that may come up with overriden tiles, but if you run into problems, you know what to disable first :)
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Re: Sprucing up ye olde NWN

Post by Sarmanos » Mon Dec 28, 2009 1:48 am

Forest tileset seems to have some glitches still. I'd recommend disabling that one with the included batch program for now until it's fixed.
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Re: Sprucing up ye olde NWN

Post by maxinion » Mon Dec 28, 2009 2:55 am

Sarmanos wrote:Forest tileset seems to have some glitches still. I'd recommend disabling that one with the included batch program for now until it's fixed.
The "trees" option is a good one to turn off as well, for the reason Gorgon mentioned. It takes away some pretty, but its a good idea given the problems with RP.
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Re: Sprucing up ye olde NWN

Post by maxinion » Mon Dec 28, 2009 3:45 am

maxinion wrote:
Sarmanos wrote:Forest tileset seems to have some glitches still. I'd recommend disabling that one with the included batch program for now until it's fixed.
The "trees" option is a good one to turn off as well, for the reason Gorgon mentioned. It takes away some pretty, but its a good idea given the problems with RP.
To give people an idea of what these things look like with trees on, here's the Mikona Lifestone valley, looking down from the Hills. I turned this option back on, because its just stunning.
Image
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Re: Sprucing up ye olde NWN

Post by GunnJ » Mon Dec 28, 2009 8:58 am

As fantastic as it looked, I had to disable both rural and forest tilesets because of those trees. Turning off the Trees option did not help with the yearling growth that surrounds the bioware forest parts of the rural tileset. At one point tonight the entire group I was with was standing chatting in a thicket of yearing pines that completely blocked all view of each other and the ground.

However, the interiors are gorgeous. Drop-jaw amazing.
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Re: Sprucing up ye olde NWN

Post by Plethora » Mon Dec 28, 2009 10:45 am

oh wow..

i dont know.. i love the trees and rural stuff... so so beautiful..
elfgate.. Fort Karr.. Zvi *cries a little tear of joy*
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Re: Sprucing up ye olde NWN

Post by Sarmanos » Mon Dec 28, 2009 12:10 pm

Same thoughts and problems as GunnJ, however I managed to lop out the problem files that were making said evergreens and in a day or two I'm going to look around in the tilesets for any other problem tiles like that and remove them with my overall intention being to just lop out whatever definitely interferes with actually playing NWN(or what just plain looks bad). I'll put up a list then so those who do use this don't have to suffer things like that. So far though, not much issues with interiors, although those of you who used Ruins or Drow interior, etc might suddenly find brand new pillars and statues where your decorations are. Keep an eye on the thread though.
Vetinari: I have noted before that you have a definite anti-authoritarian streak, Commander.
Vimes: Sir?
Vetinari: You seem to have retained this even though you are Authority.
Vimes: Sir?
Vetinari: That's practically Zen.
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Re: Sprucing up ye olde NWN

Post by Ben DeVeny » Mon Dec 28, 2009 7:02 pm

ok, obviously, Im the only guy that doesnt know this. But I have to ask.

What folder do I put the files in? I have an Override, Override_bak, and Override_bak0, folders. All of them have files in them.
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Re: Sprucing up ye olde NWN

Post by Hamlet » Mon Dec 28, 2009 7:50 pm

"override" is the folder you need. It is meant to hold your current override files. The other folders are for backup, as the name suggests. :) They are automatically created upon installing the game expansions (SoU, HotU), to prevent a wipe-out of the older files.
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