Just to be clear (although this is not guaranteed, as I have not yet had my tea this morning...), you will literally have to rename one model or the other whenever two models share the same file name in order to see both in game. The game will only use one resource with a given file name. So you will most likely have to take the Q models that replace Bioware models and rename them, and then add lines to your appearances.2da which reference these updated model names. (You could also rename the Bioware models, as the actual file size for those might be smaller).
For example, if Q contains updated models for c_goblina and c_goblinb, you might want to rename the Q model files to c_gobliny and c_goblinz, and then add two lines to your appearances.2da. That's the only way to end up with 4 different appearance entries mapping to all 4 distinct models in game.
Renaming the models may be as simple as changing the filename. However, if you have trouble, you can also open the model file in a text editor and change all references to the old file name (c_goblina >> c_gobliny). I usually do this just to be on the safe side.
That info, combined with the posts above, should provide with what you need here. It's not nearly as complex as you might think, as long as you can identify the file names for the replacing models. Basically, all you need is NWN Explorer, a text editor, and some patience.
[Edit] It's possible you might need to duplicate/rename the associated textures as well, if they use the same filenames in both ProjectQ and Bioware...
Modifié par invisig0th, 23 août 2010 - 03:43 .