Hello.
I recently installed Neverwinter Nights, I'm about halfway through the original campaign and I want to ask for advice about improving its graphics, especially about tileset overrides.
There are nice packages for individual aspects of the game's graphics: for patching, the 1.69 Critical Rebuild, the 1.71 Community Patch and the 1.72 beta, then the camera mod to unlock the camera angles and increase fog distance, the Tony K AI, the CCOH (Customize Character Override Hak), the Aenea GUI combo (with Generation 2 Spells and Scrolls to upgrade it further).
But with the tileset situation, things get confusing. The one most essential mod for improving the graphics of Neverwinter Nights is Project Q.
http://neverwinterva...bined/project-q
This is awesome. I suppose I was wary of installing it at first because it gives me several gigabytes of stuff that I will not necessarily be needing. But when I included it in my game the ogres and gargoyles started looking a million times better, and that alone was worth all the gigabytes. It's the best package for creature upgrades and also includes stuff like the Reforged weapons package and Alternate Combat Animations (ACP), so it removes the need to install that stuff separately. And it includes graphical overrides for a few of the default tilesets.
Currently the most convenient tileset upgrade package is the Zwerkules Facelift collection.
http://neverwinterva...s-facelift-haks
That improves five tilesets and placeables. This is just uninformed speculation on my part, but how about including those in the next release of Project Q, in addition to what is already in the q_!tilereskins hak, to form the basis for the most comprehensive and definitive collection of tileset overrides, include other override tilesets that represent the best work of the modding community - turn the whole thing into a new standard of quality for the basic look of Neverwinter Nights? (As someone who has just started playing this game and is getting confused by all the mod alternatives, I like "definitive" and I like "comprehensive", but there will always be variations, and the experienced users and modders will always be aware enough of all the alternatives and possibilities to understand that ultimately nothing is definitive or comprehensive.)
Then there is the Llyra Facelift compilation.
http://neverwinterva...ptional-content
But that one is very confusing. On the surface, it appears to be what I want: a broad collection of tileset overrides rather than extensions, including several of the tileset upgrades in Q, four of the six Zwerkules haks, and improvements included in neither of those. But a closer look inside the hak file reveals that it is missing the .set files at least. So using this hak by itself gives, for example, a rural tileset roughly equivalent to Zwerkules Biorural but without the custom grass. What is going on here? Does it mean that the best way to use this hak is to install it in addition to all of the content in the Q and Zwerkules packages, regardless of the redundancies, because that is the surest way to get all the content in all of these tileset packages?
The combination of the Zwerkules and Q packages already gives me an upgraded look to most of the environments I have so far encountered in my game (I'm no further than Chapter 2 of the OC), except for Sewers, City Exterior and Castle Interior.
For Sewers, I found a nice reskin in this EFUA compilation:
http://www.datafilehost.com/d/7491e503
If you click the link, uncheck that spam box. And the Sewer files in that collection are the ones starting with "tds". This is not perfect, but it does look more musty and dank and sewery than the default set, so I think I'll keep it in my game unless someone recommends something better.
As for City Exterior, the Llyra compilation includes a version of the TNO City Reskin by Sixesthrice:
http://nwnfoundation...er-city-tileset
It's very complete and very consistent, but perhaps not the best solution as a City override for the OC: the temple of Tyr looks entirely different from the outside than from the inside and the dirt roads don't seem to suit this particular city, especially with the cobblestone footstep sounds. This one is more of a compromise between the two looks:
http://neverwinterva...rde-city-reskin
So I currently have a bastardized city where the original is overriden by the reskin in the Llyra hak, which in turn is overriden by the Alte Erde City, with some manual shuffling in and out of individual texture files to make the whole look consistent. It will do, unless someone has a better recommendation.
And as for the Castle Interior, I've found nothing. So I'm open to suggestions here. Well, the floors are pretty. The orange furniture is hideous.
I've followed the hakpatch instructions that came with the Zwerkules set. Currently my nwnpatch.ini file contains the Project Q files in reverse alphabetical order, excluding q_!armoury and q_!vd_build, then the Zwerkules and Llyra haks, then a version of CCOH I've taken out of the Override folder and packed into a hak, then a very small custom hak that includes a version of visualeffects.2da extracted from q_!fightingsfx where I've edited the Stoneskin and Greater Stoneskin lines to look the same as in this override:
http://www.nexusmods...inter/mods/80/?
Could that stoneskin fix be included as part of CPP and/or Project Q? Is there anyone in the universe who wants to see that weird circling stone thing instead of the proper stoneskin effect?
Also, I assume these aspects of the game cannot be improved by any available mods?
- the tiny windows on modern monitors
- the senseless inventory system of six tiny pages and even tinier magic bags that turns half the gameplay into Inventory Tetris
- fog distance, which is increased by the camera mod but which still obscures half the screen if I zoom out and up for a bird's eye view
Anyway, thank you to all the modders who have made this game more playable.