Well, yes and no. xoreos is not really a project to remake Neverwinter Nights with better graphics, it's primarily a faithful, but free/libre open source software reimplementation of Neverwinter Nights (and later BioWare games). While, when the whole thing stands, it would be possible (and easier in general) to craft such an improvement ontop of xoreos, for now, the primary goal is to get the games running like they original did.
I.e. I am open to improvements of the games themselves, but that's not my focus. And all improvements should always be optional, so that the games can still be played vanilla style.
Apart from that, xoreos is of course not yet in a state where any of this is relevant. Right now, it can display ingame area graphics for all targeted games, and it has a stubby script system hooked up to all of them too. And for Neverwinter Nights, it can display menus and a partial ingame GUI, and show PC/NPC dialogues.
If you feel like this project is something you would like to contribute to, we would love to have you. It's written in C++, licensed under the terms of the GPLv3, and you can find the source code on GitHub here (as henesua already mentioned). The project's website is https://xoreos.org/ and there you'll some progress reports and screenshots. Please also have a look at our wiki, especially the Developer Central page and the rambly TODO.
Feel free to contact me personally, either here or through drmccoy(at)xoreos(dot)org for any questions. You can also mail the xoreos-devel mailing list, or ping me in #xoreos on Freenode IRC.
Me, I'm currently fiddling with an NCS (NWScript bytecode) disassembler and decompiler, to replace the one in the old OpenKnights nwnnsscomp [1]. The disassembler is already working (including support for Dragon Age: Origins and Dragon Age II scripts), it can additionally create dot files that can be plotted into a flow graph with graphviz, and I have a bit of a stack-analysis going on to detect the parameter, return values and their types of subroutine [2]. An example disassembly flow graph of an NWN2 script is here: https://drmccoy.de/x...luence_band.png. If possible, I'd like to expand that into a full-fledged decompiler that recreate parts of the C-like NSS sources. Likewise, there's an assembler (to change a plain disassembly text listing back into a NCS file) and a full compiler on my TODO list.
If anybody is intrigued by any of these decompiler, assembler, compiler tasks, I'll gladly let other people implement them if they want to. Please, contact me about it, then. '> These tasks are a bit more "classical" computer sciencey.
[1] Which, unfortunately, has been left to bit-rot. It doesn't compile with Bison 3, unless you look for a patch in an obscure repository, and it doesn't work correctly when compiled for 64-bit. The code is also a bit...arcane. I mirrored it here with some quick and dirty changes on my part. Also, because of its BSD-license nature, you'll find a lot of binary-only improved versions of it floating around, which I for one find a bit sad.
[2] Doesn't work when the scripts recurse, because of the halting problem.