I have already applied the change, but haven't checked it yet! Thanks for the solution, Zwerk! Your instructions were very clear!
It's also great you included them in the Q tilesets, Paul! It's great everyone can benefit from it! By the way, I've been looking at what you're doing with the tilesets, and it is amazing. I just wish modules wee using it. Is there a list of projects using Q? I think only PW's do nowadays, and unfortunately, I don't do PWs.
Finally, one new question! Does anyone know if the Gestalt camera thingie can be used as an override to the default camera zoom during conversation? Or can this option be modified to one's desire? I rather like how the camera pans and zooms-in during conversations in NWN2 and it seems to be a hardcoded thing, rather than something you have to manually add to every piece of dialogue. I was wondering if the same could be achieved via ini in the original NWN, or via some override using the gestalt camera modes.
I know you can turn *off* camera zooming for conversations, but I'm not sure if the actual zoom can be edited. Gestalt's camera mod is a scripting package, and all the variables such as how close to zoom in, ect, are done through scripts You could turn off zooming in the options, and attach a custom gestalt run zoom to every conversation, but that would be incredibly work intensive, especially if you don't want to muck up any conversations that already have a script attached to the initial node in the conversation tree.
As for SP projects using Q, I'm working on one.... however it'll be a long while still before it's ready for release.
However, for a decent portion of Q content, you can get it to show up in already made modules to a certain extent via hak-patching.
To do this, open your nwn.ini file in notepad, and find the line that says "PATCH=.\patch", and change it to "PATCH=.\hak". Save, and close. Then open the file "nwnpatch.ini" and have it read as follows:
[Patch]
PatchFile000=q_vfxgui
PatchFile001=q_tilesets
PatchFile002=q_sounds
PatchFile003=q_robe
PatchFile004=q_race
PatchFile005=q_portraits
PatchFile006=q_placeables
PatchFile007=q_items
PatchFile008=q_creatures
PatchFile009=q_2da
PatchFile010=q_!tilesets
PatchFile011=q_!tilereskins
PatchFile012=q_!fightingsfx
Save, and close. Then, when you play NWN, Q content will be loaded in like normal game assets.
There are some pros and cons to this method however, due to how hakpatching figures into asset loading orders.
Pros.... you can access Q content such as armor and weapon appearances, character heads, ect, all without having to actually add the Q haks to each and every module.
Cons.... the Q content will be overriden by module content, so if a single player module you choose to play already employs it's own haks that happen to have it's own 2DAs, the game will use those instead of the Q ones. The only way around this is to merge the Q 2da's with the module's 2das. This is because of how hakpatch content is loaded.... which is after base game assets, but before a module's hakpak's assets. The last asset to be loaded takes priority over assets with the same filename loaded earlier.
And another con.... ALL modules will have access to this content as well as the toolset, so if you BUILD a module with your game patch-haked like this, it will reference the content without the actual hak's, and will not necessarily work right for others who play your module without their client hak-patched as well.
However.... to solve this... simply rename your nwnpatch.ini when you decide to build in the toolset.
And a note on the patchfile list I gave... I did not include the !q_armoury hak in the list because I found it doesn't play nice with non-Q modules... for example, with the NWN OC, rings and amulets all had the same generic appearance since the armory hak changes them to a parts-based system rather than a single static icon format. I also included the optional !q_tilesets hak and the q_tilesets base hak.... I can't recall what is in those specifically, but there's really no harm in adding them as far as I can tell. The !q_tilereskins could be removed too if you would rather the original NWN dungeon and crypt textures. Just be sure that if you remove any haks from the list, that you renumber the entire list properly.
And yes, this was a long and rambling explanation, but I'm confident someone else can give a more accurate and less babble-filled explanation of hakpatching should you need it (forgive me... it's past midnight, and my brain has been fried and refried several times tonight... be thankful I'm not typing in complete babble and riddles!)