I have spoken with TAD and everything is go for me to resume control of Project Q. Even while "retired," I had been picking away at content - adding some new things here and there and fixing things whenever I encountered them while playing with the toolset in my spare time. I had also been watching the forums here, and it didn't take long for all the wonderful content you guys have been piecing together to draw me out of retirement.
I've got a pretty long WIP list, but I'm hoping to weedle through the majority of it before the X-Mas release of Project Q v2.1. Just a teaser of some thing I've been working on...
1. Integrating Mad Poet's Mil's Tailor (Project Q Edition) into the Q Base Modules and integrating that with Bloodsong's Body Tailor. Both are widely used on PWs and will help make Q more attractive to prospective PW admins who are just starting out.
2. Documenting the Q Animations and how they are accessed via chat command.
3. Adding roofs to ALL Bioware interior tilesets. I've settled for the most part on Chico's roof models from NWN CQ, but there is a ton of work to do as the pivots for the geometry are all over the place. I'll be using the roofed versions by Zwerkules for both City Interiors (and the Castle Interiors if he covered those as well).
4. I've added a q_parts_head.2da. Originally designed for the Body Tailors, this 2da, although no longer used, will remain part of Q so that modders wishing to add heads to Q have a reference for which models are used.
5. I've added all of the creatures, placeables, and tiles from the Baba Yaga module I was working on (and might revisit at some point - if anyone wants to collaborate on it, send me a PM).
6. I've integrated Boodah's TNO Addon pack for Q. This is a really nice addition and really rounds out the TNO tileset, making it the one stop shop for exterior areas.
7. I've decompiled all of the PC animation supermodels. Hopefully this will fix several of the issues that players were experiencing with stiff cloaks.
8. Added NW Alleys v1.3 (City Exterior addon by Shadooow). These were supposed to be added to Q way back before v1.0 was released (before my time) - but apparently someone dropped the ball. Anyway, they are in now - and much improved upon thanks to Shadooow.
9. Moved all placeable portraits from q_portraits.hak to q_placeables.hak - eliminates replication of files between the two haks.
10. Moved all creature portraits from q_portraits.hak to q_creatures.hak. From this point forward, only character portraits will be found in q_portraits.hak. This reallocation of resources creates a more logical organization for files and fully implements Project Q's modular structure for q_creatures, q_placeables, and q_portraits.
11. Amended the ACPv4 documentation to include instructions for using the chat command functionality as used in the Q demo modules. The new documentation also covers the chat commands used for the social and flying phenotypes as well as executing Vaei's animations.
12. Added several of the overriding models from the CC Challenge by Shemsu Heru - Blacksmith, Gypsy Females, Nobles, Commoners, etc.
13. Added some feature and group variants for TNO. Right is 1x2 Animal Pen variant with short side door. Left is 4x4 Fantasy Tower variant - replaces cave with stonework and a gatehouse door, connects to road terrain
14. Fixed a variety of minor issues on tiles within the TNO set - mostly UVW mapping, retexturing (for continuity with related tile groups and features), and walkmesh issues (material edits)
15. Added Andarian's romantic animations conversations and associated scripts (as used in the demo module - InterludeRom.mod - packaged with the Romantic Animation Suite). I have documented the setup of the waypoints and added a "Ball Room" area to the Q Base Module so that Builders can see how the animations have been implemented.
16. Added a module switch to toggle on/off a "fix" for the weapon swapping exploit - discussed HERE. This "fix" reduces the PCs number of attacks to 1 for one round if they equip or unequip a weapon while in combat.
17. Restored the missing lines 4087-4095 in placeables.2da, which had been accidently deleted in v2.0
18. Fixing missing 2DA references in doortypes.2da (q_!tilesets.HAK) for the large entry door on the Stem Tower and Stem groups in the Sigil City Exterior tileset
19. Moved lines 202-214 in placeables.2da to lines 2162-2174 (restores User reserved space originally set aside by Bioware and compatibility with Zwerkules' Medieval Extras placeables pack)
20. Reworked the Moathouse Ruin 6x6 group in Castle Exterior Rural tileset (added more visual details to help break up the geometry and increase immersion)
21. Added a reskinned version of _Six's Manor terrain from the Wildwoods tileset to the Sigil City Exterior tileset
And the list goes on...