q v2.1
December 24, 2015
This is release v2.1 of Q, an update to the compilation of art assets to be used with the game Neverwinter Nights.
See previous release documentation for full credits for each respective release.
~~~~~~~~~
Sections:
~~~~~~~~~
<1> Archive Contents
<2> Installation
> Instructions
<4> Version Notes
<5> Known Bugs
<6> NWN/CEP Version Compliance
<7> System Notes
<8> Builder Notes
<9> Version Notes
<10> Credits
<11> Legal
~~~~~~~~~~~~~~~~~~~~~
<1> Archive Contents:
~~~~~~~~~~~~~~~~~~~~~
/ambient
Ambient sound files included in Q.
/docs/Qdocs
Qv1.0_Readme.txt -> previous documentation
Qv1.1_Readme.txt -> previous documentation
Qv1.2_Readme.txt -> previous documentation
Qv1.3_Readme.txt -> previous documentation
Qv1.4_Readme.txt -> previous documentation
Qv1.5_Readme.txt -> previous documentation
Qv1.6_Readme.txt -> previous documentation
Qv1.7_Readme.txt -> previous documentation
Qv1.8_Readme.txt -> previous documentation
Qv1.9_Readme.txt -> previous documentation
Qv2.0_Readme.txt -> previous documentation
Qv2.1_Readme.txt -> current release documentation
/Qdocs
/QBuilderDocs
ACPv4.0_Readme.txt -> Documentation on the Alternate Combat Phenotypes v4.0 included in Q.
CastleInteriorWindows.pdf -> Documentation on Gaoengs Interior Windows included in Q.
CityInteriorWindows.pdf -> Documentation on Gaoengs Interior Windows included in Q.
DLASewers.pdf -> Documentation on the DLA Sewers tileset included in Q.
FamilarCompanionFixes_v3.pdf -> Documentation on Ben Harrison's Familiar and Companion fixes included in Q.
NwnECreatureAIOverride -> Documentation on the NwnE Creature AI Override included in Q.
Q_AnimationSets.pdf -> Documentation on the various animations included in Q.
Q_RomanticAnimations.pdf -> Documentation on the Romantic Animation Suite by NinjaWeaselMan included in Q.
Q_Traps_Readme.pdf -> Documentation on Firehazurd's Trapporium included in Q.
SocialV2.0_Readme.txt -> Documentation on Social phenotype usage included in Q.
Vaei_AddAnims.pdf -> Documentation on Vaei's Additional Animations included in Q.
VersatileDungeon.pdf -> Documentation on Maxam's Versatile Dungeon tileset included in Q.
/QBuilderResources
/Bioware -> Official and semi-official documentation.
/FileFormats -> Documentation on the various file formats used with the game.
/Scripting -> Resources for working with NWScript.
/PCParts -> Documentation on the various PC armor parts included in Q.
/VaeiAddAnims -> The original script templates for use with Vaei's Additional Animations included
in Q. These scripts are not required, they are only included for Builders that
wish to implement Vaei's Additional Animation as originally designed.
/erf
Qv2_creatures.erf -> Premade templates for Q art assets.
Qv2_items.erf -> Premade templates for Q art assets.
Qv2_placeables.erf -> Premade templates for Q art assets.
Qv2_scripts.erf -> Premade templates for Q art assets.
/hak
q_!armoury.hak
q_!fightingsfx.hak
q_!tilereskins.hak
q_!tilesets.hak
q_!vd_build
q_2da.hak
q_creatures.hak
q_items.hak
q_placeables.hak
q_portraits.hak
q_race.hak
q_race2.hak
q_robe.hak
q_robe2.hak
q_robe3.hak
q_robe4.hak
q_sounds.hak
q_tilesets.hak
q_vfxgui.hak
/modules
Q_Base_v2_1.mod -> Starter module - unified horses/no horses.
Q_Base_Horses.mod -> Starter module with horses enabled - support discontinued
Q_Base_NoHorses.mod -> Starter module with horses disabled - support discontinued
/music
Darkness Over Daggerford music files included in Q.
/scripttemplates
INI files containing data for script sets pertaining to creature AI, henchmen AI, treasure drops, placeable
functions, etc. Collected from resources in the OC, SoU, and HotU
/tlk
projectQ.tlk
~~~~~~~~~~~~~~~~~~~~~~~~~
<2> Updater Installation:
~~~~~~~~~~~~~~~~~~~~~~~~~
Q files are packaged and compressed into a single file using Winrar or 7zip. A free version of Winrar can be obtained
version of Winrar should be able to read 7z files.
1. Unzip the downloaded package and place the /Q_Updater directory in the main directory of your Neverwinter Nights
installation (/NeverwinterNights/NWN/).
2. Double click q_updater_21.bat to run the Live Updater. All Q resources will be downloaded and installed into your
Neverwinter Nights installation.
~~~~~~~~~~~~~~~~~~~~~~~~~
<2A> Manual Installation:
~~~~~~~~~~~~~~~~~~~~~~~~~
1. Unzip the downloaded package and copy all directories to the main directory of your Neverwinter Nights
installation (/NeverwinterNights/NWN/). Overwrite files as prompted.
~~~~~~~~~~~~~~~~~
> Instructions:
~~~~~~~~~~~~~~~~~
Builders that wish to use Q material in their modules can do so through their Custom Content tab in the Module Properties
window of the toolset. For the 'Custom Tlk File' drop down menu, choose projectq.tlk. Include all Project Q haks (those that
have the 'q' prefix) in the following alphabetical order:
q_2da.hak
q_creatures.hak
q_items.hak
q_placeables.hak
q_race.hak
q_race2.hak
q_robe.hak
q_robe2.hak
q_robe3.hak
q_robe4.hak
q_sounds.hak
q_tilesets.hak
q_vfxgui.hak
Optionally, the q_!armoury.hak, q_fightingsfx.hak, q_!tilereskins.hak, and q_!tilesets.hak can be placed above these for
additional content. See more information on these files below. It is recommended that only experienced module builders attempt
to build modules using the optional Q haks.
The optional Q haks should be placed above the core Q haks in the following order:
q_!vd_build.hak - see below
q_!armoury.hak - converts several baseitem types to parts-based models, greatly increasing options for Builders
q_!fightingsfx.hak - fixes and changes to numerous sound files
q_!tilereskins.hak - optional reskin pack for several tilesets, the source files are stored in the /source directory for Builders
that do not wish to use all of the available reskins in their module
q_!tilesets.hak - additional tilesets
Note that the q_!vd_build.hak is a Builder hak that should be removed from your module once building is complete, before the module
is released to the Community. The hak's sole purpose is to highlight elevated areas in the Versatile Dungeon tileset, making it
easier to build areas. The hak is only needed if the optional q_!tilesets.hak is being used.
Project Q also includes an ERF file that contains the resources for ALL versions upto and including v2.1. Due to script revisions
previously incorporated in v1.5 and this version, please note that once the v2.1 ERF has been imported into the module, 21 scripts
will have been marked for deletion. They are included only for backwards compatability with previous versions and Builders can either
delete these scripts or leave them. The scripts marked for deletion are:
q_acp_onchat
q_im_can_n_s
q_im_can_s
q_im_nextcolor
q_im_prevcolor
q_im_start_s
q_inc_im_shield
q_taw_never
q2_mod_def_equ
q2_mod_def_load
q2_mod_def_unequ
q3_mod_def_load
x2_im_cancel
x2_im_finished
x2_im_getaccept
x2_im_getchanged
x2_im_getcostdc
x2_im_nextpart
x2_im_prevpart
x2_inc_craft
x2_inc_itemprop
Note that the x2_* scripts are Bioware default scripts that have been reverted to their default coding. Deleting these scripts
from a module will force the module to revert to the default versions included with the game.
~~~~~~~~~~~~~~~~~~
<4> Version Notes:
~~~~~~~~~~~~~~~~~~
Version notes are in addition to those listed in previous documentations under the former section heading of "Hak Contents."
Haks created via Rsync.exe
*Base Module*
- Consolidated both Q Base Modules into a single demo module. Reworked several module event scripts to allow for the firing
of the appropriate hook scripts based upon whether or not the module is flagged to include horses (this flag is set using
a module switch)
- Integrated The Mad Poet's Mil's Tailor (Project Q Edition) and Bloodsong's Body Tailor into Q Base Module
- Moved all Q module switch settings into the new OnModuleLoad event (q_mod_def_load).
- Eliminated q2_mod_def_load, q2_mod_def_equip, q2_mod_def_unequ, and q3_mod_def_load from the Q script base
- Added a module switch to turn on/off a "fix" for the well-known "weapon-swapping" exploit. The exploit allows characters
to gain multiple attacks by swapping weapons in the middle of combat. The "fix" works by temporarily setting the character's
attacks to 1 whenever they equip or unequip a weapon while in combat
- Added support for the expanded ACP Large phenotypes to q_inc_acp
- Added new skeleton templates (labeled as "Risen Skeleton") which use the new alternate skeleton animations by MerricksDad
- Added a new script, trigger, and waypoint to be used with the new skeleton and zombie "appear" animations; using this system,
skeletons and zombies will appear to "rise from the grave" when spawned
- Changed the name of the placeable "qp_cltr_001.utp" from "Desktop Toy" to "Newton's Cradle"
- Cleaned up several spelling errors in template names and descriptions
- Replaced the extended descriptive names of numerous placeables with shortened names using the same naming convention established
by BioWare for the default resources; refer to the "Comments" field for more information about specific placeables
- Updated the function spellsIsImmuneToPetrification() in x0_i0_spells.nss to include ALL undead and construct appearances (as per
3.0 and 3.5 rules undead and constructs are immune to any effect that requires a Fort save - petrification falls under this
criteria)
- Added missing templates for the audio files added in the 1.69 patch
- Added the Creature AI Override from NwnE in q_inc_switches.nss Using this system, Builders can now use variables to customize
creature behavior
- Modified nw_c2_default9.nss to use the NwnE Creature AI Override (see above)
- Added the NwnE Rest System as an option for Builders wishing to incorporate a rest system that emulates pnp and is similar to
systems used on many PWs; the system features:
- Each rest cycle advances the game clock 8 hours
- Spells and castable feats can only be regained once every 24 hours
- Wizards must have a spellbook to regain spells and divine spellcasters must have a divine focus to regain spells
- Expendable torch and lantern system that can be toggled on/off by the Builder in the default Project Q OnModuleLoad script
(the default setting is "on"); this system replaces any instances of the OC torch item (nw_torch_001) with the Project Q
eqivalent item (q_it_torch_001) when the player enters the module
- The system can be toggled on/off by the Builder in the default Project Q OnModuleLoad script (the default setting is "off")
- Added the NwnE Cursed Items system as an option for Builders wishing to incorporate pnp style cursed items into their module; the
system features:
- Dynamic cursed items; items flagged with the integer variable "IS_CURSED" = 1 will masquerade as normal items until equipped
for the first time, when their cursed nature is revealed and their true properties revealed
- Cursed items cannot be unequipped, dropped, or sold
- Cursed rods, staves, and wands fire a random effect or do not function at all
- The system can be toggled on/off by the Builder in the default Project Q OnModuleLoad script (the default setting is "off")
- Fixed the faction setting on all Q Mounts (was set to "commoner," changed to "merchant")
- Added missing templates for creatures and placeables
- Removed acid immunity from the Fire Troll Properties item (firetrollprops.uti)
- Converted the troll's OnDamaged event from NWN2 into an OnUserDefined event - trolls can now only be killed if damaged with fire
or acid; this behavior is controlled by a module switch and only applies when the game difficulty is set to "hardcore" or "difficult"
- Updated all troll templates (both Q and OC) to use the new OnUserDefined event
*Core HAKS - q_2da*
- Added q_parts_head.2DA (intended for use with Body Tailor - not implemented yet)
- Fixed 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
- Restored the missing lines 4087-4095 in placeables.2da, which had been accidently deleted in v2.0
- 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)
- Fixed several clipping issues with robes by editing the bodypart visibility parameters in parts_robe.2da
- Added the expanded ACP Large phenotypes to phenotype.2da (lines 65-71 and 80-83)
- Made several adjustments in appearance.2da to the helmet, weapon, and tail/wing scaling parameters for the dynamic PC races
and their derivitives (NOTE - the tail parameter for the mounted appearances was NOT modified), adjusted weapon scaling for
several creature appearances (e.g. kobolds, goblins, etc.)
- Added 2da references for dracolich, prism dragon, and shadow dragon wings to wingmodel.2da
- Added a new Purgatory surface material to surfacemat.2da (default walkmesh surface material for the Purgatory tileset)
- Added nine new AOE vfx to vfx_persistent.2da (lines 56-64); allows the Builder to create custom AOE objects in 10, 20, or 30
foot radius increments; options include 3 holy AOE effects, 3 unholy AOE effects, and 3 generic AOE effects
- Fixed the VFX references in vfx_persistent.2da for VFX_MOB_CIRCEVIL and VFX_MOB_CIRCGOOD
- Fixed the VFX and script references in vfx_persistent.2da for VFX_MOB_CIRCCHAOS and VFX_MOB_CIRCLAW; VFX_MOB_CIRCCHAOS now
referances nw_s0_CircLawA.nss and nw_s0_CircLawB.nss, and VFX_MOB_CIRCLAW now referances nw_s0_CircChaosA.nss and
nw_s0_CircChaosB.nss
*Core HAKS - q_creatures*
- Added all creatures from my unfinished Baba Yaga module
- Added all creature portraits formerly housed in q_portraits
- Added various overriding and new creatures from the CC Challenge by Shemsu Heru (Nwn2 Blacksmith, Shopkeeper, Bloodsailor,
Uthgardt Tribesmen, Female Gypsies, Nobles, Innkeeper, Commoners, Marco Volothamp, Waitress)
- Fixed the OnDamaged Event script reference for the Summoned Dire Wolf (nw_s_wolfdire.utc - as noted by Shadooow on the Bioware
forums),was referencing the OnDamaged script
- Added MerricksDad's "Wake the Dead" alternate skeleton animations (models using these animations are tagged with "(alt)" after
their name in appearance.2da)
- Replaced the "appear" animation in a_zombie and a_zombie_f with MerricksDad's alternate "appear" animation from his "Wake the
Dead" release
- Fixed two node parenting issues with the Skeleton Archer model (c_skel_com02.mdl)
- Fixed various issues with several of Draygoth's mounts (model updates by Draygoth)
- Added new mounts by Draygoth (2 boars, an elk, and a zebra)
*Core HAKS - q_items*
- Moved tower shield models 062-063 to slots 101-102
- Added several Cormyr faction and Forgotten Realms diety tower shields, occupy slots 062-068, 071-077, 081-088, and 091-092
(textures by Tenor_General)
- Added flying and walking versions of the dracolich, prism dragon, and shadow dragon wings
- Added a skull and crossbones icon under the Small Miscellaneous category (iit_smlmisc_240); useful as a "death token" for custom
death systems
*Core HAKS - q_placeables*
- Added all placeables from my unfinished Baba Yaga module
- Added numerous missing portraits for various placeables
- Added a new fireplace model (based upon the hearth model by _Six), open on both sides and designed to be used in the middle of a room
- Increased the size of the Q Double and Single Bed models by 116%
- Fixed the classification of several models (changed from "Other" to "Character")
- Added several interior placeables (Stack of Flour Sacks, Medium Worn Carpet, Flour Splotch, Grain Pile, Wheat Pile)
- Changed the name of all placeables using the word "rice" to use the word "wheat"
- Added non-emitter versions of the placeable Wildwoods Cottages (no smoke emitter attached)
- Added an alternate version of the Barbarian Horn (qp_bighorn2.mdl), scaled to 65% of its original size
- Fixed the ambient and diffuse lighting on the Broken Barrel and Broken Crate models from Darkness over Daggerford (DoD), fixed a uvw
texture mapping issue on the Broken Crate model.
- Added a reworked version of the CEP minecart (zlc_s65 - renamed qlc_s65); added missing use nodes and adjusted the scaling so that
the cart fits the tracks in the Mines and Caverns tileset; reskinned with updated textures by Zwerkules
- Added a "broken" version of the CEP minecart (qlc_s66)
- Added a "loaded" version of the CEP minecart (qlc_s67)
*Core HAKS - q_portraits*
- Removed all creature and placeable portraits (restores modularity for both q_placeables and q_creatures HAKs)
*Core HAKS - q_race*
- Decompiled all PC animation supermodels (fixes "stiff cloak" issue when using the ACPv4 animation sets)
- Fixed the custom sitting animations for dwarves, gnomes, and halflings using the social phenotype (they now sit properly on
the "social stool" placeable, not in it)
- Renamed pmh2_head037 to pmh2_head200 (resolves conflict with identical head number in q_race2)
- Moved all Large phenotype models (pf*2_* and pm*2_ ) and corrsponding plt files (if any) to q_race2
*Core HAKS - q_race2*
- Renamed pfh0_head135 and pfh2_head135 to pfh0_head194 and pfh2_head194 (resolves conflict with identical head number in
q_race.HAK)
- Moved all Normal phenotype models (pf*0_* and pm*0_ ) and corrsponding plt files to q_race
- Expanded the ACP, Flying and Social phenotypes to work with the Large phenotype (uses phenotypes 65-71 and 80-83, 86,
and 85 repectively)
- Added cloak support for the expanded Large version of the ACP, Flying, and Social phenotypes
- Moved base cloak models and icons to q_race
- Moved chest icons to q_race
- Added new higher quality models for chest001 and chest002 (all races and both sexes)
- Female chest models derived from the normal pheno chest001 model by WORM
- Male chest models derived from the normal pheno chest001 model by BioWare
*Core HAKS - q_robe3*
- Added robe support for the expanded Large version of the Flying and Social phenotypes
*Core HAKS - q_robe4*
- NEW HAK, provides robe support for the expanded Large version of the ACP phenotypes
*Core HAKS - q_sounds*
- Reformatted as_fanfare_horn.wav and as_fanfare_trump.wav as mono channel audio files
- Added Toro's Voicesets (adds 21 voice sets to the game)
*Core HAKS - q_tilesets*
- Added all tile addons from my unfinished Baba Yaga module (adds features to the Bioware City Interior 2 tileset)
- Added missing minimaps
- Fixed numerous minimaps (all minimaps should now render with the same texture coloration when viewed ingame)
- Bioware Castle Exterior Rural (TNO)
- Integrated Boodah83's TNO Addon pack (adds a variety of new terrain options to the Castle Exterior tileset)
- Reworked the Moathouse Ruin 6x6 group, adding more visual details to help break up the texture tiling and model
geometry while increasing immersion
- Replaced several default Bioware/DLA textures (unifies the color palette of the various elements ported into
the tileset from other tilesets)
- Finished retexturing the Fort terrain (replaced the wooden wall texture with a stone wall texture) and fixed the
walkmesh of all tiles so that the walls now block LOS
- Implemented Raise/Lower for the City terrain
- Made several adjustments to the foliage of assorted tree tiles to eliminate areas where tree trunks were devoid of
foliage
- Made several adjustments to the texture mapping of the various road terrain tiles to eliminate visible seams on the
road texture where the tiles met
- Reskinned the BioWare Granary tiles (tnx01_s05_01 and tnx01_s05_02) to better match up with the rest of the tileset
- Fixed a texture mapping issue on the BioWare Granary tile (tnx01_s05_01)
- Bioware City Exterior (TCN)
- Added NW Alleys v1.3 to the Bioware City Exterior tileset (addon by Shadooow w/ Thallion Stellani, Armor Darks,
and Sethan)
- Bioware City Interior 2 (TNI01)
- Added a new group (Thatch Hall 2 1x2)
- Replaced the thatch texture with the thatch texture from Wildwoods (maintain continuity with the texturing used in
the TNO tileset)
- Removed the extraneous floating hook from the middle of tile model tni01_f01_10
- Fixed the orientation of the Corner Cellar Transition doors (tbc01_c01_14 and tbc01_c01_15) in the .SET file
- Fixed the orientation of the Living Room door (tni01_e01_01) in the .SET file
- Added a new feature (Living Room - empty)
- Added a new feature (Inn Corner Stairs Down)
- Bioware Crypts (TDC)
- Integrated the ceilings from NwnCQ for the Crypt Tileset, removed all the extraneous "detris" added by the original
author and fixed numerous minor mapping and geometry issues
- Replaced the NwnCQ ceiling over the "pit" terrain with the mines and cavern ceilings by NeverRoofers (aka Hellfire)
- Bioware Mines and Caverns (TDM)
- Fixed a walkmesh issue with tile tdm01_e11_01 in the Mines and Caverns tileset (by Boodah83)
- Bioware Sea Caves (TDT)
- Added ceilings by Neverroofers (aka Hellfire - work done by Henesua)
*Core HAKS - q_vfxgui*
- Added the Purgatory skybox from the October 2011 CC Challenge
- Added a Purgatory footstep model (default footstep vfx for the Purgatory tileset)
*Optional HAKS - q_!fightingsfx*
- Updated appearance.2da to reflect scaling changes implemented in the core 2DA file (see above under *Core HAKS - q_2da*)
and some minor corrections to the LABEL field to provide continuity with the appearacne.2DA file from q_2da.HAK
*Optional HAKS - q_!tilesets*
- Added all tile addons from my unfinished Baba Yaga module (adds new features and groups to the Versatile Dungeon tileset)
- Fixed missing 2DA references in doortypes.2da for the large entry door on the Stem Tower and Stem groups in the Sigil City
Exterior tileset
- Added a reskinned version of _Six's Manor terrain from the Wildwoods tileset to the Sigil City Exterior tileset
- Added the Dungeons and Catacombs tileset by _Six and Zwerkules
- Removed duplicated geometry from various tile models in the Sigil City Exterior tileset (TPS01)
- Added the Purgaory mini tileset from the October 2011 CC Challenge
- Added the Wyrde and Frozen Abyss mini tilesets from the October 2011 CC Challenge
*Documentation*
- Amended the ACPv4 documentation to include instructions for using the chat command functionality as used in the Q demo
module; the new documentation also covers the chat commands used for the social and flying phenotypes as well as executing
Vaei's animations
*Miscellaneous*
- Fixed a variety of minor geometry issues (smoothing, pivot location, etc.) with several creature, placeable, and tile models
- Reskinned several models to correct inconsistencies in artistic uniformity
- Added several reworked versions of default Bioware assets (mostly placeables)
- Added a package of script templates collected from resources used in the OC, SoU, and HotU; stored in the /scripttemplates
folder and containing script set information for creature AI, henchmen AI, treasure drops, etc.
~~~~~~~~~~~~~~~
<5> Known Bugs:
~~~~~~~~~~~~~~~
*Q Updater*
- Sometimes the Q Updater will download files and then fail to update the HAKs. If you notice this issue occurring, use
the alternative .BAT file - q_force_update.bat - to execute the updating operation. This .BAT file forces the Q Updater
to pack new versions of the Q HAKs using the resources located in the /Q_Updater folder.
- During the updating process, when rsync is packing HAK files an error message will be displayed stating that the updater
"could not create q_!override.hak." This is normal, since, currently, the /!override directory is an empty directory.
Removing this directory from the server prevented the updater from syncing files. Therefore, the directory was restored.
This directory is an artifact from an earlier proposed change to Q which may be revisited at a later date.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
<6> NWN/CEP/CPP Version Compliance:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
*Community Expansion Pack (CEP)*
- Project Q is a stand alone project that is not compliant with CEP, having specific alterations in model types (like shields)
which prevent it from being easily compatible. Andarian and the Amethyst Dragon have created personal merger packages for
Project Q and CEP - look to these works for guidance when attempting to merge content from both packages.
*Community Patch Project (CPP)*
- Project Q is not compliant with the CPP, having specific alterations to 2DA files which prevent it from being easily
compatible. Builders wishing to use both Project Q and the CPP will have to merge 2DA files if they wish to have full access
to the modifications provided with the CPP. Furthermore, the CPP also includes a HAK file containing resources that conflict
with Project Q resources. Builders will have to either omit this HAK or merge its contents into their own custom module HAK.
*Note*
- Having CEP or the CPP installed on your system does NOT preclude you from installing Project Q. Furthermore, ALL Project Q
assets and functionality will be available in any CPP module to which the Project Q assets are assigned.
~~~~~~~~~~~~~~~~~~~~~~~~
<7> Compatible Projects:
~~~~~~~~~~~~~~~~~~~~~~~~
Project Q is compatible, as is - without modification, with a variety of popular external projects. For reference, some of these
have been noted here:
*Gunner's Body Rebuild/Retexture (Male & Female, All Races & Phenos)*
- While this project is compatible with Project Q - place above the Q HAKs - it should be noted that the artistic styling of
the models and textures do not mesh well with other "nude" body parts. Builders should use care when mixing body parts from
this project with body parts from other projects.
~~~~~~~~~~~~~~~~~
<8> System Notes:
~~~~~~~~~~~~~~~~~
None
~~~~~~~~~~~~~~~~~~
<9> Builder Notes:
~~~~~~~~~~~~~~~~~~
Previous versions of Project Q included a large number of BioWare overriding blueprints that appeared on both the standard and
custom palettes. Thanks to work pioneered by Ben Harrison the duplication of blueprints on the custom palette has been resolved,
returning full control of the custom palette to the Builder.
Note: When you edit/copy a Project Q BioWare overriding blueprint the category will be defined as "UNASSIGNED". This is a side
effect of the method used to prevent the blueprints from being duplicated on the custom palette. You MUST assign a new category
to your blueprint before the toolset will allow you to save it.
~~~~~~~~~~~~~~~~~~~
<10> Version Notes:
~~~~~~~~~~~~~~~~~~~
Version 0.9: Beta Release!
Version 1.0: Public Release
Version 1.1: Emergency update with new !armoury hak
Version 1.2: Halloween update
Version 1.3: NWNe and LoW models added to Q (plus some of our own)
Version 1.4: Truck load of updates
Version 1.5: Sleigh full of updates
Version 1.6: March Madness updates
Version 1.7: Merry Christmas updates
Version 1.8: Spring updates
Version 1.9: Hey we got an updater again! updates
Version 2.0: Last hurrah of updates
Version 2.1: Retirement sucks! updates
~~~~~~~~~~~~~
<11> Credits:
~~~~~~~~~~~~~
## Project Q Team ##
Paul Ste. Marie (pstemarie)
- Project Lead, Art/Animation, Code Development (One-Man Show)
## Neverwintervault.org - Web Hosting ##
Niv
- IT, Website Support
Rolo Kipp
- Technical Advice, Website Support
## Project Contributing Arts - We used their stuff
'> ##
- _Six
- Bloodsong
- Boodah83
- Chico400
- Draygoth
- Henesua
- MerricksDad
- NeverRoofers (aka Hellfire)
- NWN_BabaYaga
- ShadowM
- Shadooow (w/ Thallion Stellani, Armor Darks, and Sethan)
- Shemsu Heru
- Tenor_General
- Toro
- The Mad Poet
- Zwerkules
If I missed your name on the list, let me know and I'll be sure to add it.
~~~~~~~~~~~
<12> Legal:
~~~~~~~~~~~
All artists whom submit work to Project Q do so under the following terms and conditions:
1. They are legally allowed to grant us the right to distribute their submission.
2. They absolve Project Q of any and all responsibility of authorship claims and, should any dispute of ownership arise, they
bear sole responsibity for any and all litigation which may occur, any and all legal fees which may be incurred, and any
and all fines, penalties, or sanctions levied against them in a court of law or through legal settlement.
3. They grant Project Q the irrevocable right to release their submission under the Project Q name with the author name(s)
explicitly mentioned in Project Q's Credit text file.
4. They grant Project Q the right to modify their work for the sole purpose of making it compatible with already existing
Project Q assets (2da integration, file renaming, etc).
5. In accordance with the BioWare EULA for Neverwinter Nights, end-users are granted the right to use Project Q as a resource
for a module, personal compilation, or PW compilation as long as proper attribution is given to Project Q and the original
authors through the inclusion of all Project Q Credit text files.
6. Project Q reserves the right to alter the terms of this agreement at any time, wihtout notice.