Author Topic: Project Q: Issues with rings & jewelry  (Read 1282 times)

Legacy_neltymind

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Project Q: Issues with rings & jewelry
« on: May 24, 2016, 12:53:13 pm »


               

I installed Project Q in the way mentioned here (at the end of the page) to use it in OC (an probably SoU, HoU and custom modules as well).


 


It is, simply put, awesome. My rogues now wears a backback instead of an awkward cloak, a hood instead of a helmet and really nice looking leather armor. The weapons also look way better and I can't really tell how much I like the new monsters. Orc look very cool now. Stonegolems are awesome. Zombies look like, well, Zombies and so on.


 


There is one problem I've encountered with rings and amulets, however. They all use the same graphic in the inventory now. All rings look like an mundane silver ring now. All amulets look like a glittering necklace now (just with altered color). This doesn't look very good, but I could live with that. It is also pretty inconvenient when it comes to inventory management. I have a lot of rings in my inventory. To see which ring is which I know have to hover over each one with my mouse. This is pretty annoying. I also see no advantage in changing the inventory graphics of rings and amulets at all.


 


Ist there a way to fix this? Or can I edit Project Q somehow that it does not alter the properties of those two item groups? While we are on it: Can I also get the vanilla look of bolts, arrow and the like back? I think the vanilla ones look better.


 


By the way: I also use some other custom content in my current installation. I hope this is not the reason for the error. Right now I am also using: Customize Character Override HAK (CCOH 4.1), Alternate Combat Animations Pack (ACP v4.0) (merged the two dialog tlks), TheBarbarian NWN Heads and Henchman Inventory & Battle AI Mod. All of them are pretty awesome and I'd like to continue using them if possible.


 


I appreciate every bit of help. Thank you.



               
               

               
            

Legacy_SHOVA

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Project Q: Issues with rings & jewelry
« Reply #1 on: May 25, 2016, 11:37:19 pm »


               

Rings, jewelry and shields in Q will default to the first appearance in existing modules. Only by opening the toolset and adjusting each individual item can it be changed, and only if you update instances. Default models, like the copper ring will always show up as the first appearance, so you will need to copy it, and use the copy to change the look of it.


               
               

               
            

Legacy_Sir Roderick

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Project Q: Issues with rings & jewelry
« Reply #2 on: May 27, 2016, 12:59:25 am »


               


I installed Project Q in the way mentioned here (at the end of the page) to use it in OC (an probably SoU, HoU and custom modules as well).




 


Delete the line with "q_!armoury" from your nwnpatch.ini. (And renumber the subsequent lines if there's anything listed after that.) I think Q's armoury only works with modules that were designed to use it, so you should leave it off if you're using Q with the patch-hak method to improve the look of the official campaigns for example. For that purpose, you don't need the line involving "q_!tilesets" either, although it does no harm.


               
               

               
            

Legacy_Pstemarie

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Project Q: Issues with rings & jewelry
« Reply #3 on: June 05, 2016, 09:02:28 pm »


               

Yeah, you want to be real careful adding the optional Q haks to a patch.ini installation. q_!tilesets, q_!tilesetreskins, and q_!figthingsfx shouldn't cause any problems, but q_!armoury will cause issues unless you manually fix the items in the module as described by Sir Roderick.


 


The issues are caused by the changes made by q_!armoury to baseitem types, converting several items from single-icon models to multi-icon models. Although q_!armoury includes updates to all the vanilla templates, you will not see updated icons for custom items.


 


Why are you using the ACP v4.0? ':blink:' The most current version of the ACP is already included in Project Q.



               
               

               
            

Legacy_Lilura

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Project Q: Issues with rings & jewelry
« Reply #4 on: June 06, 2016, 10:06:11 am »


               

Updated the blog post. It never bothered me but I always intended to put a note in about the rings, ammys and shields. Thanks for the reminder, and special thanks to Pstemarie (from whom I learned how to do this).



               
               

               
            

Legacy_neltymind

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Project Q: Issues with rings & jewelry
« Reply #5 on: June 06, 2016, 12:09:08 pm »


               

Double Post



               
               

               
            

Legacy_neltymind

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Project Q: Issues with rings & jewelry
« Reply #6 on: June 06, 2016, 12:11:56 pm »


               

Double Post


               
               

               
            

Legacy_neltymind

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Project Q: Issues with rings & jewelry
« Reply #7 on: June 06, 2016, 12:17:35 pm »


               


Default models, like the copper ring will always show up as the first appearance, so you will need to copy it, and use the copy to change the look of it.




 


This is simply too much work. Especially for big campaigns.


 


 




Delete the line with "q_!armoury" from your nwnpatch.ini. (And renumber the subsequent lines if there's anything listed after that.) I think Q's armoury only works with modules that were designed to use it, so you should leave it off if you're using Q with the patch-hak method to improve the look of the official campaigns for example. For that purpose, you don't need the line involving "q_!tilesets" either, although it does no harm.




 


What exactly do I loose trough deleting the line "q_!armoury"? Will I also be unable to use the new weapon and armor models on my PC? If so, this isn't really a solution for me.


 




The issues are caused by the changes made by q_!armoury to baseitem types, converting several items from single-icon models to multi-icon models. Although q_!armoury includes updates to all the vanilla templates, you will not see updated icons for custom items.


 


Why are you using the ACP v4.0? ':blink:' The most current version of the ACP is already included in Project Q.




 


What's a "vanilla template" in this case? This issue even occurred when I was playing OC and with very basic items like Ring of Protection +1.


 


And thank you for the hint regarding ACP. I must have overlooked that it is also included in Project Q.


 


 




Updated the blog post. It never bothered me but I always intended to put a note in about the rings, ammys and shields. Thanks for the reminder, and special thanks to Pstemarie (from whom I learned how to do this).




 


You are very welcome! And thank you for your helpful guide! 



               
               

               
            

Legacy_Sir Roderick

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Project Q: Issues with rings & jewelry
« Reply #8 on: June 06, 2016, 09:06:25 pm »


               

What exactly do I loose trough deleting the line "q_!armoury"?


 


Nothing.


 


 




Will I also be unable to use the new weapon and armor models on my PC?




 


No.


There are upgraded weapon and shield models in one of the base haks, q_items. Those are the ones that you'll be using.


q_!armoury is just a whole different system that is incompatible with any module that wasn't built to require Project Q.


               
               

               
            

Legacy_Pstemarie

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Project Q: Issues with rings & jewelry
« Reply #9 on: June 06, 2016, 11:12:06 pm »


               

A "vanilla template" is ANY item, creature, placeable, etc. template included as part of the original resources for NWN, its expansions, and any of its updates. In your example, your Ring of Protection +1 is a "vanilla template."