Ravenloft: Prisoners of the Mist

Public (OOC) => Tech discussion => Topic started by: Insomnia on December 11, 2009, 11:19:52 PM

Title: NWNCQ... Oh.. *drool*
Post by: Insomnia on December 11, 2009, 11:19:52 PM
This is an override that is honestly... delicious.

Just check it out, 'nuff said.

http://nwvault.ign.com/View.php?view=Hakpaks.Detail&id=7848
Title: Re: NWNCQ... Oh.. *drool*
Post by: nakedxXbeauty on December 11, 2009, 11:52:47 PM
.....Loves it.
Title: Re: NWNCQ... Oh.. *drool*
Post by: Tprime on December 12, 2009, 12:13:14 AM
Those are some gorgeous lighting effects, I have to say.
Title: Re: NWNCQ... Oh.. *drool*
Post by: Heretic on December 12, 2009, 04:45:40 AM
Anyone tried this with PoTM?
Title: Re: NWNCQ... Oh.. *drool*
Post by: Kendric98 on December 12, 2009, 04:47:52 AM
Im downloading them when i get home from work tomorrow, im hoping they will work with POTM.
Title: Re: NWNCQ... Oh.. *drool*
Post by: DM Tarokka on December 12, 2009, 05:08:08 AM
It looks very nice. This is a screen I have just taken in Demenltieu. The lights effects are awesome, and the tilesets in general seem really enhanced.

(http://screenshot.xfire.com/screenshot/natural/1d159e6d83b057c1b3f69cb5ecce05544f615459.png)
Title: Re: NWNCQ... Oh.. *drool*
Post by: Budly on December 12, 2009, 05:11:34 AM
This looks really awesome. Looks more like NWN2 right now

I for long wanted a graphical revamp of NWN1, but this is good for now :D
Title: Re: NWNCQ... Oh.. *drool*
Post by: Emomina on December 12, 2009, 05:21:41 AM
I'm using right now. its seems great.
Title: Re: NWNCQ... Oh.. *drool*
Post by: k_moustakas on December 12, 2009, 05:32:32 AM
so how exactly does this work? What do we do to make it work?
Title: Re: NWNCQ... Oh.. *drool*
Post by: Emomina on December 12, 2009, 05:57:22 AM
Have to use the override version.  Its 4 rar files of overwritten game files, just drop the entirety in the "override" folder in NWN directory.
Title: Re: NWNCQ... Oh.. *drool*
Post by: Heretic on December 12, 2009, 06:21:39 AM
My concerns is this would come overlap what designers have worked on. Sometimes when we design areas, its the sum of all the elements that give the feel, so having an override like this, would come bring in alien elements which would not make them fit as coherently as before. This goes in terms of lighting, placeables and so on.

Hesitant to install this for all those reasons.
Title: Re: NWNCQ... Oh.. *drool*
Post by: Heretic on December 12, 2009, 06:25:15 AM
By the way, I would appreciate more screenies on this, in different areas, indoors, and specifically on high placeable areas.  :)
Title: Re: NWNCQ... Oh.. *drool*
Post by: Emomina on December 12, 2009, 06:26:05 AM
Yeah. i had the same concern, and still giving a run through, its uninstallable too, with a little work.
Screens coming.
Title: Re: NWNCQ... Oh.. *drool*
Post by: Blacky Rose on December 12, 2009, 06:27:57 AM
It makes the world look more vibrant, which is a pro and a con in our setting.

Otherwise the added detail is nice.

A few screenshots:

Degannwy
(http://img257.imageshack.us/img257/250/sc1q.jpg)

Forest
(http://img509.imageshack.us/img509/5996/sc2lp.jpg)

Back of the Lady's rest
(http://img163.imageshack.us/img163/4696/sc3ri.jpg)

Front of the Lady's rest
(http://img193.imageshack.us/img193/1416/sc4h.jpg)
Title: Re: NWNCQ... Oh.. *drool*
Post by: DM Macabre on December 12, 2009, 06:43:44 AM
will test it on the dm side of life  :)

- first thing: you will overwrite no existing files - so that sounds pretty good
Title: Re: NWNCQ... Oh.. *drool*
Post by: DM Tarokka on December 12, 2009, 06:45:38 AM
Some Dementlieuse screens.

(http://screenshot.xfire.com/screenshot/natural/b74c0395be1d93b39e35e8de9cd988e75ba751e2.png)

(http://screenshot.xfire.com/screenshot/natural/1e0e8c19fc327e20df27df29721c9a8df3877aad.png)
Title: Re: NWNCQ... Oh.. *drool*
Post by: Budly on December 12, 2009, 06:50:49 AM
I have to say, as of yet Barovia got the best out of this override, astonishing graphical revamp.

The areas been great before but we all know NWN Been a bit poor on the detail part thanks to the engine but this is simply...wow. :D
Title: Re: NWNCQ... Oh.. *drool*
Post by: DM Tarokka on December 12, 2009, 06:54:41 AM
I am taking some random screens around. for whoever wants to check them watch this page: http://www.xfire.com/profile/ciaran2/
Title: Re: NWNCQ... Oh.. *drool*
Post by: Budly on December 12, 2009, 06:57:59 AM
Hmm, It do change a lot, maybe even to much.

My suggestion would be keeping a extra override folder for people to change with if this wont work so well in the end.
Title: Re: NWNCQ... Oh.. *drool*
Post by: Emomina on December 12, 2009, 07:14:25 AM
Screenshots from throughout Port-à-Lucine

Gendarmerie Interior- Front Desk
(http://img683.imageshack.us/img683/6502/gendarmerie.png) (http://img683.imageshack.us/i/gendarmerie.png/)

Broken Spire Inn Interior
(http://img709.imageshack.us/img709/1246/brokenspireinn.png) (http://img709.imageshack.us/i/brokenspireinn.png/)

Chez Leon
(http://img13.imageshack.us/img13/3083/chezleon.png) (http://img13.imageshack.us/i/chezleon.png/)

Grand Biblioteque - Exterior
(http://img13.imageshack.us/img13/4463/grandbibliotequeexterio.png) (http://img13.imageshack.us/i/grandbibliotequeexterio.png/)

Grand Biblioteque - Interior
(http://img192.imageshack.us/img192/6053/grandbibliotequeinterio.png) (http://img192.imageshack.us/i/grandbibliotequeinterio.png/)

Quartier Ouvrier - Slums
(http://img163.imageshack.us/img163/5108/quartierouvrier.png) (http://img163.imageshack.us/i/quartierouvrier.png/)

Quartier Publique
(http://img130.imageshack.us/img130/584/quartierpublique.png) (http://img130.imageshack.us/i/quartierpublique.png/)

Sisters of Compassion Hospice
(http://img13.imageshack.us/img13/1233/sistersofcompassionhosp.png) (http://img13.imageshack.us/i/sistersofcompassionhosp.png/)

The textures are larger (Higher Resolution) and really just replace smaller and similar tilesets. but as the Broken Spire shows, sometimes it completely changes the style of tile. Guest Suites at the Governor's Hotel is another place were it changes the room alot.
Title: Re: NWNCQ... Oh.. *drool*
Post by: Pepchko on December 12, 2009, 09:04:37 AM
looks amazing, but you can see in the park area that ciaran posted what Heretic is talking about. the forest and rural areas look amazing. though im more worried about it bogging down my machine
Title: Re: NWNCQ... Oh.. *drool*
Post by: DM Nocturne on December 12, 2009, 06:40:30 PM
It does improve the textures, true, but after testing it, I am concerned about how it adds and changes elements in the environment. e.g. Stone walls are now wooden, shrubbery or other vegetation like ferns in caverns and bushes in the outskirts are added.

If I use some of these elements in my roleplay and others cannot see the same thing I do, then it is a failure for consistency and it's an uninstall from me.

As Heretic said, the mod wasn't built with this enabled as wasn't intended to be viewed this way? Perhaps if they added it to the HAK file that made it compulsory to view it this way, then I'd be happy to have it.
Title: Re: NWNCQ... Oh.. *drool*
Post by: Telkar on December 12, 2009, 07:58:19 PM
Looks very nice, but as Zealot said, I don't want to be mentioning things IC other people maybe don't see. : \

I'm thinking of installing all the parts except the rural and forest, since I only see those added trees as potential "hallucinations".
Title: Re: NWNCQ... Oh.. *drool*
Post by: Insomnia on December 12, 2009, 09:21:23 PM
You can download a config file, that allows you to remove the effects you don't want to have appear in game, be it trees, what have you. Not being able to play NWN, I havn't been able to test this. That could solve a lot of the issues.
Title: Re: NWNCQ... Oh.. *drool*
Post by: Knas on December 13, 2009, 07:32:50 AM
This hak is awesome, makes nwn look 10x better.
Title: Re: NWNCQ... Oh.. *drool*
Post by: DM Macabre on December 13, 2009, 08:04:51 AM
I tested more or less most of the POTM areas with this. And yeah I can recommend it with some restrictions:

- turn of the Ruins modification
- turn of mines and caves
- turn of Underdark


There will still be one major drawback that the ruined cave areas (several caves) will have a lot of vegetation, even where there is no vegetation to be. On the other hand many areas will look great. Perhaps we can find some way to fix that cave issue (there is growing fern everywhere) and the pack is perfect! :)

Here's some more pics how it will look like:

(http://i239.photobucket.com/albums/ff189/Azmodiel/westout2.jpg)

(http://i239.photobucket.com/albums/ff189/Azmodiel/burgomaster2.jpg)

(http://i239.photobucket.com/albums/ff189/Azmodiel/snow.jpg)

(http://i239.photobucket.com/albums/ff189/Azmodiel/tserbridge.jpg)

(http://i239.photobucket.com/albums/ff189/Azmodiel/barataksummit.jpg)

(http://i239.photobucket.com/albums/ff189/Azmodiel/icecavern.jpg)
Title: Re: NWNCQ... Oh.. *drool*
Post by: Heretic on December 13, 2009, 08:43:08 AM
There's some issues I got with the file allowing to turn on/off some of the features. When I disable the Mines & caverns, it says it doesn't find the file.
Title: Re: NWNCQ... Oh.. *drool*
Post by: Purist on December 13, 2009, 09:02:02 AM
Kind of hard to watch a execution on the gallows, with all the vegetation, but still looks cool for forests.
Title: Re: NWNCQ... Oh.. *drool*
Post by: Sewerprince on December 13, 2009, 09:11:44 AM
I'd honestly love to have this...But my computer is soooo terrible that I already have it on the lowest settings possible, just so it'll run smoothly
Title: Re: NWNCQ... Oh.. *drool*
Post by: Chrisman888 on December 13, 2009, 09:53:54 AM
Wow, that really looks nice. Gonna defiantly have to try these out.


~ Chris
Title: Re: NWNCQ... Oh.. *drool*
Post by: k_moustakas on December 13, 2009, 10:46:01 AM
What macabre said. Plus in my case, I find that both the lady's rest and the morninglord temple look really weird too.

But the forests... I mean, god damn! They look awesome!
Title: Re: NWNCQ... Oh.. *drool*
Post by: DM Tarokka on December 13, 2009, 12:30:06 PM
I am using it regularly and I've some minor issues of lag. Apart that, I must say that exploring around more some things are weird: you can happen to walk through a tree for instance, or that some bush is exactly over a herb-node, or that there are some additional columns in caves/crypts, that some areas are darker or brighter than they should be. So I'd really like to accept any suggestion from someone who understands a bit more of these things on how selecting/deleting the things which cause funny things. I'd love keep using it since I find it really enhancing in general.
Title: Re: NWNCQ... Oh.. *drool*
Post by: Aahz on December 13, 2009, 01:57:00 PM
There's some issues I got with the file allowing to turn on/off some of the features. When I disable the Mines & caverns, it says it doesn't find the file.

........ ummmm right.....

So I had a look at the config .bat for the override and its is just messed up. Its looking for non existent files and there are files in the .rar that are not mentioned in the .bat file at all.  Below is what I  found for each option of the menu


Quote
__________________________________________                           
    GENERAL SETTINGS SWITCHS:
    Lights effects                [A=ON] [a=OFF]  - Works
    Trees                           [B=ON] [b=OFF]  - Works
    Landscapes                  [C=ON] [c=OFF]  - Works
    Furniture and carpets    [D=ON] [d=OFF]  - works
   __________________________________________
    TILESETS SETTINGS SWITCHS:                           

               
    Illithid TileSet               [I=ON] [i=OFF]  - is looking for tii*
    Dungeon TileSet           [J=ON] [j=OFF]  - is looking for tde*
    City Interior TileSet       [K=ON] [k=OFF]  - Works
    Castle Interior TileSet   [L=ON] [l=OFF]  - Works
    Rurals TileSet               [M=ON] [m=OFF]  - is looking for .mld instead of .mdl
    City TileSet                   [N=ON] [n=OFF]  - is looking for tnc*
    Forest TileSet               [O=ON] [o=OFF]  - Works
    Winter TileSet               [P=ON] [p=OFF]  - Works
    Tumulus TileSet            [Q=ON] [q=OFF]  - is looking for tbw*
    Frozen Wastes TileSet   [R=ON] [q=OFF]  - Works
    UnderDark TileSet         [S=ON] [r=OFF]  - is Looking for ttu*
    Drow Interior TileSet     [T=ON] [t=OFF]  - is Looking for tid*
    Rural TNO TileSet         [U=ON] [u=OFF]  - is Looking for tno*
    Ruins TileSet                [V=ON] [V=OFF]  - works
    Crypts TileSet               [W=ON] [w=OFF]  - Works
    Sewers TileSet              [X=ON] [x=OFF]  - Works
    Mines caves TileSet       [Y=ON] [y=OFF]  - is Looking for same files as sewers tds* instead of tdt*
    Undersea caves TileSet  [Z=ON] [z=OFF]  - works
   __________________________________________   
 

to further complicate matters every option seems to be looking to rename .woc files but from looking at the files only the options:  W - Crypts   V - Ruins   X - Sewers   O - Forest  M - Rural    even have .woc files.

I have no idea if they were supposed to be incuded or not.  Just a real mess. 
Also the file names included in the .rar but not mentioned in the .bat are:   tdm*   ttd*     ttz*       

   
Title: Re: NWNCQ... Oh.. *drool*
Post by: Pepchko on December 13, 2009, 04:04:16 PM
can anyone post some pics of the forest?
Title: Re: NWNCQ... Oh.. *drool*
Post by: Pepchko on December 13, 2009, 07:21:52 PM
Quote
Sorry NWNCQ-CONFIGURATOR was bugged in some functions,
i have debugged it, so download "cfgnwncq.zip" and unzip it in you override folder.

quoted from the author of the override in the comments section, for all those who had problems with it
Title: Re: NWNCQ... Oh.. *drool*
Post by: Aahz on December 13, 2009, 08:10:43 PM
Quote
Sorry NWNCQ-CONFIGURATOR was bugged in some functions,
i have debugged it, so download "cfgnwncq.zip" and unzip it in you override folder.

quoted from the author of the override in the comments section, for all those who had problems with it

Even so the config file seems to be looking for a lot of files that simply do not exist. Also the updated config still has the problem for Option "B", where the files are misnamed to "mld" instead of "mdl". You have to open the config file and correct it in order to be able to turn option "B" on again.
Title: Re: NWNCQ... Oh.. *drool*
Post by: DM Macabre on December 14, 2009, 07:29:28 AM
So tested again and this will be really necessary to not break the environment:

As suggested on the NWN Vault - after installing the pack:

 :arrow: delete all "tdm*.mdl" files in the NWN\Override folder

to get rid of the silly fern everywhere
Title: Re: NWNCQ... Oh.. *drool*
Post by: DM Tarokka on December 14, 2009, 08:13:38 AM
I actually opted for a going back to normal overrides just waiting to have an official position of developing staff.
Title: Re: NWNCQ... Oh.. *drool*
Post by: ThAnswr on December 14, 2009, 09:42:04 AM
This is why I don't screw with this stuff.   :lol:
Title: Re: NWNCQ... Oh.. *drool*
Post by: Heretic on December 20, 2009, 06:55:14 PM
Heads up and revisit the link on the first page, the override was updated, including now, you can remove Ferns we didn't like from the tiles. :D
Title: Re: NWNCQ... Oh.. *drool*
Post by: failed.bard on December 23, 2009, 06:04:56 PM
  As an interesting side-note, with this override installed, I don't seem to bleed memory with the dynamic lighting turned back on.  It's possible it replaced whatever hack script Bioware had in place controlling it.
Title: Re: NWNCQ... Oh.. *drool*
Post by: Emomina on December 23, 2009, 06:25:17 PM
  As an interesting side-note, with this override installed, I don't seem to bleed memory with the dynamic lighting turned back on.  It's possible it replaced whatever hack script Bioware had in place controlling it.

yep noticed that too. i like this override.
Title: Re: NWNCQ... Oh.. *drool*
Post by: Blacky Rose on December 23, 2009, 07:23:02 PM
As an interesting side-note, with this override installed, I don't seem to bleed memory with the dynamic lighting turned back on.  It's possible it replaced whatever hack script Bioware had in place controlling it.

My game still does that, even with the override.
Title: Re: NWNCQ... Oh.. *drool*
Post by: Purist on February 09, 2010, 04:16:44 PM
Just wondering if this wasn't completely forgoten? And if maybe this could be officially applied in PotM in order to assure nobody would have different visuals.
Title: Re: NWNCQ... Oh.. *drool*
Post by: Bluebomber4evr on February 09, 2010, 06:25:07 PM
Just wondering if this wasn't completely forgoten? And if maybe this could be officially applied in PotM in order to assure nobody would have different visuals.
It will not be officially adopted. You use it at your own risk.
Title: Re: NWNCQ... Oh.. *drool*
Post by: Emomina on April 12, 2010, 09:35:28 PM
a bump on this, seems the author released an update today, for anyone running this override.
Title: Re: NWNCQ... Oh.. *drool*
Post by: Kendric98 on April 12, 2010, 11:19:28 PM
So blue is it worth adopting now because of this update?
Title: Re: NWNCQ... Oh.. *drool*
Post by: Purist on April 13, 2010, 12:19:45 AM
I'd bet they won't adopt it at all.
Title: Re: NWNCQ... Oh.. *drool*
Post by: Bluebomber4evr on April 13, 2010, 01:37:35 PM
So blue is it worth adopting now because of this update?
We're not going to "adopt" an override that puts a bunch of shafts of light, giant ferns ceilings and (ugh) lensflare into hundreds of pre-existing areas, causing us to go through every single area with a fine-toothed comb to make them look right again.

If it were instead an add-on it'd be fine.
Title: Re: NWNCQ... Oh.. *drool*
Post by: dark_majico on May 03, 2010, 01:04:06 PM
I assumed the hak options adds these tilesets to the toolset, or am I wrong do they also override what you allready have?

Im not all that impressed with the forrest but the castle intior floor is lush, and so are the sewer cielings. That green ether that floats above you down there allways bothered me. They should have put decent cielings on all the tilesets to begin with.
Title: Re: NWNCQ... Oh.. *drool*
Post by: Bluebomber4evr on May 03, 2010, 02:29:28 PM
they override existing tilesets, so they add all that extra junk to everything that's already been made
Title: Re: NWNCQ... Oh.. *drool*
Post by: Purist on May 03, 2010, 07:18:21 PM
Couldn't you ask the Developers to change the name of said tilesets, or at least ask permission to you do so, if it is even possible to be done. So instead of an override it'd just be an add-on?
Title: Re: NWNCQ... Oh.. *drool*
Post by: Kendric98 on May 03, 2010, 11:17:53 PM
PM him with our problem didnt he post in this thread, im to lazy to go back and actually look?