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Author Topic: NWNCQ... Oh.. *drool*  (Read 19017 times)

DM Macabre

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Re: NWNCQ... Oh.. *drool*
« Reply #25 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:











« Last Edit: December 13, 2009, 08:10:41 AM by DM Macabre »

Heretic

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Re: NWNCQ... Oh.. *drool*
« Reply #26 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.

Purist

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Re: NWNCQ... Oh.. *drool*
« Reply #27 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.

Sewerprince

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Re: NWNCQ... Oh.. *drool*
« Reply #28 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
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Chrisman888

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Re: NWNCQ... Oh.. *drool*
« Reply #29 on: December 13, 2009, 09:53:54 AM »
Wow, that really looks nice. Gonna defiantly have to try these out.


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Re: NWNCQ... Oh.. *drool*
« Reply #30 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!
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Re: NWNCQ... Oh.. *drool*
« Reply #31 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.
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Aahz

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Re: NWNCQ... Oh.. *drool*
« Reply #32 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*       

   
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Pepchko

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Re: NWNCQ... Oh.. *drool*
« Reply #33 on: December 13, 2009, 04:04:16 PM »
can anyone post some pics of the forest?

Pepchko

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Re: NWNCQ... Oh.. *drool*
« Reply #34 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

Aahz

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Re: NWNCQ... Oh.. *drool*
« Reply #35 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.
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DM Macabre

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Re: NWNCQ... Oh.. *drool*
« Reply #36 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
« Last Edit: December 14, 2009, 07:35:44 AM by DM Macabre »

DM Tarokka

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Re: NWNCQ... Oh.. *drool*
« Reply #37 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.
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ThAnswr

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Re: NWNCQ... Oh.. *drool*
« Reply #38 on: December 14, 2009, 09:42:04 AM »
This is why I don't screw with this stuff.   :lol:
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Heretic

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Re: NWNCQ... Oh.. *drool*
« Reply #39 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

failed.bard

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Re: NWNCQ... Oh.. *drool*
« Reply #40 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.

Emomina

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Re: NWNCQ... Oh.. *drool*
« Reply #41 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.
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Blacky Rose

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Re: NWNCQ... Oh.. *drool*
« Reply #42 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.
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Purist

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Re: NWNCQ... Oh.. *drool*
« Reply #43 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.

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Re: NWNCQ... Oh.. *drool*
« Reply #44 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.
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Emomina

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Re: NWNCQ... Oh.. *drool*
« Reply #45 on: April 12, 2010, 09:35:28 PM »
a bump on this, seems the author released an update today, for anyone running this override.
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Kendric98

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Re: NWNCQ... Oh.. *drool*
« Reply #46 on: April 12, 2010, 11:19:28 PM »
So blue is it worth adopting now because of this update?

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Re: NWNCQ... Oh.. *drool*
« Reply #47 on: April 13, 2010, 12:19:45 AM »
I'd bet they won't adopt it at all.
« Last Edit: April 13, 2010, 12:23:31 AM by Orochi »

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Re: NWNCQ... Oh.. *drool*
« Reply #48 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.

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dark_majico

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Re: NWNCQ... Oh.. *drool*
« Reply #49 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.