Neverwinter Nights Project Q


NWN Project Q


Project Q is a selection of superior art assets put together over the last decade by members of the Neverwinter Nights 1 community.


The following patch hak acts like an all-in-one override that enhances the graphics and sound effects in NWN. That means you won't need many of the NWN overrides such as Alternate Animations Pack, Gunner's Body Rebuild/Retexture, Creature Override Compilation and Reforged Weapons because Project Q already employs them, or their equivalent. You also won't need the tileset overrides listed in my prime write-up. Remember the NWN resource priority order, too; that is: patch hak > override. However, you can still benefit from overrides for resources that Project Q does not modify.

Now, the Project Q patch hak is not compatible with all adventure modules and campaigns. I can confirm that v2.0 works with the Original Campaign, Shadows of Undrentide and Hordes of the Underdark. It does not play nicely with Bastard of KosiganCormyrean Nights or Honor Among Thieves (missing geometry). Note that Project Q may modifiy game mechanics in some modules, too, such as Swordflight. I particularly discourage its use with Swordflight.

These instructions were written for v2.0 before 2.2 was released. The process for 2.2 should be more or less identical.

Project Q Installation Instructions


  • Step 1: Download the 7z program from here, and install it.
  • Step 2: Download the Project Q combined hak pak (500mb) from here, it's this one, and extract the archive using 7z.
  • Step 3: Create a folder in your main NWN install folder (e.g, C:\NWN) and call it "Patch".
  • Step 4: Place the contents of the Project Q hak folder into the Patch folder, except for the !build  & !armoury haks (the former is for builders only and the latter glitches out rings, amulets and shields).
  • Step 5: Use a text editor to make yourself a blank ini file and call it nwnpatch.ini. If you can't do that then just download this one and erase what's already in there. (GoG version may already have patch.ini; the retail version may not).
  • Now, copy-paste this into the ini exactly how I've typed it:

[Patch]

PatchFile000=q_vfxgui
PatchFile001=q_tilesets
PatchFile002=q_sounds
PatchFile003=q_robe3
PatchFile004=q_robe2
PatchFile005=q_robe
PatchFile006=q_race2
PatchFile007=q_race
PatchFile008=q_portraits
PatchFile009=q_placeables
PatchFile010=q_items
PatchFile011=q_creatures
PatchFile012=q_2da
PatchFile013=q_!tilesets
PatchFile014=q_!tilereskins
PatchFile015=q_!fightingsfx

  • Step 6Save the file and then place it in your main NWN install folder as well.

That's it! You have just readied Project Q for pre-loading. Enjoy!

Special thanks to Project Q pioneer, Pstemarie, from whom I learned how to do this! Credit for thinking out patch haks goes to him.

Yes, Q Campaigns has already infused the Project Q haks into the official campaign modules, but it was made for an earlier version of NWN, and therefore glitches out on 1.69! It actually breaks the HotU campaign two-thirds through, too, and fixing it isn't easy. Do NOT use Q Campaigns in replacement of this patch hak method. (This is why I did not link to Q Campaigns).

Project Q Creature Comparison


Original (top row), Creature Override Compilation (middle) and Project Q (bottom).

Not all creatures are remodeled and reskinned by the override and patch hak; many of the override's are Q-approved, too. These are just a few that are definitely different. Of course, you have to take into account that Q modifies tilesets, placeables and lots of other things, too; not just monsters.


The undead from the override suck, imo. Too much LotR going on with both modded orcs, too. This is D&D guys! The original werewolf, ogre berserker, ghoul lord and troll shaman employ more interesting color palettes than both modded versions. Not every monster has to be green, black or brown.


More comparisons, just between vanilla and Q. Again, lots of green, black and brown in Q. I prefer the design and coloring of the original mummy lord, minotaur and dryad. I also don't think a Lich should be wearing the same armor as a lowly skeleton warrior, and the incorporeal elementals are a step down (just a flame effect with eyes?), but I love the wererat and mountain giant (what's wrong with their original color scheme, though?) Again, the balor lord looks like the balrog from LotR. And shouldn't the werecat be poised rather than upright when idle? A reader pointed out the inferior dire tiger, too. The original is more like a saber-toothed battle tiger, whereas the Q one looks like it should be in a zoo (pic).

Project Q Inventory Icon Comparison


Ok, let's compare inventory icons! Top row is original; bottom row is Project Q (Project Reforged by The Amethyst Dragon). Which one do you prefer?


I prefer the shiny icons of the original; love the pommels, hilts and blades. Basically, I like the original weapon adornments and their gleam. How are the PQ versions not a step down from that? Of note is that Q weapon and shield icons are rendered as per their in-game model whereas the original icons are shinier than the in-game model, which are low poly and pretty much look like crap (the NWN renderer can't handle the sort of shininess depicted in the top row). So really, what the PQ versions have going for them is icon/in-game model consistency. Shields have been improved but Armors remain untouched.

Overall, Project Q does not respect the authenticity of the original art assets as much as I would have liked. This is true of tilesets and placeables, too (everything is darker and recolored; see below). Yes, the texture resolution and poly-count is upped on modded models, but it's not all about that, is it? Still, the Q stuff is consistently high quality and a lot of people aren't nitpicky like me, which is why I've given this famous patch hak the coverage it undoubtedly deserves.


Other patch haks



cRPG Blog Neverwinter Nights Modding Introduction
Neverwinter Nights 1 Neverwinter Nights Project Q
Neverwinter Nights Installation Neverwinter Nights CEP
Neverwinter Nights Best Builds Neverwinter Nights NW Shader
Neverwinter Nights SpellsNeverwinter Nights User Interface Mods
Neverwinter Nights Mods Neverwinter Nights Overrides
Neverwinter Nights Modules Neverwinter Nights Tileset Overrides

15 comments:

  1. Hi Lilura, I read your instructions for the Hak Patch method of setting up Project Q (very straight forward). However I'm looking at the main readme file for Project Q from the latest version (2.2) and it says 'Unzip the downloaded package and copy all directories to the main directory of your Neverwinter Nights installation (/NeverwinterNights/NWN/). Overwrite files as prompted.' which results in hak files going into hak folder, etc (along with a host of other files going into their respective folders like tlk).
    Color me confused; is the readme giving instructions for builders? What about all the other files besides hak files - I'm guessing things like tlk file and such are required for installation to work properly?

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    Replies
    1. Project Q is packaged for builders, yes. For patch haks players only need the hak files listed in this post along with nwnpatch.ini.

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  2. Thanks for the clarification! As an old school RPG fan myself I've found your info, reviews, etc. very helpful as well as fun to read.

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  3. One more question regarding patch haks; I'm guessing that having more than one such mod is not recommended, is that the case? i.e. having both Project Q and Zwerkule's Facelift haks probably isn't a good idea (even with properly modifying the nwnpatch.ini file to account for both)?

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    Replies
    1. I haven't combined Project Q haks in a patch hak with other haks, so I'm not sure about compatibility. My suggestion would be to just try it and see what happens. Good luck!

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  4. Hmm, I suppose a bit of experimentation at some point might be worthwhile.
    I've currently got Swordflight going with Project Q 2.0 and it seems to be working fine, other than one oddity: halberds, or at least the Titan's Blade halberd, was a 1 handed weapon before I installed Project Q; after installing it now it's 2 handed (which halberds in vanilla NWN are). Minor issue, but a curiosity nonetheless; I looked for a baseitem.2da change but couldn't find any.

    One last question: How does Project Q interact with Aielund?

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  5. When I've tried PQ I've got the impression it's - while technically working - not meant to be used as an override, at least with custom content modules. It just overrides too much stuff, not only basic appearances.
    Off the top of my head I remember poison/disease DC that are increased in SF are back to normal with it and that sewer troll at the start was too big to go through the doorways, hehe.

    I've tried just ripping the models I like from it but even that was an ordeal. Weapons have somewhat different part ordering (don't correspond to vanilla icons either), shields are 3-part that you need to manualy stick together to get the corresponding version, some creature models use different animations/references or have multiple parts or versions, etc.. With the normal install you sadly don't even see half this stuff, too.

    Although to be fair you don't notice any of this until you make direct comparions, so I just might be nitpicky.

    ReplyDelete
    Replies
    1. I don't think you're nitpicking, Sabotin, and I thank you for posting how PQ can modify aspects of modules which I personally would not want modified, such as actual game mechanics. I don't have NWN installed at the moment, and I haven't seriously been playing it since late-2017 (Sapphire Star), but it seems I will have to edit this blogpost in light of the issues that may arise (especially for the ones in Swordflight, whose design I particularly wouldn't want modified by any mod, including CPP, Tony K's and PQ).

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    2. Update: Removed the comment that Project Q works with Swordflight.

      It seems I had already discouraged the use of Project Q with Swordflight here:

      https://lilura1.blogspot.com/2018/11/Swordflight-Chapter-Four-has-been-released.html

      and here:

      https://lilura1.blogspot.com/2015/02/swordflight-series-part-i.html

      So that should be enough.

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    3. Thanks for keeping the Swordflight info up to date, Lilura. I appreciate it.

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    4. No problem, Rogueknight.

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  6. Ok, figured out what the deal is with the 1 handed halberd. It's actually Alternate Combat Animations (I have ACP version 4.0.1 beta, haven't tested older versions) that erroneously changed halberds to be medium sized/1handed for medium characters in the baseitems.2da file. It's got nothing to do with Project Q or Swordflight (the flavor description for Titan's Blade did initially throw me off: it hints that at one point it was meant to be a 1 handed weapon, but I'm 99% sure that's purely for flavor rather than mechanical effect).

    Having said that, if it can be confirmed that Project Q does change as much as Sabotin is inferring, I'll probably opt to go ahead and uninstall it for now.

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  7. To clarify, Project Q via hak patch method corrects the baseitems.2da properties for halberd since it's prioritized over the ACP override version; so in this case Project Q corrected the error made by another mod.

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  8. Yes, the Titan's blade description is just there for flavor, to imply it was originally made for a race of giants. It is meant to be a two-handed weapon for PCs of normal size, as are other halberds.

    ReplyDelete
    Replies
    1. Thanks for the clarification, Rogueknight.

      Delete

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