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Neverwinter Nights Overrides


The following overrides are listed in what I consider to be their general order of importance and usefulness. Note that I don't personally use or endorse most of these overrides. If the entry has [*] appended, then I recommend the override even on a maiden run.

Tony K's AI


Henchman Inventory & Battle AI Mod (source code): Gives you more control over your companions and buffs the AI. Everyone knows this one. See CPP section above for more info. There is also a version of TK's for PRC, which is also covered above.

Remove Annoying Effects


Remove Annoying Effects: A character buffed with Barkskin or Stoneskin looks like a turd. This override fixes that. Incompatible with Project Q patch hak. Note that CPP includes higher resolution textures for these effects.

To remove the transparent effect of Ghostly Visage, Ethereal Visage, Invisibility and Improved Invisibility (these last two share the same entry), just load the 2DA into NWN 2daEditor (text editor is a lil' messy) and change the Prog_FXDuration values in rows 6 and 9 to "no data" (****); then overwrite. Yay, I modded something myself! Whee!

Customize Character Override


Customize Character Override HAK (CCOH 4.2) [*]: Lets you change your character's appearance in-game, from the crafting menu. It's one of the all-time popular mods.


Alternate Combat Animations Pack


Alternate Combat Animations Pack (ACAP v4.0) / ACAP v4.1 (aka ACP) [*]: This override-friendly hak lets you change your character's fighting style animation in-game, also from the crafting menu.


Very, very cool; but you'll need to use NWN Explorer Reborn to extract the contents of the two haks (ACPv40.hak & ACPv4_convo.hak) and then place the 1000+ files into your override folder. Don't worry, it's worth it! If you use ACAP in conjunction with CCOH (see above) then you'll also need to copy this file over the ACAP equivalent in your override.


I don't know why ACAP is referred to commonly as ACP because it is NOT a combat pack, but rather a combat ANIMATION pack. It doesn't change the combat, it changes the combat ANIMATIONS (and at least one run-cycle). Henchman Inventory & Battle AI Mod is a combat mod, not ACAP.

  • NWN Alignment Manager: Throw the files in the 1.69 folder into your override folder and spawn the item with dm_spawnitem gnam_1. Activate the special ability of the item and change your alignment any time you like. This can be helpful in some modules that shift your alignment when they shouldn't (HotU has a few alignment bugs, f.e).

The following popular mods are not needed if you are using the Project Q patch hak:


Reforged Weapons


ChainChoppingSmashingReach,  UnusualRangedLight & Heavy Blades: Don't ask me why they're not combined into one file called "Reforged Weapons" - I guess that would be too convenient..?

Quick note on the Reforged weapons: There have been projects over the years that have been started by people, but never completed/released to the community. I didn't want that to happen with Project Reforged. They were released in sections as they were completed, since I didn't want the community to miss out on what I'd done if I couldn't complete the project for some reason. The entire project ended up being 8 releases over the year and a half it took to complete. - The Amethyst Dragon [site]

Complete GUI Alterations Package (Transparent and Colorized): I think this is confusing because I'm used to recognizing the original symbols, but new players won't care and it's colorful! CPP version is less colorful.



Below left: The one everyone has. Below right: Restored to the original.


You can extract the scripts from the hak with NWN Explorer Reborn, which I assume could then be thrown into your Override folder, for use in other adventure modules. Haven't tried it myself, though.


cRPG Blog Neverwinter Nights Modding Introduction
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Neverwinter Nights SpellsNeverwinter Nights User Interface Mods
Neverwinter Nights Mods Neverwinter Nights Overrides
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