PROJECT Q Archive
These files are former versions of Project Q that were originally released for use with NWN v1.69. Their compatibility with NWN:EE is NOT guaranteed or supported. NWN:EE users should be using the PROJECT Q ENHANCED EDITION
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DISCORD SERVER INFO
Talk about Q and report bugs on DISCORD (https://discord.gg/m5z4WaK).
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Old 1.9 updater works fine on Win 8.1...
Yes, the v1.9 Q Updater seems to have issues with Win 7; however, the NEW v1.9a Q Updater works on Win 7, Win 8, Win 8.1. HOWEVER, I would only upgrade if you have to. I'm using the 1.9a Q Updater myself under Win 8.1 and haven't had any issues - I also had no issues with the old 1.9 Q Updater.
I have uploaded a new version of the Q Updater that addresses the issues some users are experiencing. The Updater now includes two .BAT files:
q_update_v20.bat - The standard Updater, only installs new content and updates haks as needed.
q_force_update.bat - Forces the Updater to install ALL Q content from the /q folder and update ALL haks.
If you are having problems with the Updater, set the rsync.exe to "Run as Admin" and in "XP SP3 Combatibility Mode."
Linux Updater has been added - thanks to Meaglyn, Niv, and Henesua.
cannot get this to work on diamond edition from GoG keeps saying it cant fnd the .exe also have prc already installed does it even work with diamond?
NWN needs to be installed directly onto the main drive (c://). Your path should look like this - c://NeverwinterNights/NWN/
By default GOG installs it into the ProgramFiles(x86) directory. THIS IS NOT WHERE THE GAME BELONGS. Furthermore, after installing the GOG version you need to run the 1.69 Critical Update. The GOG version claims to be 1.69, but it is NOT. The GOG installer is messed up.
To change the directory where GOG installs the game, click customize from the installer window then change the installation path to c://NeverwinterNights/NWN.
Next, make sure that the updater is installed in your main NWN folder (c://NeverwinterNights/NWN). The updater is configured to check for nwmain.exe in that location. If the nwmain.exe is not present in that location OR the updater is not installed in that location, the updater will error out.
Don't get me wrong, but would it be possible to get an actual files instead of the updater? I like to know what I put and where on my computer and I dislike all those autoupdater thingies. I know that there's a site, but the version available there seems to be rather old (1.5?).
You're looking at the old site. The new site is at http://q.neverwintervault.org. A full package will be available for download shortly.
I'm just curious...is there a list somewhere of PW's that use this content, or SP modules? I'd really like to check it out in use, rather than just load it up in the toolset. :)
"Merging" with Project Q has been a learning experience for me with haks and 2das.
We are using the Q_haks.
We are editing our current haks.
We had to edit our 2das to include Project Q content in their haks.
We are currently going through tilesets as we'll also be adding a few more, and then need to go through our clothes, which will require editing our scripts for our tailoring and body models.
Its been taking a bit longer to do all this, because basically we just don't have the builders, but hope that Kissmet will go live with this within a couple of months.
We're all excited and and wish we had thought of this a few years ago.
Thank you, Pstmarie and the rest who work so heard with this and continue the support!
I see in the CEP 6 they added the halfling homes to the Castle Rural tileset.
I don't suppose in the next Project Q update we could get those added to Castle, Rural?
Maybe also the SoU sod house and Large sod house with similar textures as well?
Features:
Halfling Home 3
Turf House (SoU Sod House)
Groups:
Halfling Home 1
Halfling Home 2
Halfling Inn
Turf House 2 SoU Large Sod House
Many of us could be using this Complete Rural/City v0.985, if you don't use CEP:
http://neverwintervault.org/project/nwn1/hakpak/tileset/complete-ruralci...
Are you going to be adding anything from the 2014 September Custom Challenge?
pstmarie - are you still out there?
We are in our final stages and wow, I've never worked haks before and it sure has been quite a learning experience! Getting closer to our Big Update.
iit_torch_073 and 074 actually are "designated" numbers for flags. One is the red circle and the other is black checked. Can you give these two torch items different numbers? They also do not have portraits to them.
There is also an issue with one of the bullets in that it has a black icon.
PS - thanks to all those contributing to this Project.
Officialy donates/submits PC animal/monster heads (if have the room for them)
http://neverwintervault.org/project/nwn1/model/pc-animal-and-monster-heads
I can't seem to find the scripts required for ACP alternate combat animations. Checking out the conversation for the radial menu in the toolset confirms the scripts don't exist. Any help would be appreciated.
Ulo, the Project Q version of the ACP is implemented via chat command. It has nothing to do with the radial menu. Refer to the documentation for how to use the Q version of the ACP.
Thanks for the reply Pstemarie. I'm using the latest full version (2.0) of Q. The conversation for alternate animations DOES appear on the crafting menu, and I'm getting error messages that I'm missing scripts for that conversation when I build the module. Creatures seem to be using ACP just fine. I'll look into the chat commands. I'm very much liking the look of the mod with Project Q! Thanks again.
Okay, got it figured out by looking at the "q_inc_acp" script. So you know, the pdf "ACPv4.0_readme" does not mention chat commands at all (I did read it before, thus the confusion). The readme.txt references an acp.txt file, but it is no where to be found. Now to figure out how to work with the other animations.. )
I have tried Project Q along with Q Campaigns and Court of the Night modules, and it worked fine as long as I did not mess around with Robes on armor customization (with CCOH).
I had downloaded the full version (520mb), so I decided to give Q Updater a try.
It has now downloaded ~3GB of data, and it's nowhere near done. Is that normal?
Also, will it fix the missing robes/textures?
Having problems with the shields. Before, the shields have choices of style and colors. Noticed that in Q crafting skills menu, there are parts (top, middle, bottom). Can't figure out how to put that on our tailoring models and the shields are glitching our characters because there seems to be a color 0 ?
Another issue, is walking on ceilings in the Mines and Caverns tileset. Walkmesh issue with tdm01_a02_02
Please help me in what to look for in fixing these. Thank you!
Can't anyone help me with these shields and walkmesh?
The cloaks are not showing up in game. Even though after i added the hotfix in q_race.hak, available in this post. This is happening not only with dwarves and half orcs, wich that was suposed to fix, but with all other races as well. I dont know if this is some kind of bug persistent with project q, but would you guys be so kind to enlight me, in "baby steps", what should i do to make those damn cloaks fly gracefully in the game?
Excellent visually and sonically!
Does the linux updater work for anybody here? I just cannot get the erf utility to work for me. It compiles just fine, can extract data from hav files or update existing hak files with content, but the -c (create) option leads to a segfault due to a buffer overflow. Is it just me?
Forwarded to a friend that is familiar with linux and the Q Updater. Haven't heard back from him yet.
The creator of the file has checked out the updater for linux and cannot replicate the issue described. For him, it works fine. At this point - and considering the age of the post - I'll consider this issue resolved.
Sorry I forgot to get back on this. I still get the buffer overflow and crash when running the erf utility. I had to change the CFLAGS in the GNUmakefile to leave out all optimizations to get the erf utility to work on my system.
I don't understand enough of the gnu compiler suite or C code to understand why this happens, but perhaps someone here can make sense of it.
My system specs:
gcc: gcc (Ubuntu 4.8.4-2ubuntu1~14.04.3) 4.8.4
libc: GNU C Library (Ubuntu EGLIBC 2.19-0ubuntu6.9)
kernel: 4.2.0-42-generic #49~14.04.1-Ubuntu SMP Wed Jun 29 20:22:11 UTC 2016 x86_64 x86_64 x86_64 GNU/Linux
Distribution: Ubuntu trusty 14.04.4 LTS
Greetings
Skildron
Awesome work.
Is the 2.0 version compatible with the PRC 3.5? I saw a merge file for version 1.4 of Project Q and PRC 3.5 at the latter's post. Will that file work with 2.0? or are they simply not compatible anymore?
There really should be some warning as to how long it will take to download via the updater.
Granted it has been awhile since I updated Project Q. But goodgoollyalmighty it is taking a LONG time to update all the files. Going on 3 hours now and I am still stuck downloading "robes" stuff, apparently. Had no freaking idea it would take THAT long to just update Project Q. Probably should have just downloaded it manually and then taken the files I need to run the module.
Geesh now...3 1/2 hours and STILL downloading via the ujpdater. Sigh.
Is there a definitive list for the content that is within/affected by Project Q? I did a search and came up with these results, but I ~think~ that depends on whether or not the author tagged their work as PQ.
I'm specifically interested in what Tilesets are included. I am at the "groundbreaking" potion of my module, and having something specific in mind I am trying to determine what additional tilesets I will need. :)
Those were all the ones that I could find in the readmes for Project Q. I think there's probably more content than that, so if there's a more complete list then I'd love to get a copy too, just to make sure everything gets properly tagged :)
I've encountered a strange issue with the updater. All of the Q_Updater folder contents are extracted to my main NWN install, but it isn't detecting nwmain.exe. The only changes made to nwmain have been patching in NWNCX and enabling LAA.
NWN Install Path - C:\NeverwinterNights\NWN
This is using q_update_v20.bat with Project Q 2.0 already installed manually on Windows 7.
EDIT - I tried swapping the nwmain.exe with one I have from a clean backup copy, and it still doesn't see it. I was hoping it was just having trouble because it was modified :(
I've been able to get this to work before too, which is why it's weird that it doesn't see it now. I think it was with an older version of the updater.
I use this as my default all-in-one visual enhancement pack for NWN, SoU & HotU now. Many of the models are just major improvements over the vanilla ones. I hope to play many user modules with it though I wish there was a way to know before hand whether it'll be compatible with any given module. The suck it and see method can be trying. There are a few things I don't like about it, however. For example, I prefer the original vanilla weapon models in my inventory. And I frequently get strange, spiky, elongated shadows on my PC & henchmen (is there a fix for this other than by disabling shadows?). But the pros of this mod far outweigh the cons. 9/10.
Any chance for the 2.1 "regular" download? Updaters are useless for me.
Aug. 11 - a "regulat" patch! thanks a lot
And here I thought I'd voted…. 10 stars because I use most of the content in most of my modules.
Simply the best NWN visual overhaul out there.
Great art direction and excellent choice of extras.
I have started exploring only recently, but it is wonderful!
When Project Q was new I was already into CEP and since I had to choose I shyed away from it ever since.
Nowadays I have different needs as a builder (less fancy things but more choice of basic stuff) and I'm more inclined to pick piecemeal what haks I want for my projects.
Ever since TNO Rural Exterior came out I am decdicated to this tileset and I've been told that Project Q has put much effort into improving this one.
And although I just spent an hour reading the downloaded docs and browsing some threads I still got a few questions.
1. Do I actually have to have my NWN directory in c://Neverwinter Nights/NWN?
2. Does Project Q overwrite any files upon installation?
3. Does using the hak in a module build overwrite any vanilla appearances for items, clothing, heads, placeables etc? (Overrides of the tilesets I am most likely ok with).
4. Do I have to use the complete Q haks during a module build or could I p.e. only use the tileset haks?
Thanks in advance for anyone taking the time answering.
Hi TheStoryTeller01,
Let's see what we have here...
First, I recommend against using the updater. Download the full 7zip archive and extract it where you want. It's laid out so you could extract it into your NWN directory and have everything in the right place. If you don't want to do that, (and I don't blame you...) you can extract it wherever you want and then copy the files to their correct locations in you NWN directory.
1) No. You can have NWN where ever you want (... and use the full download)
2) You should be using the full download 7zip file so what it overwrites depends entirely on where you extract it. But that said, I don't think it overwrites any bioware files.
3) Yes. There are overrides of some default appearances. I do not know off-hand what all they are, but I believe that items, creatures and placeables all have some overrides. And I believe (but am not 100% that it's all of them) that the item overrides are the optional q_!armory hak. I think the others are all mixed in the base haks
4) Q is designed to be used as a package, although there are some optional haks. The set files for the tilesets are in the q_2da hak. As long as you put vanilla (or your modified) versions of all the other 2das that Q_2das has in it in your top hak you could probably put q_2das followed by the q_tilesets at the bottom of you hak list. Or you could pull out the stuff you want. It's not restricted.
Also, this sort of question would be better off in the forum. Please feel free to use the Q2.2 release thread for this sort of thing.
Cheers,
Meaglyn
I use it only as a player, to have visual improvements to both the original campaign and modules!
Thank you for your continuous work on this project!
"Does using the hak in a module build overwrite any vanilla appearances for items, clothing, heads, placeables etc? (Overrides of the tilesets I am most likely ok with)."
Yes, unfortunately. This is causing me headaches trying to update the remake of my module for PQ compatability from v1.6 to v2.2. For example, all of my bullet, bolt and arrow blueprints are now borked. No wonder I had stories from my beta testers about everything looking wrong.
I'm not sure I see a way around this anymore other than to take a reference snapshot of some version of PQ and incorporating it into my module specific hak. Otherwise, I can't be sure the game won't break with every new release.
Simply amazing!!
EVERYTHING here is high quality, although I do wish it change the Castle interior and Desert tile sets.
Excellent work.
Outstanding project, a massive amount of top quality content with a great art direction. Thank you to everyone involved in the making!
10/10
I hope more of Q can be put into CEP. I know CEP is kind of a bloated mess (sorry CEP guys :-P ) but I think so many modules are already "commited" to CEP....
Unfortunately the PW module I use already uses CEP and there is no easy way (that I know of) that I can install Q on top of that...
A last resort I started to play around with today is to completely rip CEP out of the module and instead try to install Q. Unfortunately I expect to face impossible problems this way but I can try it at least I guess. The module doesnt contain THAT much CEP content and I hoped I could weed out the problems that arose.
Just realised I hadn't voted yet so here I go
I have a request: could you please leave the original beholder models in? I liked them quite a lot!
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