IMPORTANT: If you are using NWN:EE there is no patch directory and you have to create it or point to the hak directory instead
(explained below). You also have to rename nwnpatch.ini to userpatch.ini.
You can put them into the hak directory if you edit the file nwn.ini (works for NWN:EE too but might be moved to settings.tml soon) and change the line
PATCH=.\patch
to
PATCH=.\hak
.
The last addition is a new version of the mines tileset with different and higher resolution textures. I also fixed two walkmesh bugs Henesua reported and many tile animations. I will also apply these fixes to the version with older textures and upload that soon.
I added another version of the city override hak in February 2018. This fixes the reported severe lag with this tileset especially with NWN EE as well as a few tilefade problems reported by Fester Pot.
This is a compilation of tileset override haks that improve the look of the game.
Rather than clutter your override with hundreds of files this compilation is meant to work like
a patch for the game and consists of haks.
At the moment there are six such tileset haks (City, Mines and Caves, Rural, Winter, Forest and Interior) available and one for the placeables.
You'll need these haks to make the patch file work.
If you make your own patchfile, you can decide which of the overrides you want to use.
If you only use these haks as a player there's not much more you have to know, but there are three important things that you have to take into account if you use them for building:
a) You can only have one override for a tileset, so if you use NWNCQ these haks will override the ones
in your override folder
b) If you use them to build areas, you'll have to add the haks to your module or tell the players to download this override patch. Some of the tilesets have extra tiles, so areas build with them will not work without them.
If you want them to just be optional downloads for your module, rename your nwnpatch.ini file so they
won't get used when you build areas.
c) Most of these haks will work with tileset expansions, but nearly all of them have custom grass and the one that doesn't (Interior) has roofs which the expansions won't have, so they'll look strange.
I already included the most important expansions for the interior tileset and made roofs for them.
If you want the expansions you use to not destroy the 3d grass of the exterior tilesets, you'll need a top hak that has an edited .set file from the expansion. In this .set file you'll have to replace the [grass] section with the one found in the tileset override hak.
Other possible haks you could add to your patch file are Cervante's creature override https://neverwintervault.org/project/nwn1/hakpak/combined/creature-override-compilation]Creature override compilation and The Amethyst Dragon's reforged weapons https://neverwintervault.org/project/nwn1/model/reforged-light-blades.
Instructions on how to use the patch file or how to make your own will be included in the download for the patch file.
CREDITS:
Interior tileset: Zwerkules, windows and diagonal walls made by Gaoneng
Cave tileset: Zwerkules, most roofs made by Hellfire, cave plants from NWN2
Forest tileset: Zwerkules, trees made by Helvene and Lord of Worms, several textures by Baba Yaga
Rural tileset: Toro, many additional textures by Zwerkules, trees override by Helvene
Snow tileset: Zwerkules, trees by Helvene, some textures by S030363l & Sixesthrice (I think)
City tileset: Zwerkules, many textures by Baba Yaga, trees by Helvene, some textures by S030363l & Sixesthrice.
The new patchfile.7z now has all seven override haks in the nwnpatch.ini.
The caves and mines tileset was in the Hall of Fame at the old vault.
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This is an excellent introduction to using a patch HAK. I've told the players of Vives to use these, and I have subsequently removed NWNCQ from Vives.
Wow! I'm grabbing these.
BIOINTERIOR
Found a minor anomaly on the Inn windows.
gin01_h01_01
gin01_h02_01
and maybe others
There is a transparent plane in the window through which you can not see the emitters on the water falls.
Thank you for this !
The immersive feel of these haks is just great !!
Awesome stuff! Using the interior reskin, placeables and (IMO most awesome of all) Cave tileset with Project Q and just wanted to give props to the original source.
The quality of this facelift is unquestionable. Very detailed textures, ceilings! and in case of forest a top for a cliffs.
However, the texture colors are completely different from vanilla and the areas I made looks completely differently. As a result, the lightning scheme and light colors I have chosen for each tile no longer match my pleasure so I cannot use this, at least not as override. It just feels like a completely new tileset rather than facelift.
From this reason, I didn't voted. Just doesn't suit me personally.
Thank you so much for doing this. Besides giving me some nice tilesets to use as overrides for the defaults, my override folder is a lot cleaner as I moved almost all of my overrides out of there. I have only one issue though: These tilesets do make the other tilesets that I don't have overrides for look sad and lame.
This is fantastic. An incredible contribution that freshens the entire atmosphere of the game all over again. The custom content community of NWN has never ceased to amaze me, and I am so thankful that it survived the switch to the new vault. I just hope to see more of the "oldies" showing up on this vault soon. 10/10 from me on this one. Thanks for cleaning out my Override and enlightening me to this new Hak/patch method!
Wonderful work, and I am pointing players on our PW to these. :D I can't echo previous comments enough; it really adds to the beauty of the game.
I have noticed a small walkmesh issue; tin01_ho8_02 (and all tiles that have a diagonal transition from an entry to inn flooring) make the character pop up in the air for a bit, run in place, then pop back down. I opened the tile mentioned in Gmax, but I could see nothing (obviously) wrong with the wok. Of course, I am no modeler, so thought I would mention this here. :)
Does this sound like a tile issue, or merely something on my end?
Intersting. That is a walkmesh problem which I had fixed in one tile (which was also an inn floor next to some other floor). I didn't notice this in other tiles, I'll check them and upload a fix soon.
Thank you, Sir. It is very much appreciated! :)
A quick question; I am noticing the new hak is approximately 9 mb smaller. Just curious...what changed?
The models are no longer compiled and uncompiled models can be compressed better.
Ahh, understood. :)
Decided to rebuild my private LAN PW with Project Q, and I'm lovin' this facelift. Awesome job!
Nice work " Zwerkules " I like this a lot.
" Zwerkules " thanks for all the time and work you put into making things for NWN1.
I love these hak's and I use them.
I hope you keep up the great work. :)
I really like your work and I wish you could find the time to finish this project for all the tilesets and make it compatible with the CEP tileset addons for the standard tilesets like raise/lower and hills/slopes.
This is a great concept that I'll take onboard, but I won't be using a couple of the tilesets because they don't respect the original aesthetic. Here's an example.
Still, in many cases this patch hak thingy saves me from cluttering my override with thousands of files, so thank you!
I use most of these haks for most of my modules I play and/or create.
" Zwerkules "
Have you looked at how many times these hak's have been downloaded? People love these hak's and are using them. So if you were to take the time to finish haks like this for the rest of the standard tilesets I'm sure they would be used just as much.
At least think about it :)
great stuff!
This is one of the first patch haks I've added to NWN, a great visual movements (I particularly love the rural and snow textures and the trees).
Thank you for learning how to use the patch hak: my override folder thanks you!
I love this set of haks
Thanks for adding the City tileset BETA (3) to this set Zwerkules I really love all the work you have done for this game and are still doing. Please never stop working on this game :)
I have downloaded all of these and I use each and every one so thanks.
Ah! I see you´ve gone the same route as I with City Exterior! Mixing parts of Nymburg and your own Medieval City. Unfortunately, and as usual, I found it is more pleasant to re-skin the tileset in a tile by tile manner, rather than a simple override solution, and since one can also exchange ugly models for placeables and such, it brings a much better aspect. Of course, the downside is it takes a lot of time and work. You, more than anyone, have given us the means and resources to go the hard way, though. Good luck with this new facelift, Zwerk!
Hm. I would have sworn I had commented on these. Another thing I had not (re?)voted for. FirstMouse would never have forgotten. I've used most of these for some time and am liking the latest city additions. For those of us that have been looking at the BW content for almost 15 years, quality refreshes are priceless :)
I have a laptop and I find some custom tilesets give me a big drop in fps, is this normal? The rural tileset is one of these, which is a shame as it looks fantastic!
All the tilesets look good, but I wish there was a castle interior and dungeon upgrade. Great work
Q should have a dungeon upgrade Pstemarie cooked up years ago. There aren't any castle interior reskins that are decent, in my opinion.
The dungeon update and the forest are my favorite, and I agree the castle interior overrides are quitle old, so the quality doesn't hold up.
Extremely useful and user friendly project with high quality content, thank you Zwerkules!
10/10
I am currently building a module with Project Q as a base and I still want the Facelifts to replace the remaining vanilla tilesets and placeables... would it be sufficient to place the Facelift haks at the bottom of the custom content's list in order to give priority to Project Q assets?
That depends on which parts of project Q you are using. Project Q is also overwriting some of the standard tilesets.
Love these tileset overrides. I have found a few bugs while playing around with them Zwerkcules. 1. City Exterior override when the good temple is placed and I save my module then close the the tooset I get an I get access error it only happens with this temple that I know of. 2. The bridge crosser tile tcn01_l02_02 has a texture smear along the side maybe verts are miss aligned. 3. The Caves and mine tileset I build a 2x2 floor space and try to place any of your corner fixes into the corner and it creates a large gap at the back of the tile. I will continue to test these see if I find any other bugs.
Thanks for the bug report, Cervantes.
Tile x09_01 caused the access error. The texture smear was not only in l02_02, but in all the l02 tiles. When I fixed it, I also found tiny gaps in all those tiles. I wouldn't have spotted those if I hadn't fixed the texture smear near them.
The corner fixes were for fixing such gaps in other tiles. Since I'm pretty sure they aren't needed any more, but not 100% sure, I'll leave them in. Don't use them with tiles that have no gaps or you'll get gaps. You'll probably not need them at all.
Zwerkules checking the City Exterior after redownloading tiles again and I still get have a texture smear and texture alignment problem showing on tiles tcn01_l02_01 and l02_02.
I know you didn't redo the set and itp files but you did include the alley tiles as part of the hak, thinking that you personally use these yourself I went ahead and added them to my hak that I use and tiles tcn01_f02_02 and tcn01_f02_03 have missing geometry which makes large gaps when placed. I have fixed these tiles by adding the geometry and texturing it so if you don't want to duplicate this work I can send you the fixed tiles,
I had to update the post I have also fixed the texture smears on tcn01_l02_01, l02_02 and l02_03 if you want them let me know it will sve you some work fixing the tiles.
Another update I have e-mailed a zip file to you with all the fixed tiles let me know if you get it.
Awesomeness, fixes look great thanks for the great city override and all the time you put in to making this old game look new.
Hey, Zwerkules, do you have any plans of creating even more of these tileset facelifts? They're truly great! Seeing all official NWN tilesets remastered in this way would be a dream come true, though I know it probably won't happen. :P
Hi!
I've tried the City Exterior override and it looks amazing, but still i've found a small gap between intersections of alleys. If it helps, I'm using Project Q and playing on the EE (found the gap in 1.69 too)
Can you tell me what hak with alleys you are using?
Oh, I see, Project Q has alleys. I'll have to make some areas with it unless you can tell me which tiles have a gap. If you hover the mouse pointer over a tile in the toolset, the name of the tile is displayed in the bottom left corner of the toolset window.
If you have added Project Q as a hak to your module and use the facelift hak as an override, Project Q will override tiles from the facelift hak unless you add the facelift hak to your module too with a higher priority than Project Q.
I think that the tiles that have the gap are tcn01_f07_01, tcn01_f01_01 and tcn01_f05_03.
I can't find a single alley tile that looks like the one in your screenshot.
I can screenshoot the three, but that's one of them.
Okay, thank you, that screenshot shows it much better. I fixed it and will upload it soonish.
This is amazing work. Definitely using the full patch when playing nwn from now on! I'm considering attaching these to all my mods, or at the very least recommending people install the patch.
Beautiful!!
Oomph. I never gave this the 10 it deserves.
Thanks for the lag fix (Biocity) Zwerkules its working great now, you rock.
Do I kick rocks?
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