Title | Q Campaigns |
Author | Mask |
Submitted / Updated | 08-13-2009 / 08-25-2009 |
Category | Official Campaign |
Expansions | Requires Both Expansions (SoU & HotU) |
Setting | Forgotten Realms |
Language | English |
Tricks & Traps | Light |
Roleplay | Dependant on Module |
Hack & Slash | Medium |
Scope | Dependant on Module |
DMNeeded | No DM Required |
Single or Multiplayer | Single Player |
Max Character Level | 40 |
Max # Players | Any |
Min # Players | 01 |
Min Character Level | Any |
Forums | |
Content Rating | Teen |
Gameplay Hours | 10 |
Description | |
This is a simple reworking of the Official campaigns to include the newly released Projec Q hak's. These are offered as .nwm overwrites, so you will be able to play the official campaigns just like normal. I'm also including archived versions of what these should normally be(for instances of patching and the like), as insurance for those of you who don't create back up's first. Additionally I should mention All three edited campaigns are flagged as requiring SoU and HoTU. 17AUG09 Update - Minons now use Combat styles. This is enabled when they spawn(NWN OC), or when they rest(SoU, and HoTU). All three modules are handled a bit differently. Since in the OC you cannot modify companion inventory, companions are set to a style when they spawn in and that's that. In SoU, A Style is chosen(Heavy or Arcane for Xanos, depending if he's more Barbarian or Sorcerer oriented. And Assassin or Warrior for Dorna, depending if she's more Rogue or Cleric oriented. Deekin being a Kobold.. get's no phenotype changes.) In HoTU its rather complicated, and I'll suggest you try it and see how it goes. |
VAULT NOTE - This project (Q Campaigns) was made with an older version of Project Q and has some bugs of its own that were introduced to the official campaigns. It is recommended to use the Patch HAK method of loading the Project Q content instead. There are instructions that can found at the bottom of the page on this website on how to do this.
Attachment | Size |
---|---|
Q Campaigns (Original Versions - 1.69) - Main Files (403) | 12.14 MB |
Q Campaigns (Project Q Versions) - Main Files (536) | 13.56 MB |
Is combat styles only a visual representation of the combat or does it hav anything to do with game mechanics/tactics?
By default only visual. Although they do beg to be joined by associated effects, don't they?
Is it fine to use this with Project Q v2?
I think so, but do ask Pstemerie or The Amethyst Dragon.
Alright, thanks, I'll try that.
Having recently played SoU with Q installed I have to say it was nicer.
The only downside of the whole thing is that afterwards if you want to use PC in so called "bridge modules" traps in inventory (those with numbers I-IV) will not show up correctly and several other icons will also be altered. Nothing game-breaking.
Some traps used old icons even in SoU - quite strange.
Does anyone know if one could get those icons as override? Those numbers are really helpful.
These aren't .mod files.
These are offered as .nwm overwrites, so you will be able to play the official campaigns just like normal using Project Q.
FP!
..and if i remember correctly you put them in "nwm" folder instead of modules.
I'd really like to try the Q version(s) out but the instructions pasted from the IGN meta are just plain confusing.
Are they saying that I need some haks that used to be labeled as "8760" and "6445" in IGN days? And that link to qnwn.net is a dead end, also. It would have been a courtesy to furnish actual working links or else just omit the descriptions altogether since all they do is confuse a potential user and add nothing.
The only thing I am fairly sure about after reading the boilerplate is that I would need to have Project Q already installed to use this version of the campaigns, though it was never specified which exact version of Q (I am assuming, perhaps in error, that Q has been gradually updated during the years since these haks were compiled) is needed i.e. backward compatibility with newer versions.
Can anyone please shed some light on where all the resources and installation prereqs are to be found?
Thanks, in advance, for your time folks.
I'll rework the project page, however for the interim this isn't actually needed to load Project Q into the original campaigns. Lilura has instructions on using the patch HAK method for loading Project Q content at the bottom of the page here.
The dead link referenced in the descriptions is CCOH (Customize Character Override) and it appears that this provides support should they be loaded together.
The only prerequsite file required for this to function is the Project Q download listed under 'Required Projects', however it was made with the older version 1.5. You're better off trying the method Lilura mentions in the first link.
EDIT - Project page has been changed and files merged into two archives. The descriptions were removed, but if needed they can be viewed via the hyperlink in the title description or posted here if requested.
"Lilura has instructions on using the patch HAK method for loading Project Q content at the bottom of the page here."
Yes, and I got that idea from an old, obscure post by Pstemerie.
Imho this Q campaigns should be removed from the vault: IT IS BUGGED (or put a warning saying don't download). ppl should be using the patch hak method, anyway.
I have updated by blog post explaining this.
I added a vault note to the description to give a warning to users that it was built on an older version of Project Q and has bugs of its own. It has a link to the patch hak instructions as well.
I have one question about this: Is it illegal to include the campaign nwm files, modified or not? No offense, just wondering.
still not clear on the instructions for installing, so, in the q v2.2 files, and the q v 2.2.1 patch, the folders are populated to reflect the standard install directory, and the haks are placed into the hak folder in the archives.
are you saying that they should instead be put into the patch folder? also since the nwm folders have the same files as what already exists, is it safe to overwrite those? i get the gist of how to modify the patch ini, but the other files hosted in their respective archives here seem to contradict the instructions listed on the page linked in the description, simply by the nature of their file structure. there are many more files and folders than just haks. it can be confusing to those of us not really familiar with the many methods of patching and modding NWN.
The only real problem i encountered is that in hotu chapter 3 when you begin you can't say the right sentences to the reaper/gatekeeper. You can only say to him something about being send back to the main player of the server (i guess it has someting to do with multyplayer?) so you can't actually start the campaign. For now i've checked only hotu, i will check sou now.
So, I made this account recently (pretty late, uh?) since i wanted to share some knowledge i gathered in my adventures. I re-played NWN's campaigns a couple of weeks ago with this project and they work just fine (I also used the most recent version of project Q through the game patches). The only issue that I found was in HOTU's Chapter 3 (as explained above) and I think the problem is that the module's tag is different and one particular script, the one that checks if the module is NOT Chapter 3, needs the original tag (Basically, it starts the chapter 1-2 dialogue instead of chapter 3's). Reverting back the tag to "x0_module3" through the Toolset did the trick for me. I hope this will help someone even though I'm far too late i think.