Current Version: 1.2.1
This MOD is intended for players as ALL content now resides in the /override folder. Builders looking to incorporate this content into a module are advised to wait for the FUBAR Builder Pack which will be released sometime in late Spring or early Summer 2023.
This is a mashed together compilation of the Community Patch, Project Q IV, and a bunch of other stuff I've thrown together for a module I'm working on. I also use it as an override when I play. It includes overrides for most of the creatures and many placeables (some completely new models, others just higher-poly versions of the originals), pbr (aka fancy) maps for just about everything in the game, a bunch of new stuff, not to mention all the fixes from the Community Patch., and TonyK's Henchman Inventory & Battle AI v1.08. Some highlights:
Numerous fixes to spells
Eye of Gruumsh and Shou Disciple prestige classes
9 new variants of the Dragon Disciple class (Black, Blue, Brass, Bronze, Copper, Gold, Green, Silver, and White)
Warlock base class
10 new races (Aasimar, Air Genasi, Drow, Duergar, Earth Genasi, Fire Genasi, Half-Drow, Half-Ogre, Tiefling, and Water Genasi
Mighty Rage now functions as an extension of Rage, meaning ALL rages are "mighty rages" when a Barbarian has this feat
New critical and weapon proficiency feats for the lance and trident
Dwarves now gain proficiency with the Dwarven Waraxe for free
New favored enemies for Rangers (oozes and plants)
New baseitem models for boots, books, cloaks, miscmed, potions, etc.
Updated models and PBR mapping for nearly ALL of the creatures and placeables in the game
Model, pathfinding, and other fixes for several tilesets as well as PBR maps for ALL tilesets in the game
Several new heads to choose from at character creation
TonyK's Henchman Inventory & Battle AI, featuring:
More intelligent companions
More finite control over companions
Access to companion inventory
Enemies act more intelligently, utilizing their full abilities in combat and rushing to aid allies
As a builder, you gain access to all of the above plus the following additional benefits:
More than 100 new monsters to confound your players - all listed on the standard palette, including:
40 new horses including Cauchemars and Skeletal steeds
16 new oozes and puddings
Carrion Crawler
Otyugh and Neo-otyugh
Roper
Rust Monster
More than 250 new placeables to decorate your areas - all listed on the standard palette, including:
Awnings
Dungeon dressing
Farm crops and food bins
Market stalls and assorted goods
Smithing equipment and tools
Thickets and Trees
Decorative Lights
Expanded features, groups, and terrain for Castle Exterior Rural and other tilesets.
New waypoint markers, allowing you to easily identify a waypoint visually without having to open its properties.
More finite control over creature behavior using TonyK's Henchman Inventory & Battle AI.
For a full list of what's included, see the documentation (note, I am in the process of updating the CPP and TonyK's AI documentation to reflect changes made to them in FUBAR).
Requirements: NwN EE patched to v87.8193.36-37 (Development Build).
Alt Download from https://sites.google.com/view/pstemariescustomcontent/home
Report any issues to https://docs.google.com/spreadsheets/d/1bUU6gHSPFFB61s8DmE0H52hBz4QiYc0xF4v6e0Aroh8/edit?pli=1#gid=0
Attachment | Size |
---|---|
![]() | 144.01 KB |
![]() | 846.5 MB |
UNDERMOUNTAIN- Maddgoth's Castle |
82.5% |
Lanterna |
78% |
Ravenloft: Dreamscape |
78.8% |
Night Howls in Nestlehaven V1.17 |
88.8% |
Sheep and Stone |
93.3% |
The Cursed Land |
83.3% |
Serene |
84% |
The Gathering Storm |
84.4% |
The Crystalmist Campaign Chapter 1: Against the Cult of the Reptile God |
85% |
Trial and Terror |
83.3% |
Well met.
The mention of a module in the making is exciting.
Like the idea of having a dedicated override folder with these I can swap in and out when I need to add something extra. Looking forward to have a play with.
—
Phyte: My heart has been locked for longer than I can remember.
Sharwyn: Done, and done.
—
An unholy conglomeration of overrides and patchwork cherrypicked community made modles mixing Q and Community stuff that will probably make my game install cry? Hell yeah, sign me up!
I'm just thinking what else we can merge in to get this true FUBAR and.... Well, its a horrifying concept, but.... Absolute FUBAR. CPP, plus Project Q, plus CEP, plus PRC, plus CTP, plus rtc. Absolute maximum FUBAR. I'm reasonably certain this is a bad idea
Digging the stuff so far though!
Kudos for the best project name in history.
RC4 is going to be good - TonyK's Henchman AI and Jasperre's Monster AI will be replacing the Bioware/CPP AI.
REMOVED - no longer relevent since I was to get the file uploaded here. TY Fester Pot.
I don't really monitor posts here. Best way to reach me is on Discord. The Vault Discord even has a channel for this project.
Downloaded. Whew...upon first glance in...looks complicated (scripting I looked at). Is it possible bud to make a base starter mod demonstrating some of the features?
I'm working on one gradually. I've still got a lot of content to add. Right now, I'm working on some subraces and might toss a few new classes in next build.
Next Build will feature the following races/subraces: Drow, Duergar, Half-Drow, Svirfneblin, Aasimar,Tiefling, Genasi (Air, Earth, Fire, Water), and Half-Ogre.
Next build will also feature the revived the Dragon Disciple variants (Black, Blue, Brass, Bronze, Copper, Gold, Green, Silver, and White) from my old NwnE project, as well as the Warlock.
The Warlock is NOT a port from the PRC, it is a completely new implementation coded from the ground up to take advantage of the possibilities opened up by the CPP. The class is a close approximation of the pnp warlock class, but has a few alterations to make it more viable in NWN - namely the addition of a familar.
FUBAR v1.2.1 is available
This is awesome! Only question is: will I run into issues running this alongside PRC? And if I use this in hak/patch form, should this precede or follow the PRC?
Didn't really make it with the PRC in mind. You could try it - just make it so the PRC loads after FUBAR. That way all the PRC 2das, scripts, etc. will overwrite any like-name resources in FUBAR.
Ok. This is my new favorite way to make my game install cry. This mostrosity is beautiful and I am running it in the OVR folder of the game. Does it have bugs? Yes. Do I care? Not even a little because it's awesome and you took the time to upscale Lord of Worms Seasonal forest which is my aboslute favorite tileset in the history of this game. Thank you for the added spice that even makes the old OC look new!
You should not have it in the ovr folder. That is reserved for Beamdog and is subject to change without warning. Instead it should be in your \Documents\Neverwinter Nights\override folder. In fact all user made stuff should go in the various folders in your \Documents\Neverwinter Nights folder.
TR
Oh i know that but in the user override folder is overriden by the OVR folder for the base game OC. And unless we get a suprise update, which I don;t think we will again for along time if ever again I'll be just fine. I just couldn't take the bland, plain mashed potatoes look of the OC for another playthorugh. Honeslty the worst thing that could happen is it crashes and I have to restore the back up of the OVR folder I made.
Will this work alongside a CEP install?
Would love it if it did! I never got in the Q wagon because CEP is present in more modules, and my own haks use CEP as a base.
To a certain extent yes. Since FUBAR resides in the /override folder, any module specific content such as HAKs (e.g. CEP) will take priority over conflicting resources in FUBAR. Thus, while you will see all the CEP content, you won't see all the FUBAR content.
If you're a Builder, you'd have to merge the two projects - mostly just 2DA work.
Understood, thanks for the mod and the explanation
Playing Siege of Shadowdale and there was a Young Troll that had no animation. I checked there, no complaints, checked Project Q and found one. Think it's just a compatibility with CEP?
It's so minor a thing it's not even a complaint, just a curiosity. Kind of reminded me of the Weeping Angels from Dr Who, heh.
I think FUBAR is based on Project Q, and it has never been compatible with CEP.
Seige uses Project Q IV which was in beta at the time Luke updated/remade his module. Unfortunately, there were some issues with Project Q IV that were never identified or reported before I moved on to something else.
FUBAR is NOT based on Project Q. FUBAR is a separate project that absorbed Project Q IV into it. Whereas Q focused primarily on replacing outdated vanilla content, FUBAR focused primarily on improving existing vanilla content and adding rudimentary PBR mapping.
As to compatability with CEP, FUBAR is not. However, if you go to the Project Q IV project page, you'll see that Q4 is CEP compatible.
Zombie animations - you'd have to extract the model, decompile it to ascii and change the supermodel to a_ba (or whatever anim super you prefer that links into the a_ba tree)
Bone texture - probably qc_isg1_bone, skulls will be qc_isg1_mhead, and qc_isg1_mhead2, might be some others in that series. Note, if you just remove the texture, you'll wind up with white parts on the skeletons. You'd have to tint the existing texture to the color you want and replace the existing texture.
Ghoul animations - do the same thing as instructed for the zombies.
For some reason, whenever I put FUBAR in my Override or pack it up in HAK files and userpatch.ini it or even put it in Development in HAK files I get a strange result: inability to use the talk/party/etc. bar to type anything to anyone except through direct tells. No matter the selection, everything else will say [Tell] CPP Command: xxxxI have a clean installation that has never had CPP installed. Even a new game is never playable with chatting as an option with FUBAR installed due to the "[Tell] CPP Command:" which interferes with some modules scripts and with non-PW multiplayer. I never had this problem before (even with over a decade of CPP use) and it seems unique to adding FUBAR. I don't have any other modifications in Override, Patch, Development, ovr, etc. This likely wouldn't be a problem if only playing single player or no chat scripting was present in a mod. Any ideas?
Edit: Uninstalled, then did a new, clean install under a different admin user on this computer, nothing else besides FUBAR going on with the game and it's still doing it. I then localized the problem to 70_mod_def_chat.nss which, instead of making pstemarie's coded sCommand variable only function in terms of output if cpp chat-command-relevant text was input, the code outputs everything in lowercase and restricts it to tell only the scripted function all the time (hence no one else can see anything said unless specifically told to them without being predicated in the line by a command, such as by /tell or /whisper, for instance). This is clearly not the desired behavior.
Unfortunately, I only know how to compile script using http://nsscompile.asmodei.net/IDE (which does not allow for an include of any custom script) and how to compile in the NWToolset (which then if compiled correctly with the include can export to an ERF which then can be unpacked) yet I'm uncertain how to make sure it is compiling correctly with the include. Editing the script isn't a problem for me (the solution is simply to restrict the altered output to only be conditional or one can also remove those lines entirely since it's just feedback for the player), but figuring out how to get any of the external script compilers to work with this is proving difficult. If I ever figure out how to do this I will put the update here, otherwise I have found a work-around for myself at this time which was to essentially neuter this functionality entirely. It's possible deleting the NCS entirely could achieve the same result, but I didn't want to take that chance and I have other ways to hide helmets utility-wise from the Neverwinter Vault which was the only other function I cared about in this script. This is the problem code in the NSS/NCS file mentioned:
// Change the volume of the chat to a tell so only the player that typed it
// can see it
sCommand = "CPP Command Received: " + GetPCChatMessage();
SetPCChatMessage(sCommand); // Change the text of the chat.
SetPCChatVolume(TALKVOLUME_TELL); // Make it a tell.
I hope this helps anyone finding this or trying to use FUBAR.