UPDATE 3/5/2023 - Project Q IV is Now Project FUBAR
Project Q IV has been absorbed into Project FUBAR | The Neverwinter Vault.
Thank you to all the users that have supported Project Q over the years and I hope you'll continue to follow my work as I continue to develop and expand Project FUBAR.
UPDATE 12/30/2022 - Project Q 4.11 Beta Source Files Released
I had to move my source files off my Google Drive because I was running out of room. These files are meant for BUILDERS who wish to make their own haks. I have also included a Nasher CFG file so you can build your own Q v4.11 haks from the source. See the ReadMe for complete details.
UPDATE 12/24/2022 - Project Q 4.10 STABLE (Build 20221224) Released
This is the first STABLE released of Project Q IV. It includes some minor fixes and tweaks as well as new HAKs and a new organization (see the included ReadMe and ChangeLog for full details).
Note: This is a rework of the last BETA build into a STABLE release. Therefore, PBR Mapping is incomplete (top of the list for next update) and the Demo Module does not include blueprints for all included content.
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PROJECT Q IV is the latest iteration of Project Q for the Neverwinter Nights Enhanced Edition published by Beamdog.
Over the next several months, I'll be releasing content for Project Q IV, including creatures, placeables, PBR texture maps, tilesets, and more. Check back often for the latest downloads.
For more information see the Project Q IV Wiki Page or join the Project Q IV Discord.
Report any bugs you find to https://docs.google.com/spreadsheets/d/1bUU6gHSPFFB61s8DmE0H52hBz4QiYc0xF4v6e0Aroh8/edit?usp=sharing
SOURCE FILES
Source files - to build your own haks - have been included as a separate download. If you are a BUILDER looking for specific files (e.g., the Q Rural Exterior tileset, Q Shield overrides, or Q Weapon overrides) or wish to integrate Q into your own haks, then this is what you should download.
LEGAL
Project Q IV is Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. (C) Wizards of the Coast LLC.
All content for Project Q IV is released under the Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International (CC BY-NC-SA 4.0) license. Under the terms of this license, you are free to:
SHARE -- copy and redistribute the material in any medium or format and
ADAPT -- remix, transform, and build upon the material under the following conditions:
Note for PW Admins: The terms of this license do NOT require you to distribute your PW Module under the CC license. These terms apply ONLY to the custom content from Project Q IV that is redistributed through NWSync or other sharing methods. ANY PW is free to use and redistribute Project Q IV content using whatever method is best suited to their needs.
Attachment | Size |
---|---|
Project Q v4.12 Beta (Patch) - Fixes Bugbear Animations (314) | 501.47 KB |
Project Q v4.11 Beta (Build 20221230) - BUILDER Source Files (533) | 239.51 MB |
Project Q v4.10 STABLE (Build 20221224) - Merry Christmas Edition (835) | 239.93 MB |
OUTDATED - Project Q IV - Build 070622 (BETA) EE Only (645) | 297.66 MB |
Lords of Darkness 3 - Alanya's Secret (V2.0) |
87.8% |
Lankhmar Nights |
92.9% |
HeavensGate 2: Islands of the Undead Legion |
92.5% |
Madness and Magic |
92.7% |
Desert of Desolation Series: I3 - Pharaoh |
96.7% |
Shadewood |
96.7% |
The Aielund Saga Act III - Return of the Ironlord |
89.3% |
Bloodright - The Blood Royal |
91.1% |
Lords of Darkness 4 - For Crown and Country (V1.2) |
93.3% |
A Tangled Web - Part 1 & 2 |
92.7% |
Snow Hunt |
91.2% |
Black Thorn |
86.7% |
Madness and Magic |
92.7% |
Gladiatrix |
88.5% |
Shadewood |
96.7% |
Well met.
These take Neverwinter to a new level in looks. Screens look amazing. More.
—
Phyte: My heart has been locked for longer than I can remember.
Sharwyn: Done, and done.
—
Thanks, bro
Cant praise enough it brings some good stuff to old game :)
great to see work moving forward on PQ
I am currently putting finishing touches on a dragonlance PW using PQ v3.1, is there anything from this new effort that will be available as update material for 3.1?
Yeah, a lot of the assets (those not getting purged) are getting a makeover ranging from simple reskins to full remodels. I also plan to PBR map everything. However, since I'm not aiming for backward compatibility with Q v3.1 (see the Wiki for my reasons), you'll probably be most interested in the overrides for base game content.
Great work, it's good to see Project Q revived.
Thanks, very good job.
bug tiles
Those tiles have since been fixed. I believe in the module I marked them with a Map waypoint that said "Broken Tile" or some such.
To all: Report any bugs to Project-Q Bug and Workflow Tracker (github.com)
Alpha 2 is now available - more fixes, more content...
Troll and Golem (Stone) Models looking great, but got no animations playing at all. Got some other mods installed though, so could be a compatibility issue.
Likely the other mods as the trolls and golems work fine on my end. The clay and stone golem both link back to the a_ba anims which Qv4 doesn't modify. Trolls link back to c_ogreA anims - another model that Qv4 doesn't modify.
FYI: You don't need to download Alpha 1 to use Alpha 2. Alpha 2 contains all the Qv4 files.
Hey Pstemarie,
Good to see you're working on Q again (best NWN package in my opinion)
I think the changes are going in the right direction and I'm looking forward to the full version. I am currently building my modules on the old Q (with my own changes) and I hope that you will also have your scripts in IV :)
PS: I found a bug with a beetle (bombardier) - the head goes away from the body during an attack
Beetle's been fixed. Thanks for the heads up.
I've actually started building an entire new script set for Qv4, exploiting the new functionality that EE offers. The only scripts I'm focusing on are just those required by Qv4, none of the optional addons that were piled into earlier versions of Q. I figure at this late stage in NWN development, anyone making a PW or SP/MP Module is going to be coding their own scriptbase anyway. Also, anyone that really wants the old scripts can just download the Qv3.1 module and export them into an ERF.
Good to hear!
How about inventory sounds ? Are you planning to port them to IV or the same as with scripts ?
At a later date. I can't find the original source files - they don't seem to be on the Vault, meaning I'll have to sort through all the !fightingsfx HAK and 2DA files to identify and isolate them.
Beta Build 070522 has been uploaded. Barring any glaring issues that get reported, this will become the first stable release.
Due to RL issues beyond my control - shitty ISP that keeps raising costs and screwing me on bandwidth, increasing costs of food and gas, etc. - further development is on hold until Fall. Maybe by then the long promised fiber cable will be installed in my end of the state and I'll finally be able to get a quality ISP that doesn't move at dialup speeds.
I live in a VERY rural area where at the most you get one bar on a cellphone. so satellite internet is only viable choice. I've looked for other ISPs but none of them service my area other than the one I have now. So short of waking up at 2am every time I need to upload something...
BUG
The clay and stone golems have an erroneous MODELTYPE defined in appearance.2da. The parameter should be F not S.
Project Suspended - Between CEP, Overhaul, and the Beamdog HD Project, its kind of pointless.
That's a real shame to hear.
Project Q had the quality I was looking for and much less bloat than CEP.
SUSPENSION ENDED
Now that I've had a good look at Project Overhaul and have a good feel for where that's headed - along with the development path for CEP 3 and CEP 2, I'm pretty confident I can continue to move forward with Project Q IV along its original direction. A small reorganization update will be released on or about 1/1/2023.
Welcome back!
Is there a fancy-mapped version of the caves tileset override you released ages ago? I think it was tdm02
No and no plans for one either in the immediate future. Maybe sometime further down the pipeline.
The source files - to build your own haks - have been uploaded here as my Google Drive was getting too full.
Project Q 4.10 STABLE (Build 20221224) Released
This is the first STABLE released of Project Q IV. It includes some minor fixes and tweaks as well as new HAKs and a new organization (see the included ReadMe and ChangeLog for full details).
Note: This is a rework of the last BETA build into a STABLE release. Therefore, PBR Mapping is incomplete (top of the list for next update) and the Demo Module does not include blueprints for all included content.
Hi, Pstemarie,
Glad to see you're continuing development of this wonderful project! Thanks for your contributions to the community.
I did locate a small bug in the Q Mines and Caverns tileset:
The tileset files were downloaded from the source files link.
That stuff is still in the development phase. Thanks for flagging it.
Whoohooo! It's not abandoned!
Really happy to see this back up and running!
Q TNO is just beautiful and so are lots of the reworked creatures.
I only noticed a few tiny things:
- both goblin chieftains seem to not be set up correctly in the 2da (not referencing qc_gobchiefa / b)
- qc_chicken01 does not seem to work with c_a_chicken; the other two new chicken mdls seem to have their own animations inside their mdls
- there seems to be an either missing or wrongly referenced texture in qno40_n17_02 and _04 (that's Castle Gate 2 in the toolset)
- maybe not a bug, but I noticed the beta version included overrides for the vanilla crates/boxes, which seem to be not included in the 1.0 release
- certainly not a bug, but it would be great to use the new cow model for the Cow - resting placeable
Logged for next update.
Probably not going to get the new cow skin as it looks really bad and all scrunched up in some places when I fold the legs over. I'll look into the crates - might be a regression.
I guess this is what we need for 8193.34? Project fubar built for 8193.35 it seems
Nice job guys. Amazing stuff. I've a small dilema. All of the troll models are missing their animations, or they don't work? Almost forgot. All of the minotaur models are wonky with tilted heads, and missing animations. :)