Bugfix release - see patch notes.
New Content - adds 12 new creatures and incorporates Ketaros' Icon Pack.
This is the final patch for Version 1. Production on Version 2 has already begun - join on the RPG Modding Forums for full details.
Version 2 will be fully compatible with version 1.
UPDATED 30 MAY 2010, TILESET ADD-ONS
Uploaded links for a couple of tileset rekins/reworks that I'm developing.
DLA Sewers Reskin - version 1.0 Final
TCN City Reskin - version 1.0 Beta
TDM Mines and Caverns Reskin - version 1.0 Beta
UPDATED 10 NOVEMBER 2009, Version 1.2A
Bugfix release. Extract contents of the file to the \Override folder, overwriting all files when prompted.
UPDATED 7 NOVEMBER 2009: Version 1.2
NWN Enhanced offers players and builders a fully functional upgrade for NWN that works with ALL modules - including the OC, SoU, and HotU.
Enhancements include:
- Over 100 new monsters
- Over 200 new placeables
- New Prestige classes (Red Wizard, Thayan Knight, Dragon Disciple variants)
- Over 50 new spells
- Over 10 new feats
- Over 100 new armor pieces for all races (including over 20 craftable robes)
- A fully functional Enlarge spell that offers dynamic scaling of monsters and characters.
- A hybrid version of Ragnarok_mr4's ACP 4.0 (characters can change fighting styles)
- A fully functional system for crafting and using poisons
- Numerous tweaks, enhancements, and fixes to the default Bioware resources
- A unique system for implementing OnUserDefined events for creatures
- Revised Turn Undead, including turning/rebuking, dispel turning, and bolster/weaken undead.
Many thanks to all the authors who contributed content: Sixesthrice, Estelindis, Ragnarok_mr4, BatInTheHat, Lord of Worms, Hellfire, Dragonessa, Tom Banjo, Ben Harrison, TheGeorge, Ancarion, Trooper9, Hardpoints, and others too numerous to list.
Special thanks to Boodah, Tybae, and Daijin and the Dunjon Players who playtested Version 1.1 and helped get it out the door.
Note: The OHS and HIPs downloads have been updated for Version 1.1.
For more information see the NWN Enhanced Forum at RPGModding.com.
UPDATED - OHS Henchman System : Release 1 v1.6.1 for NWN 1.69 - Compatibility Patch for NWN Enhanced v1.1 (download OHS first then this - see NWE Readme)
UPDATED - DM Mask's Take on HIPs: For NWN Enhanced v1.1 - Leaves the original HIPs feat intact and adds a new HIPs feat for PCs (full install release with updated 2da files).
HI everyone
First, sorry for my horrible english.
I downloaded this amazing mod but I find some bugs. I installed it in a very old laptop and i have to modify the patch.ini for TGA support. The textures are well but the summon natural ally spells summon a naked dwarf ¬_¬¡
I´ve installed core 1.1, TGA 1.1, 1.2 and 1.3 in this order.
Anyone has an idea to solve this problem or this mod is incompatible with TGA (very old graphic card)? Do i need to download something more?
thanks in advance...
Posted by KenMajere at 2012-05-31 00:16:36 Voted 10.00 on 05/31/12
Content is awesome! How come when I go to download one of the tilesets it takes me to the Windows live page?
At this point it appears that NWN Enhanced has run its course. Prior to going over to Q I had stepped down from NwnE and turned the reins over to Cervantes. Therefore, the future of NwnE would rest in his hands... _________________________ --
Pstemarie - Project Q Team Artist
Is there going to be an update to NWNE now that you are working with Q? Or is this the last we've seen of it? Why not mix both projects into a single one?
Posted by Joern Preine at 2011-06-28 13:12:30 Voted 10.00 on 06/28/11
The cursed item coding can be found in x2_mod_def_unequ and x2_mod_def_load (which houses the switch that turns the system on or off). _________________________ --
Pstemarie - Project Q Team Artist
Posted by soft_haxorz at 2011-03-27 12:35:35 Voted 10.00 on 06/05/10
I was wondering which scripts controlled cursed items, specifically not allowing you to remove them from an inventory slot? _________________________ "If God really existed, it would be necessary to abolish Him."
Posted by KENLAMELLA at 2010-10-04 12:37:50 Voted 10.00
Pstemarie you are the best. Reverse the order of the patch.ini? Who would have thought of that? Awesome! Thank you so much. :) _________________________ Farewell and a long farewell it shall be. Some of us are not destined to meet again.
For those who insist on using NwnE as localized module haks all you have to do is pack the override into a hak and attach it above the other NwnE haks.
When attaching the core NwnE haks, look in patch.ini and reverse the order (e.g. the last hak loaded in patch.ini would become the top hak if attached to a module).
You will still need to use the modified dialog.tlk since I have absolutely no intention of pulling all those modified strings into a custom tlk. _________________________ --
Pstemarie - Project Q Team Artist
Posted by KENLAMELLA at 2010-10-02 15:39:00 Voted 10.00
Thanks for the response. I was not trying to say the material was not being used. Come on! It's been downloaded 1110 times. :) I was just wondering if there were any plans to have the content put into haks for builders. Sure I could place the haks into the folder but what good is that without the override and the tlk files overriden? I have done this and it does not compile correctly. My aim was directed at players waiting for mods with this content who do not dare touch their override folder. So I suppose the answer is no. Things will stay the way they are. The material is really fantastic and I just wanted to see it used on a wider spectrum. Have a great day and know I for one love the work you and the team are doing. :) _________________________ Farewell and a long farewell it shall be. Some of us are not destined to meet again.
Uhmmm...it is in hak format; all that's different is the way in which the haks are loaded. If you're really adamant about using the haks as module haks, just move them to the /hak folder and attach them to your module.
While there may not be any modules you know of using NwnE, I can name more than one PW that has incorporated the system in part or in whole. _________________________ --
Pstemarie - Project Q Team Artist
Posted by KENLAMELLA at 2010-10-01 21:11:52 Voted 10.00
I had a question. Here is going with the idea no question is a stupid one. The whole idea behind this project is to enhance the original NWN. You have creatures that were not in the original game, such as Tiamat, Death Knight, Xorn ectr. So it's safe to say these will not be in the *Enhanced version of the original series right? That this will be up to mod builders to use these new creatures in their mods right? The reason I ask is because I have yet to see any mods using the NWNE material. Which brings me to my final question. Is there any chance of having this content in a hak format? I think the work that was done here is truly amazing! I thought I got word that haks were being made, but I never heard anything more about it. Thank you NWNE Team. _________________________ Farewell and a long farewell it shall be. Some of us are not destined to meet again.
Checked the errors you listed - Summon Nature's Ally is fixed in version 2 (the spell script had the wrong spell ID constants called out in the SetSummonEffect constant).
Enlarge works fine and has had no reported issues since its release.
Finger of Death works fine - no reported issues.
I'm not sure what is causing your issues with Finger of Death and Enlarge. Are you using any other haks or custom scripts? If so these may be causing issues with Enlarge and Finger of Death. _________________________ --
Pstemarie - Project Q Team Artist
Correct me if im wrong, i may just be missing something, but all the summon natures allies spells summon the nameless dwarf guy, finger of death does nothing upon cast, and enlarge when cast first changed my human into a different human then into a dwarf, are these bugs that have been fixed already?
The summoning spells are configured to use a scaled duration based upon the difficulty setting of the game.
In HARDCORE or DIFFICULT modes the duration is measured in ROUNDS.
In NORMAL mode the duration is measured in TURNS.
In EASY mode the duration is measured in HOURS.
Thus, using Summon Creature as an example, if cast by a 12th level Wizard the duration will be either 12 ROUNDS, 12 TURNS, or 12 HOURS.
This was done to align the HARDCORE durations with the D&D 3.0 PHB spell durations.
A "switch" will be included in version 2.0 to turn this off and use the original 24 HOUR Bioware duration.
For now you can edit the scripts to change the duration OR edit the function ScaleSummonDuration in x4_i0_spells.nss to change the duration length. If you edit the include you'll need to compile all the scripts that use that function. If this is beyond your ability, drop me an email and I'll be glad to do it for you. _________________________ --
Pstemarie - Project Q Team Artist
Posted by Tekidek at 2010-07-07 19:08:10 Voted 8.50 on 07/07/10
The first summon (whatever hound) is 40/32 hp, yes, with full hp.
And, the summons (all of them) still short-lived. I'm going crazy with this! And unfortunately, i have no backup override :(
Posted by Tekidek at 2010-07-07 17:15:31 Voted 8.50 on 07/07/10
Well, i dl again the 1.3 patch (maybe i get confused with the patches), i used a lvl15 pre-made sorcerer with Summon V. Used to be a dire bear, but summoned a horrible witch that i don't remeber the name. Maybe the little bug is fixed, she stayed more than 20 seconds without unsummoning. If i see any other errors i'll let you know!
Thx for the content! (and sorry for the annoyance :P)
Posted by Tekidek at 2010-07-07 17:00:03 Voted 8.50 on 07/07/10
I got a problem, i started a new game with a Wizard, and the summons have short duration, both normal and undead, about ten seconds!
What's the patch that fix it?
(sorry for any errors, english is not my primary language)
Psionics are something I haven't completely ruled out. Many of the powers could be duplicated through feats and implemented through scripting and a creature skin.
Possibly, this might be visited once work on Version 2 is complete. _________________________ --
Pstemarie - Project Q Team Artist
Posted by soft_haxorz at 2010-06-05 10:01:29 Voted 10.00 on 06/05/10
I really have enjoyed your work on this so far and am happy it's pretty user friendly. One thing that would really make this even better, at least to me, would be the addition of psionics. Are psionics going to be included eventually? _________________________ "If God really existed, it would be necessary to abolish Him."
The "Team" has been reassembled and we're looking for new members! If anyone is interested drop either Cervantes or myself a message over at RPG Modding or here. _________________________ --
Pstemarie - Project Q Team Artist
Thanks for the answer! Unfortunately/fortunately, I figured out how to edit creatures and THEN export them in order to use them as overrides of the official ones on my own. Anyway, could we get some screenshots of the new reskins? The thing is I already use texture overrides for all tilesets, and would love to get a preview of yours to see the difference...
Since the "Team" is down to one member, there are no definitive plans to release anything in the future. However, I do have some things I am/was working on that might become available as a small patch this summer. _________________________ --
Pstemarie - Project Q Team Artist
You can export UTC files (or any file) with NWN Explorer. Once exported, all you need is GFF Editor to change the UTC files. _________________________ --
Pstemarie - Project Q Team Artist
Ok, I went and wrote this comment in the wrong page, duh!
Anyway, I noticed you guys in NWN Enhanced extensively use UTC's, and since I've been trying for some while to modify those, I thought I could ask here. You see, I hate how various creature models repeat in the game (Ogre High Mage looks exactly as Ogre Mage B, Dire Wolf and Pack Leader are the same, etc.), and so decided to change them. However, I find no way of editing and exporting UTC or blueprints to be used in the override folder. Cervantes used a modified goblin chief back in his Creature Override work, and NWN Enhanced follows up such trend, so I humbly ask for any info you may share on the subject. Thanks in advance!
Posted by olcottr at 2009-12-15 03:16:36 Voted 10.00 on 12/15/09
Overrides are the wave of the future in NWN. Great job and great foresight.
Posted by chico400 at 2009-11-13 01:03:17 Voted 10.00 on 11/13/09
cool job!! thanks for that!! keep up the good work lads^^!! _________________________ NWNCQ & NWNCQ-SciFi Project Hak & Override - V1.3 >>> Link
CEP Team Artist>>> Link
Previous post should read *Updated to Version 1.2A*
Note - this is only the override files; you still need to download and install NWE Patch v1.2 _________________________ --
Pstemarie - Project Q Team Artist
Bugfix release. Download NWE_Override_v12 and extract contents of this file to the \Override folder, overwriting all files when prompted. _________________________ --
Pstemarie - Project Q Team Artist