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Mobile_Svensk
 
PostPosted: Fri, Jun 18 2010, 20:33 PM 

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KrautBoy wrote:
Got them to work. I just had to update my net framework to 3.5 and its all good now.


How does one install it really, it was rather complicated. tell me how you did it.

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Pony
 
PostPosted: Fri, Jun 18 2010, 20:49 PM 



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Make sure you got both of those files that are required from windows to work, the net framework being one of them. Then just unzip it into the nwn directory and you are all set.


 
      
RaveN
 
PostPosted: Fri, Jun 18 2010, 22:35 PM 

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@Very - http://sourceforge.net/apps/mediawiki/n ... stallation

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Selvec Darkon
 
PostPosted: Sat, Jun 19 2010, 1:04 AM 

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KrautBoy wrote:
Odd, I cant get the shader to work, but the rest is so beautiful.

- The Wiltun tileset does not look very pretty with it though. Do you know what that part of the override is called so I can remove it?


Not really. You'll have to ask whoever designed it what tileset they used, then use the batch file to pick that tileset to be removed.

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Selvec Darkon
 
PostPosted: Sun, Jun 20 2010, 10:55 AM 

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NWN-CQ installation instructions. With Pictures.

1.Image
Extract the NWN-CQ to a folder of your choice. In this case, my folder is downloads.

2.Image
Navigate to the folder you extract to, find the folder marked as shown in the picture. Enter the folder, enter the next folder which may be the same.

3.Image
Select all the files and folders found in the NWN-CQ folder. Copy or Cut them. [Ctrl + C for Copy. Ctrl + X for Cut]

4.Image
Navigate to your Neverwinter Nights folder.

5. Image
Navigate to you override folder and enter it.

6. Image
Paste the files and folders you copied/cut earlier into your override folder. Overwrite anything that comes up. [Ctrl+V] (Please be aware this may include previous tileset overrides, such as the rural tileset override. You can replace this later.)

7. Image
If you wish to uninstall any tilesets, enter this batch file and follow the instructions. Captial letters for install, lowercase for uninstall.


Thats about it. Any other questions, let me know.

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Hyun
 
PostPosted: Sun, Jun 20 2010, 20:01 PM 



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These overrides are pretty damn amazing. I ran out and took some pics for you guys!
This includes skybox, CQ, Trees, and Shader overrides. (Keep in mind there are extra subfolders in the CQ override that you can extract to the main override folder that adds more details like in the screenshots)

Entry A
http://i152.photobucket.com/albums/s180 ... EntryA.jpg

Entry B
http://i152.photobucket.com/albums/s180 ... EntryB.jpg

Cordor Square
http://i152.photobucket.com/albums/s180 ... Square.jpg

Cordor Bridge
http://i152.photobucket.com/albums/s180 ... Bridge.jpg

Cordor North
http://i152.photobucket.com/albums/s180 ... rNorth.jpg

The Dale
http://i152.photobucket.com/albums/s180 ... Bendir.jpg

Amia Forest Regrown
http://i152.photobucket.com/albums/s180 ... Forest.jpg

Bloodmoon Pass
http://i152.photobucket.com/albums/s180 ... onPass.jpg

-Edit-
Spires (OMG!!!)
http://i152.photobucket.com/albums/s180 ... Spires.jpg


Last edited by Hyun on Tue, Jun 22 2010, 9:14 AM, edited 2 times in total.

 
      
Logicality
 
PostPosted: Sun, Jun 20 2010, 20:05 PM 

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The shader absolutely kills my framerate... I was looking forward to it, too.

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Selvec Darkon
 
PostPosted: Sun, Jun 20 2010, 20:53 PM 

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The Shader requires a decent CPU, yes. Remember that quad cores won't work with NWN. If you have a 2.2ghz quad it's not gonna use all the cores, only one. Which means your running essientially a single 2.2ghz core with NWN, as it lacks the correct threading technology.

Any exam, off I go. Toodles.

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TormakSaber
 
PostPosted: Sun, Jun 20 2010, 21:30 PM 

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o lawd, is dat sum bloom effect?

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xXxSuShiKunxXx
 
PostPosted: Sun, Jun 20 2010, 22:18 PM 

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Wow, thats alot of nice overrides. O.o Are there any such visual overrides for say spells? o.o Just getting tired of some of the same ol' same ol'. Nothing really special, just like some of the Icons are diffrent colors.


 
      
Yurell
 
PostPosted: Sun, Jun 20 2010, 23:35 PM 

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Those entries look nice, Cordor looks the same (minus the bloom), the distance blur is nice, the roads I have I think look better ... and that's about it. I think I'd have to give them a try after exams.

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Selvec Darkon
 
PostPosted: Mon, Jun 21 2010, 2:09 AM 

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Check the screenies thread for more.

Yes Tormak, that is Bloom. It makes everyone who wears pure white look like a right plonker to heh.

But it makes sense that the sunlight reflects off the snow and ice in such a manner that it almost blinds you.

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TormakSaber
 
PostPosted: Mon, Jun 21 2010, 2:25 AM 

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I'll stick with what I got. I'm not big on how that CQ stuff looks.

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Leggomi Eggolas
 
PostPosted: Mon, Jun 21 2010, 2:30 AM 

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Whoever put up the Sign in the entryway? Not cool. Stick with the forums, Please.

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TormakSaber
 
PostPosted: Mon, Jun 21 2010, 2:34 AM 

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Mmm, indeedy. We are not an avenue for you to advertise things.

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Selvec Darkon
 
PostPosted: Mon, Jun 21 2010, 2:36 AM 

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TormakSaber wrote:
I'll stick with what I got. I'm not big on how that CQ stuff looks.

Bloom comes with NWShader, not CQ. So you can use the Shader without CQ.

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TormakSaber
 
PostPosted: Mon, Jun 21 2010, 2:48 AM 

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Don't like the shader much either. MOAR BLOOM is not how you make things look good. Oblivion did that and failed miserably.

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RaveN
 
PostPosted: Mon, Jun 21 2010, 2:49 AM 

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I'm with Tormak here.

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Selvec Darkon
 
PostPosted: Mon, Jun 21 2010, 2:50 AM 

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TormakSaber wrote:
Don't like the shader much either. MOAR BLOOM is not how you make things look good. Oblivion did that and failed miserably.


Oblivion used HDR *Cough*

And if you crank up all the settings the install a few texture packs it does look bloody beautiful.

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StandingBehindYou
 
PostPosted: Mon, Jun 21 2010, 3:17 AM 

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TormakSaber wrote:
Don't like the shader much either. MOAR BLOOM is not how you make things look good. Oblivion did that and failed miserably.


"realism" = more brown, and more bloom


 
      
Xenos
 
PostPosted: Mon, Jun 21 2010, 7:06 AM 

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I wonder.. is there an override that can do spell timers? Like.. put a number up there for how long it will last.. would be aswome to have it count down the last 60 seconds of your buffs.. so you can recast invis.. notice bard song and recast when its done.. so on so forth. Not a big deal, would just be nice!

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HellScourge
 
PostPosted: Mon, Jun 21 2010, 7:34 AM 

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Only thing I dislike about the new shader is that it crashes after alt tabbing out of the game.

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Xenos
 
PostPosted: Mon, Jun 21 2010, 7:56 AM 

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Ive alt tabed back and forth a few dozen times now and ive no issues.

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HellScourge
 
PostPosted: Mon, Jun 21 2010, 8:00 AM 

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Mhm... Strange then O.o

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Esprey
 
PostPosted: Mon, Jun 21 2010, 10:07 AM 

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StandingBehindYou wrote:
TormakSaber wrote:
Don't like the shader much either. MOAR BLOOM is not how you make things look good. Oblivion did that and failed miserably.



Well the thing bloom does do is it kinda washes the chunky edges of everything, softening them up so they're less noticeable.

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Dieu_Le_Fera
 
PostPosted: Mon, Jun 21 2010, 14:53 PM 

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The CQ override is very nice... Bramble Wood is by far my favorite area now it seriously puts Amia Forest to shame. Caraigh is also very nice... it looks like The Glade has been hard at work planting tons of trees. My only real complaint is that now it looks like Winya has been abandoned for a very long time because there is so much overgrowth. There is a bloom fix for the shader override and it helped quite a bit with the whitewash of the frozen north.

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TormakSaber
 
PostPosted: Mon, Jun 21 2010, 19:44 PM 

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CQ making Cariahg look lushy, green and plant filled means that CQ is doing it wrong, imo. Caraigh is not supposed to look lush, green, and plant filled. That's.... not the environment. ._.

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Pony
 
PostPosted: Mon, Jun 21 2010, 21:44 PM 



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Yes, I agree with Tormak and I still trying to figure out what I need to remove to just revert that particular tileset back to the normal one.


 
      
TormakSaber
 
PostPosted: Tue, Jun 22 2010, 3:23 AM 

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Actually, is that override removing the fog that permeates the game after aobut a screen length? As in, it's radically increasing the draw distance?

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Selvec Darkon
 
PostPosted: Tue, Jun 22 2010, 6:49 AM 

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To revert to Cariagh you only need to know what Tileset was used to create it Krauty. Then use the batch file to uninstall the tileset.

TormakSaber wrote:
Actually, is that override removing the fog that permeates the game after aobut a screen length? As in, it's radically increasing the draw distance?

Probably. It does cause quite a performance drop if you don't have a decent computer.

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Hyun
 
PostPosted: Tue, Jun 22 2010, 7:52 AM 



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Just a heads up for you guys who have the NWN Shader. If the bloom effect is too bright for you, you can adjust the bloom brightness if you go to "nwnshader" -> "shaders" -> "bloom" You can open this with notepad and there it gives you simple instructions on how to change the bloom settings. I found the bloom to be waaay to bright so I set the PASSMULT value to "3.50". This cut down on the extreme bloom and now it's just perfect. Lights now cast a really nice faint glow and also the snowy areas are not blinding anymore. I LOVE THIS OVERRIDE!!!


 
      
Pony
 
PostPosted: Tue, Jun 22 2010, 9:39 AM 



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Pah, I need to find a way to go back to the standard desert too. The ground is no longer sandy, but just like dried mud and the color of some yellowish green.


 
      
Mobile_Svensk
 
PostPosted: Tue, Jun 22 2010, 9:43 AM 

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Looks much better.

yet its strange to see palms underwater.

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Dead
 
PostPosted: Tue, Jun 22 2010, 14:28 PM 

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is there a way of killing the blur a little? distance blur is alright but close blur is lame. Especially on snow. Its horrible.

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Selvec Darkon
 
PostPosted: Tue, Jun 22 2010, 17:44 PM 

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There is a patch to fix the bloom. Its bloom not blur. You can also lower the bloom if needed. Check the overrides install page and the readme.

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Dead
 
PostPosted: Tue, Jun 22 2010, 21:01 PM 

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which file i should open? i read http://sourceforge.net/apps/mediawiki/n ... ng_Shaders and im not shure which one will fix what i want. i dont want area around my toon to be bloomed. far areas are alright, but i dont feel it natural, cuz i can in RL see objects without blur. its messing up my eyes lol.

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Selvec Darkon
 
PostPosted: Wed, Jun 23 2010, 4:03 AM 

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Dead wrote:
which file i should open? i read http://sourceforge.net/apps/mediawiki/n ... ng_Shaders and im not shure which one will fix what i want. i dont want area around my toon to be bloomed. far areas are alright, but i dont feel it natural, cuz i can in RL see objects without blur. its messing up my eyes lol.


Hyun wrote:
Just a heads up for you guys who have the NWN Shader. If the bloom effect is too bright for you, you can adjust the bloom brightness if you go to "nwnshader" -> "shaders" -> "bloom" You can open this with notepad and there it gives you simple instructions on how to change the bloom settings. I found the bloom to be waaay to bright so I set the PASSMULT value to "3.50". This cut down on the extreme bloom and now it's just perfect. Lights now cast a really nice faint glow and also the snowy areas are not blinding anymore. I LOVE THIS OVERRIDE!!!

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Rosencrantz
 
PostPosted: Wed, Jun 23 2010, 9:04 AM 

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I'm worried that if I download these things I'll try RPing with an object in the environment that most other players don't see.. Is that a legitimate worry?

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Dead
 
PostPosted: Wed, Jun 23 2010, 14:18 PM 

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Hyun wrote:
Just a heads up for you guys who have the NWN Shader. If the bloom effect is too bright for you, you can adjust the bloom brightness if you go to "nwnshader" -> "shaders" -> "bloom" You can open this with notepad and there it gives you simple instructions on how to change the bloom settings. I found the bloom to be waaay to bright so I set the PASSMULT value to "3.50". This cut down on the extreme bloom and now it's just perfect. Lights now cast a really nice faint glow and also the snowy areas are not blinding anymore. I LOVE THIS OVERRIDE!!!
[/quote]

I found alternative solution. you can open NeverwinterNights\NWN\nwshader\NWShader GUI and there you can set up anything you want. simply uncheck bloom under shaders tab.

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NAUX
 
PostPosted: Thu, Jun 24 2010, 0:19 AM 

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Rosencrantz wrote:
I'm worried that if I download these things I'll try RPing with an object in the environment that most other players don't see.. Is that a legitimate worry?


Yes, and will occur for you using the CQProject Override, the Shader will not interfere with environment design. A good example was seeing a cart driver having a tree erupting from his chest, but in all honesty it might be worth the inconvenience.

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Selvec Darkon
 
PostPosted: Thu, Jun 24 2010, 8:52 AM 

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@NAUX

Absolutely wrong.

NWN-CQ doesn't change things to such a dramatic extent. Rather it only adds textures to the environment. A rock is still a rock, and a tree is still a tree, regardless of the override. Houses still look the same to an extent, you can still tell what is what. NWN-CQ doesn't change things to that extent. Furthermore, its quite common for a DM to add imaginative features to environments that lack it due to Vanillia NWN's crappiness.


Now while I'm on the topic of NWN-CQ. There seems to be a bug with the forest tileset. Some tiles are raised up the air, showing a bright silver metallic underneath. You can walk over them, but it looks ugly as all hells. Not sure why it does this, and I haven't got an answer to fix it. Sorry.

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TormakSaber
 
PostPosted: Thu, Jun 24 2010, 10:16 AM 

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Sounds like a bug with your override, not our tileset. :D

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Mahtan
 
PostPosted: Wed, Jun 30 2010, 2:01 AM 

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Non Gender Specific Elementals
http://nwvault.ign.com/View.php?view=Cr ... ail&id=662

One thing to note here for Druids with the Elder Elemental shape, they are not included. You must make them yourself which I will try my best to explain how so the process is as easy as possible.

You will get four model files.
c_fire
c_air
c_water
c_earth

Rename them to
c_fireeld
c_aireld
c_watereld
c_eartheld

Which is just adding "eld" to the end of them all.

Do not rename the textures. Just put them into the override with the newly renamed models. Then just take the original
c_fire
c_air
c_water
c_earth
from the zip/rar and put them into the override as well.
Now all your elementals are updated.


There is a hak for this as well so they may get put in some day if Disco wants to. Air elemental = Epic Mist form <3

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Selvec Darkon
 
PostPosted: Wed, Jun 30 2010, 3:34 AM 

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TormakSaber wrote:
Sounds like a bug with your override, not our tileset. :D


Oh thats what I mean. NWN-CQ uses its own tilesets to override NWN's tilesets. The bug is certaintly in NWN-CQ. But it's easly fixed if you just uninstall the forest tileset via the batch installer.

Oh word of warning to people. Do NOT install the bonus stuff. It does things like replacing rocks with tree's and stuff, which can maker for some very funky looking situations when people stand on staid rocks.

@Mahtans stuff: I don't know if I'd install that. Its a big change from what you normally get in NWN.

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Gunz
 
PostPosted: Wed, Jun 30 2010, 9:01 AM 



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Mahtan Tasadur wrote:
<snip>


<3

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TormakSaber
 
PostPosted: Wed, Jun 30 2010, 9:06 AM 

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I wouldn't download it but it'd be pretty cool if Disco used it. It'd make the negative energy elementals in Darkhold look weird though.

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Gunz
 
PostPosted: Wed, Jun 30 2010, 10:01 AM 



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If elementals were added to the hak, I'd suggest some of these too:

http://nwvault.ign.com/View.php?view=Hakpaks.Detail&id=828

There's electric, negative energy, etc. :D

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Mahtan
 
PostPosted: Wed, Jun 30 2010, 20:59 PM 

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Not sure how the elemental override is that huge of a difference compared to any other creature override. I'm just happy to not have pot belly fire elementals and actual air looking air elementals.

The extra renaming is just some simple editing to include the elder shapes. Or else they will be broken.

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Selmak
 
PostPosted: Thu, Jul 01 2010, 12:36 PM 

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Override for the 'You Have Died' sound. :)


 
      
Mathias of Constantinople
 
PostPosted: Thu, Jul 01 2010, 12:42 PM 

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Joined: 10 Aug 2008
Location: Québec

I must say, I've been in love with the NWN-CQ things. Thanks a lot to selvec and others for advice and help!

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