The new CEP 2.71 has rekindled my interest in module building - but as much as I love my non-EE CEP, I am also a HUGE fan of the extensive TNO tileset revamp from Project Q.
Since i couldn’t find this particular tileset as a stondalone hak anywhere on the vault, I tried to simply put the Q teileset hak on top CEP 2.71 and while the three tilesets labeld "Q … "didn’t show up in the list (missing tlk?) the TNO tileset was acutally overriden and worked perfectly.
But while this Frankenhak seems to work, I am not so sure I should actually build with it.
Any experience or advice?
I’m tempted to try this myself. Which version of the Q tileset did you use?
There are:
q_!tilesets.hak, q_tilesets.hak and q_!tilereskins.hak in version 2.xx
and
q_!tilesets.hak, q_tilesets.hak, and q_!tilereskins.hak in version 3.1 which only works with NWN EE from what i remember. Maybe if we extract just the textures and make a new hak that’ll do the trick for people who are still building on NWN 1.69.
I used only q_tilesets.hak from PQ 2.2
And while that produced the result I wanted, i.e. overriding the vanilla TNO with the wonderful PQ one, none of the additional Q tilesets showed up.
Which is why I am hestitant to actually build with this Frankenhak solution…
good to know
Are there extras tiles in project Q that you want to build with that are not showing up in the TNO tileset? I don’t know too much about merging tilesets but maybe some of us should tackle that.
Simple answer - If you place the Q TNO tileset above CEP 2.x, it will prevail.
The .set and .itp files used will be the Q versions, likewise any models and textures defined in multiple places (Q, CEP, base game) will be the Q variant, if there is one.
The resulting tileset should be the Q version in every respect, hence safe to use.
In theory, there is a remote risk that CEP redefines a base resource which Q depends on, but in practice I’m not aware of any instances.
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