Items are a huge amount of the game content, including:
- Multi-part weapons/staffs etc. (top/middle/bottom)
- Non-model multi-part items like boots, potions etc.
- Semi-complex items like helmets (PLT colours)
- Simple items like shields
- Simple items like inventory icons only with no world model (although they could get a world model...)
The games default pallet will be used to categorise most of the items, into easy to find types.
- Armor (Note: see Overhaul Phenotypes for parts-based armor)
- Creature Items
- Miscellaneous 1x1
- Miscellaneous 1x2
- Kit (Traps, Healing)
- Scrolls (although the icons may be more in the Spells section perhaps?)
- Ranged Weapons
Multi-Part Weapon Colours
Some colour ID ideas. Note that not all weapons had the entire blade/main weapon part change colour, which is a tad annoying to be honest - your longswords always looked silver in your hand but the icon was a cool awesome black or something!
The Bill's Colours are based on his HD work, however to add more actual coloured metals we could do this:
- Duplicate (most) of the weapons (ie most melee ones) into degraded variants which have a lower dice roll and the degraded appearances
The coloured metals below shouldn't be too gaudy however; hot pink isn't really a decent take on the D&D world, think more tempered metal colours;
|Colour Tint ID||Game Default?||Bill's Colours||New colours if damaged items moved elsewhere||Notes|
|0||No||Simple Variant/User specified||Not sure if 0 works - need to fully test|
|1||Yes||Iron (Silver)||Iron (Silver)|
|2||Yes||Gold (Yellow)||Gold (Yellow)|
|3||Yes||Bronze (Brown)||Bronze (Brown)|
|Adamantium (Black Silver)||Adamantium (Black Silver)||Added in HotU for most/all weapons|
|5||No||Damaged Iron||Black||Proper black, evil|
|6||No||Damaged Gold||Blue||As per picture above|
|7||No||Damaged Bronze||Red||Duller red|
|8||No||Damaged Adamntium||Grey (Dulled)|
|9||No||Simple Variant||Transparent - Ghostly/see through||Useful for magical weapons|
Inventory Icons Note
While we'll be upscaling the vast majority of icons (and may redo or upscale the PLT ones) one issue is the different background colours and alpha uses on icons may cause problems with the AI upscaler. The vast majority of Bioware's are black, where alpha being enabled for a pixel won't mean it'll go a weird light or otherwise noticeable colour. However some later icons were not made black in the background potentially leading to oddities, and could be corrected by making the backgrounds black again before upscaling. These below actually are reasonably valid (use alpha for an effect essentially) but others are just oddly white or other odd colours.
This is a simplified list of what Overhaul has and has yet to improve and who is doing what.
Note all will get an AI uplifted icon, whether or not PLT.
|0||shortsword||Composite (3 part)||WSwSs||Main Weapon||Beamdog HD Pack replacements|
|1||longsword||Composite (3 part)||WSwLs||Main Weapon||Beamdog HD Pack replacements|
|Composite (3 part)||WAxBt||Main Weapon||Bill Harper|
|3||bastardsword||Composite (3 part)||WSwBs||Main Weapon||Bill Harper https://neverwintervault.org/project/nwnee/prefab/item/hd-bastard-swords|
|4||lightflail||Composite (3 part)||WBlFl||Main Weapon||Unassigned|
|5||warhammer||Composite (3 part)||WBlHw||Main Weapon||Unassigned. Minor: Beamdog HD Pack has some gemstone texture improvements|
|6||heavycrossbow||Composite (3 part)||WBwXh||Main Weapon||Unassigned|
|7||lightcrossbow||Composite (3 part)||WBwXl||Main Weapon||Unassigned|
|8||longbow||Composite (3 part)||WBwLn||Main Weapon||Unassigned|
|9||lightmace||Composite (3 part)||WBlMl||Main Weapon||Unassigned|
|10||halberd||Composite (3 part)||WPlHb||Main Weapon||Unassigned|
|11||shortbow||Composite (3 part)||WBwSh||Main Weapon||Unassigned|
|12||twobladedsword||Composite (3 part)||WDbSw||Main Weapon||Unassigned|
|13||greatsword||Composite (3 part)||WSwGs||Main Weapon||Beamdog HD Pack replacements|
|18||greataxe||Composite (3 part)||WAxGr||Main Weapon||Beamdog HD Pack replacements|
|22||dagger||Composite (3 part)||WSwDg||Main Weapon||Bill Harper https://neverwintervault.org/project/nwn1/prefab/item/hd-daggers|
|28||club||Composite (3 part)||WBlCl||Main Weapon||Unassigned|
|32||diremace||Composite (3 part)||WDbMa||Main Weapon||Unassigned|
|33||doubleaxe||Composite (3 part)||WDbAx||Main Weapon||Unassigned|
|35||heavyflail||Composite (3 part)||WBlFh||Main Weapon||Unassigned|
|37||lighthammer||Composite (3 part)||WBlHl||Main Weapon||Unassigned|
|38||handaxe||Composite (3 part)||WAxHn||Main Weapon||Unassigned|
|40||kama||Composite (3 part)||WSpKa||Main Weapon||Unassigned|
|41||katana||Composite (3 part)||WSwKa||Main Weapon||Beamdog HD Pack replacements|
|42||kukri||Composite (3 part)||WSpKu||Main Weapon||Beamdog HD Pack replacements|
|45||magicstaff||Composite (3 part)||WMgSt||Main Weapon||Miqail improved staffs: https://neverwintervault.org/project/nwnee/prefab/item/enchanced-mage-staffs|
|47||morningstar||Composite (3 part)||WBlMs||Main Weapon||Unassigned|
|50||quarterstaff||Composite (3 part)||WDbQs||Main Weapon||Unassigned|
|51||rapier||Composite (3 part)||WSwRp||Main Weapon||Beamdog HD Pack replacements|
|53||scimitar||Composite (3 part)||WSwSc||Main Weapon||Bill Harper https://neverwintervault.org/project/nwn1/prefab/item/hd-scimitars|
|55||scythe||Composite (3 part)||WPlSc||Main Weapon||Unassigned|
|58||shortspear||Composite (3 part)||WPlSs||Main Weapon||Miqail https://neverwintervault.org/project/nwnee/prefab/item/enhanced-spears|
|60||sickle||Composite (3 part)||WSpSc||Main Weapon||Unassigned|
|61||sling||Simple (convert to PLT)||WBwSl||Main Weapon||Unassigned. Possibly upgrade with PLT.|
|92||Lance||Composite (3 part)||WPlLc||Main Weapon||Unassigned (super low priority)|
|95||trident||Composite (3 part)||WPlTr||Main Weapon||Unassigned|
|111||Whip||Composite (3 part)||WWhip||Main Weapon||Unassigned|
|31||dart||Simple (convert to PLT)||WThDt||Thrown Weapon||Unassigned. Possibly upgrade with PLT.|
|59||shuriken||Simple (convert to PLT)||WThSh||Thrown Weapon||Unassigned. Possibly upgrade with PLT.|
|63||throwingaxe||Composite (3 part)||WThAx||Thrown Weapon||Unassigned|
|81||grenade||Simple (convert to PLT)||it_x1_gren||Thrown Weapon (kinda)|
Technically you can have a world model, but the projectile thing you throw is listed in spells.2da - big opportunity for improvement here by having actual grenade models
|14||smallshield||Simple (convert to PLT)||AShSw||Shield|
Miqails Small Shields: https://neverwintervault.org/project/nwn1/prefab/item/enhanced-small-shields
Overhaul added PLT variants
|56||largeshield||Simple (convert to PLT)||AShLw||Shield|
Miqail's Large Shields https://neverwintervault.org/project/nwnee/prefab/item/enhanced-large-shields
Overhaul added PLT variants
|57||towershield||Simple (convert to PLT)||AShTo||Shield|
Beamdog HD Pack replacements for most
Overhaul added PLT variants
|15||torch||Simple (convert to PLT)||it_torch||Special Equippable||Unassigned|
|93||Trumpet||Simple (convert to PLT)||it_horn||Special Equippable||Unassigned (super low priority)|
|94||MoonOnAStick||Simple (convert to PLT)||it_moon||Special Equippable||Unassigned (super low priority)|
|20||arrow||Composite (3 part)||WAmAr||Ammo||Unassigned|
|25||bolt||Composite (3 part)||WAmBo||Ammo||Unassigned|
|27||bullet||Simple (convert to PLT)||WAmBu||Ammo||Unassigned|
|Armor, Helmet, Cloak|
|16||armor||Armor||AArCl||Armor||Beamdog HD Pack replacements. NB: AArCl is only used for blueprint names.|
|17||helmet||Layered PLT||helm||Helmet||Beamdog HD Pack replacements|
|80||cloak||Layered PLT||cloak||Cloak||Beamdog HD Pack improved textures (models are the same)|
|19||amulet||Simple (convert to PLT)||it_neck||Unequippable||Optional world models so icon improvements only|
|21||belt||Simple (convert to PLT)||it_belt||Unequippable||Optional world models so icon improvements only|
|Simple (convert to PLT)||it_smlmisc||Unequippable||Optional world models so icon improvements only|
|26||boots||Composite (3 part)||it_boots||Unequippable||Optional world models so icon improvements only|
|Simple (convert to PLT)||it_midmisc||Unequippable|
Minor: Beamdog HD Pack has some gemstone texture improvements
Optional world models so icon improvements only
|34||misclarge||Simple (convert to PLT)||it_talmisc||Unequippable||Optional world models so icon improvements only|
|36||gloves||Simple (convert to PLT)||it_glove||Unequippable||Optional world models so icon improvements only|
|39||healerskit||Simple (convert to PLT)||it_medkit||Unequippable||Optional world models so icon improvements only|
|44||magicrod||Composite (3 part)||WMgRd||Unequippable||World model not wielded so low priority|
|Composite (3 part)||WMgWn||Unequippable||World model not wielded so low priority|
|Composite (3 part)||it_potion||Unequippable||Optional world models so icon improvements only|
|52||ring||Simple (convert to PLT)||it_ring||Unequippable||Optional world models so icon improvements only|
|62||thievestools||Simple (convert to PLT)||it_picks||Unequippable||Optional world models so icon improvements only|
|64||trapkit||Simple (convert to PLT)||it_trap||Unequippable||Optional world models so icon improvements only|
|65||key||Composite (3 part)||it_key||Unequippable||Optional world models so icon improvements only|
|66||largebox||Simple (convert to PLT)||it_bigbox||Unequippable||Optional world models so icon improvements only|
|74||book||Simple (convert to PLT)||IT_BOOK||Unequippable||Optional world models so icon improvements only|
|Simple (convert to PLT)||IT_SCROLL||Unequippable||Optional world models so icon improvements only|
|76||gold||Simple||IT_GOLD||Unequippable||Weird one - has got a world model that could use improvement. Unassigned.|
Optional world models so icon improvements only
Beamdog HD pack provided better gem textures
May leave just as simple, do gems need PLT?
|78||bracer||Simple (convert to PLT)||IT_BRACER||Unequippable||Optional world models so icon improvements only|
|79||miscthin||Simple (convert to PLT)||IT_THNMISC||Unequippable||Optional world models so icon improvements only|
|82||Encampment||Simple (convert to PLT)||it_encamp||Unequippable||Optional world models so icon improvements only|
|69||cslashweapon||Simple||it_cr_sla||Creature||Not seen by players no need to improve|
|70||cpiercweapon||Simple||it_cr_prc||Creature||Not seen by players no need to improve|
|71||cbludgweapon||Simple||it_cr_blud||Creature||Not seen by players no need to improve|
|72||cslshprcweap||Simple||it_cr_bite||Creature||Not seen by players no need to improve|
|73||creatureitem||Simple||it_cr_item||Creature||Not seen by players no need to improve|
See Overhaul PLT Items. Will include guidance on how we make existing item types able to be PLT textured (eg books or shields).
Inventory Icon Issues
There are some odd issues around inventory icons and the game loading the right one.
We want to usually provide high quality DDS icons - it is better for speed, efficiency etc. then TGA.
The game has both TGA and DDS icons.
If we include both TGA and DDS it only loads the TGA. This is wrong since DDS usually takes priority - and in fact does take priority over the BIF TGA file!
In the toolset, as always, it's weird again - all icons load TGA only. Thus why the base game has both DDS and TGA files of exactly the same dimensions.
It means we have to:
- Include DDS only in any client-side or "final" hakpacks
- Include a separate (properly scaled to toolset limits) TGA files as a pack to be seen properly there
PLT icons like for shields are even more weird:
- In game:
- PLT file is needed for each icon, regardless of use
- DDS is used and overrides PLT
- TGA is needed in the toolset, but only in the toolset. Including a TGA file in the files overrides the PLT files for real PLT using ones.
- So you need to have:
- DDS and PLT for DDS only icons
- PLT only for PLT icons
- TGA files included but ONLY for the toolset use
This is quite maddening. A fix would be:
- Game: Inventory icons loading regardless of a DDS or TGA being present
- Game: Properly prioritising DDS over TGA when needed, instead of loading the TGA in some cases
- Game: Properly loading a TGA or DDS file even if a PLT file isn't there, if it's a PLT icon
- Toolset properly recognising DDS files, if it can even load them...and resizing them to the icon sizes too.
Some notes about new items, will be a subpage;
Line 54 is "Divine Spell Scroll" which can be reasonably safely reused. The main benefit of it is the fact it has the "read scroll" animation assigned to it. Additionally it won't show a background icon for what spell is on the quickbar (behind the usual icon) nor will it allow you to quickbar more than the first castable property effectively making them single-spell items.
There is also the major issue that at 0 uses will just...disappear. Welp. This needs working around with the plot flag or otherwise even if it uses/day not charges/use or single use it will disappear.
It however doesn't seem to allow learning from, so it's not entirely equal to the usual scrolls, which is good!
Another minor quirk is the item appearance choice in the toolset isn't perfect, the bottom right icon portrait being weird, but that's probably because it's assuming 1x1 slot.
The spellbook will therefore be:
- Book item appearance (2x2 slots) and similar stats (weight, cannot stack etc.)
- Same properties as a scroll (allows a single spell item property but should be usually charges)
- Single item property allowed
- Same properties as books - which is basically scrolls + alignment, racial type and specific alignment restriction options, and base weight item reduction.
Why is this beneficial compared to scrolls? Not really sure yet. Need to think about it. Possibly great for thematic use/day items though (but they'd need to be plot or unlimited uses/day).
Alternatively make this another kind of scroll, a bigger beefier version which is 2x2 or something, for bigger and better special spells to be on that are not learnable. The single use ("disappear at 0 charges") nature won't matter as much then!
This would entirely depend on if someone made models. There's a chunk of potential weapons. Sadly no new shields, armor types or ranged weapons can be added.
Now though more Monk weapons and other things can be done regarding finesse and size of weapons.