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...)
Overhaul Changes
Gameplay changes:
- Monk weapons extended to include Shuriken, Quarterstaff/Magic Staff
- Magic Staff now has Quarterstaff feats applied to it
- Whips can now be used in the offhand, allowing you to disarm more easily when carrying the whip in the off hand
- Extended stack sizes of various stacks to be up to 1000 for easier inventory management of basic items. While magic bags can make this more abusable, mainly for throwing axes, it won't really affect a great deal.
- Scrolls, potions, ammunition, throwing weapons, thieves tools, healing kits, gems, grenades etc.
Visual changes:
- Weapon HD visual overhauls for models and icons
- For new content: added more colours/variants of these models
- PLT colouring for shields
Item Categories
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)
- Helmets
- Shields
- Creature Items
- Miscellaneous
- Miscellaneous 1x1
- Miscellaneous 1x2
- ...etc
- Clothing
- Belts
- Boots
- Bracers
- Cloaks
- Gauntlet
- Gems
- Jewellery
- Amulets
- Rings
- Kit (Traps, Healing)
- Potions
- Scrolls (although the icons may be more in the Spells section perhaps?)
- Weapons
- Ammunition
- Axes
- Bladed
- Blunts
- Double-Sided
- Exotic
- Mage-Specific
- Polearms
- Ranged Weapons
- Throwing
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;
Below has not been actioned just ideas so far.
We should note the tints used for each item set as needed. To be honest with the now pretty much item numbers we could easily replicate some of this across new IDs.
| 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) | |
| 4 | Yes | Adamantium (Black Silver) | Adamantium (Black Silver) | Added in HotU for 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 | Mostly 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.
Items List
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.
| ID | label | ModelType | ItemClass | Type | Overhaul Information | New Colours / Variants Information |
|---|---|---|---|---|---|---|
| Main Weapons | ||||||
| 0 | shortsword | Composite (3 part) | WSwSs | Main Weapon | Beamdog HD Pack replacements | |
| 1 | longsword | Composite (3 part) | WSwLs | Main Weapon | Beamdog HD Pack replacements | |
2 108 | battleaxe dwarvenwaraxe | Composite (3 part) | WAxBt | Main Weapon | Bill Harper https://neverwintervault.org/project/nwnee/prefab/item/hd-battle-axes Includes some variants for top/middle handles. | |
| 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 | Bill Harper https://neverwintervault.org/project/nwnee/prefab/item/hd-warhammers | |
| 6 | heavycrossbow | Composite (3 part) | WBwXh | Main Weapon | Miqail https://neverwintervault.org/project/nwnee/prefab/item/enhanced-heavy-crossbows | |
| 7 | lightcrossbow | Composite (3 part) | WBwXl | Main Weapon | Unassigned | |
| 8 | longbow | Composite (3 part) | WBwLn | Main Weapon | Bill Harper https://neverwintervault.org/project/nwnee/prefab/item/hd-longbows | |
| 9 | lightmace | Composite (3 part) | WBlMl | Main Weapon | Bill Harper https://neverwintervault.org/project/nwnee/prefab/item/hd-maces | |
| 10 | halberd | Composite (3 part) | WPlHb | Main Weapon | Unassigned | |
| 11 | shortbow | Composite (3 part) | WBwSh | Main Weapon | Bill Harper https://neverwintervault.org/project/nwnee/prefab/item/hd-shortbows | |
| 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 | Bill Harper https://neverwintervault.org/project/nwnee/prefab/item/hd-clubs | |
| 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 | Bill Harper https://neverwintervault.org/project/nwnee/prefab/item/hd-hand-axes | |
| 40 | kama | Composite (3 part) | WSpKa | Main Weapon | Bill Harper https://neverwintervault.org/project/nwnee/prefab/item/hd-kamas | |
| 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 https://neverwintervault.org/project/nwnee/prefab/item/enchanced-mage-staffs | |
| 47 | morningstar | Composite (3 part) | WBlMs | Main Weapon | Bill Harper https://neverwintervault.org/project/nwnee/prefab/item/hd-morningstars | |
| 50 | quarterstaff | Composite (3 part) | WDbQs | Main Weapon | Bill Harper https://neverwintervault.org/project/nwnee/prefab/item/hd-quarterstaffs | |
| 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 | Bill Harper https://neverwintervault.org/project/nwnee/prefab/item/hd-scythes | |
| 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 | Miqail https://neverwintervault.org/project/nwnee/prefab/item/enhanced-sickles | Base version is a simple version with same base steel/bronze/gold/black versions. Variants 2 through 5 added as new. 5th colour is just "Silver" for now. |
| 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 | Bill Harper https://neverwintervault.org/project/nwnee/prefab/item/hd-whips | |
| Thrown Weapons | ||||||
| 31 | dart | Simple (convert to PLT) | WThDt | Thrown Weapon | Unassigned. Possibly upgrade with PLT. Note: Mostly icons. Overhaul added some ones unused from the base game. | |
| 59 | shuriken | Simple (convert to PLT) | WThSh | Thrown Weapon | Unassigned. Possibly upgrade with PLT. Note: Mostly icons. Overhaul added some ones unused from the base game. | |
| 63 | throwingaxe | Composite (3 part) | WThAx | Thrown Weapon | Unassigned | |
| 81 | grenade | Simple (convert to PLT) | it_x1_gren | Thrown Weapon (kinda) | Unassigned 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 | |
| Shields | ||||||
| 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 | |
| Special Equippable | ||||||
| 15 | torch | Simple (convert to PLT) | it_torch | Special Equippable | Miqails | |
| 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) | |
| Ammo | ||||||
| 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 (phenotype models, parts_xxx 2da files). 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) | |
| Not Equippable | ||||||
| 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 | |
24 110 | miscsmall craftcompsmall | 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 | |
29 109 112 | miscmedium craftcompbase craftbase | 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 | |
46 103 106 | magicwand blank_magicwand crafted_magicwand | Composite (3 part) | WMgWn | Unequippable | World model not wielded so low priority | |
49 101 104 | potions empty_potion crafted_potion | 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 | |
75 102 105 | spellscroll blank_scroll crafted_scroll | 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. | |
| 77 | gem | Simple | IT_GEM | Unequippable | 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 | |
| Creature | ||||||
| 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 |
Special Item Models
There are a few special item models to take into account at some stage, see: Overhaul Special Item Models
PLT Items
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.
New Items
Some notes about new items, will be a subpage;
Spellbook
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!
New Weapons
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.

