FUBAR v1.1 - A HUGE Combo Pack
Pstemarie
Member Posts: 4
This is a mashed together compilation of the Community Patch, Project Q IV, and a bunch of other stuff I've thrown together for a module I'm working on. I also use it as an override when I play. It includes overrides for most of the creatures and many placeables (some completely new models, others just higher-poly versions of the originals), pbr (aka fancy) maps for just about everything in the game, a bunch of new stuff, not to mention all the fixes from the Community Patch., and TonyK's Henchman Inventory & Battle AI v1.08. Some highlights:
TonyK's Henchman Inventory & Battle AI, featuring:
As a builder, you gain access to all of the above plus the following additional benefits:
More than 150 new placeables to decorate your areas - all listed on the standard palette, including:
Expanded features, groups, and terrain for Castle Exterior Rural and other tilesets.
New waypoint markers, allowing you to easily identify a waypoint visually without having to open its properties.
More finite control over creature behavior using TonyK's Henchman Inventory & Battle AI.
For a full list of what's included, see the documentation (note, I am in the process of updating the CPP and TonyK's AI documentation to reflect changes made to them in FUBAR).
Requirements: NwN EE patched to v87.8193.36.36 (Development Build).
- Numerous fixes to spells
- Eye of Gruumsh and Shou Disciple prestige classes
- Mighty Rage now functions as an extension of Rage, meaning ALL rages are "mighty rages" when a Barbarian has this feat
- New critical and weapon proficiency feats for the lance and trident
- Dwarves now gain proficiency with the Dwarven Waraxe for free
- New favored enemies for Rangers (oozes and plants)
- New baseitem models for boots, books, cloaks, miscmed, potions, etc.
- Updated models and PBR mapping for nearly ALL of the creatures and placeables in the game
- Model, pathfinding, and other fixes for several tilesets as well as PBR maps for ALL tilesets in the game
- Several new heads to choose from at character creation
TonyK's Henchman Inventory & Battle AI, featuring:
- More intelligent companions
- More finite control over companions
- Access to companion inventory
- Enemies act more intelligently, utilizing their full abilities in combat and rushing to aid allies
As a builder, you gain access to all of the above plus the following additional benefits:
- More than 100 new monsters to confound your players - all listed on the standard palette, including:
- 40 new horses including Cauchemars and Skeletal steeds
- 16 new oozes and puddings
- Carrion Crawler
- Otyugh and Neo-otyugh
- Roper
- Rust Monster
More than 150 new placeables to decorate your areas - all listed on the standard palette, including:
- Awnings
- Dungeon dressing
- Farm crops and food bins
- Market stalls and assorted goods
- Smithing equipment and tools
- Thickets and Trees
Expanded features, groups, and terrain for Castle Exterior Rural and other tilesets.
New waypoint markers, allowing you to easily identify a waypoint visually without having to open its properties.
More finite control over creature behavior using TonyK's Henchman Inventory & Battle AI.
For a full list of what's included, see the documentation (note, I am in the process of updating the CPP and TonyK's AI documentation to reflect changes made to them in FUBAR).
Requirements: NwN EE patched to v87.8193.36.36 (Development Build).
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Comments
You could try it as user haks are loaded after the /override and userpatch files, so anything in the PRC should take priority over matching resources in FUBAR - this would probably be mainly spell scripts. Furthermore, anything localized to the module will overwrite any matching resources in FUBAR.
Worst case scenario, you lose some content from FUBAR (spell scripts, feats, classes, etc.). Art overrides should still be intact as I don't recall the PRC ever including such material.
Jaysyn on Discord is the real PRC guru and could probably give you better guidance than I can.