Neverwinter Nights: Enhanced Edition

Neverwinter Nights: Enhanced Edition

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Reborn UI
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File Size
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1.183 GB
2 Dec, 2020 @ 7:28am
20 Jan @ 9:50am
18 Change Notes ( view )

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Reborn UI

Description
Description:
Major interface alteration mod for Neverwinter Nights Enhanced Edition.

Features:
- Fully retextured interface with new art style.
- New HD icons for Classes, Skills, Feats, Domains, Spells, Abilities, Actions, Buffs/Debuffs, Spell Scrolls, Gems and others.
- New mouse cursors.
- Bigger dialogue window.
- New Menu Music.
- New sound effects for UI, Inventory, Journal, Doors, Containers, Locks, Traps, Bows.
- AI upscaled inventory items.
- Improved loading screens art.
- (Optional) AI upscaled Portraits, including all placable objects portraits.
- (Optional) Alternative Main Menu background. 4k and 1080p versions for smoother title font.
- (Optional) NWN2 Dialogue Font.
- (Optional) Mute Annoying Sounds.
- (Optional) Change hard to read Blue dialogue text to Red.

Optional:
You can download optional files from here:

https://www.nexusmods.com/neverwinter/mods/897
https://neverwintervault.org/project/nwnee/other/gui/reborn-ui


Optional Steam Installation:

To install optional files on steam version of the mod - unpack "override" folder from archive to:

"steam\steamapps\workshop\content\704450\2306430219"

Moving Dialog Window:
You can change dialog window position by doing the following:
Go to where this mod is installed -
"steam\steamapps\workshop\content\704450\2306430219\override"
Open - "pnl_dialog.mdl" with notepad++
Go to line 11 - position 0 0 0
Increase first number to move window to the right (example) - position 2.8 0 0
Increase second number with a minus if you want to move it down (example) -
position 2.8 -3.80 0
Save file.

Recommended Graphics Mods:
Beamdog's HD Art Pack - With Community Fixes [neverwintervault.org]
Remastered Hall of Justice by Beamdog from this page [neverwintervault.org]
Remastered City Tileset by Beamdog [neverwintervault.org]
PBR HD Remastered Tilesets by Maranduil [neverwintervault.org]
PBR HD Mines and Caverns [neverwintervault.org]
HD Remastered Weapons by Bill Harper[neverwintervault.org]
Remastered Weapons, Shields, Placeables by Miqail [neverwintervault.org]
Remastered Containers by MervySh [neverwintervault.org]
Real Skies Lite [neverwintervault.org]


[paypal.me] - any tips for a cup of coffee are appreciated.

131 Comments
wes  [author] 19 Jul @ 7:42am 
to Stryker:
Maybe there is, but after a quick browse I haven't found it.
Stryker 16 Jul @ 5:27pm 
Is there a way to center other windows besides dialog, like chests, cabinets, etc?
wes  [author] 21 May @ 9:19am 
to Pazerna Łasica:
Glad you figured it out.
Yes that optional addon was made with default english file, some localized versions probably add extra lines to that file.

If you can unpack "stringtokens.2da" from your game using nwnexplorer or similar, then you can edit it using notepad++
on the line 57: 54 StartHighlight , change 21 to 20, save file, then drop it where the mod is installed or override folder.
Pazerna Łasica 20 May @ 3:35pm 
Hi everyone,
I finally tracked down the cause of the <unrecognized token> error I was getting in the Polish version of Neverwinter Nights: Enhanced Edition.

At first, I thought it was caused by the Reborn UI mod, but it turns out the real issue was in the optional add-on:
"(Optional) Change hard to read Blue dialogue text to Red".

That add-on includes a modified stringtokens.2da file, which is responsible for handling dynamic text tokens like <CUSTOMGENDER>, <PLAYERNAME>, etc. The version included in the optional pack was either incomplete or incompatible with localized versions (like Polish), and that’s what broke the token parsing.

After removing or restoring the original stringtokens.2da, everything works fine — even with Reborn UI enabled.

Just wanted to share this in case anyone else runs into the same confusing issue. It’s not the core Reborn UI mod, but the optional blue-to-red dialogue color tweak that causes the problem.

Hope this helps someone!
Pazerna Łasica 20 May @ 3:12pm 
Hi again,
I'm using the Reborn UI mod with the Polish version of Neverwinter Nights: EE, and I've noticed that the <unrecognized token> error appears specifically when a word needs to be dynamically adjusted based on the player's gender (e.g., masculine/feminine endings).

These gender-sensitive words work fine in the base game, but break with the mod active. The mod doesn't seem to include gui_dialog.xml or other obvious GUI override files, so I'm guessing something indirect in the UI rendering or layout (maybe font sizing or container width?) is interfering with gender token parsing.

Any ideas or fixes would be appreciated — this mostly affects localized (Polish) dialog.
Pazerna Łasica 20 May @ 1:43pm 
Hi everyone,
I've encountered a recurring issue while using the Reborn UI mod in the Polish version of Neverwinter Nights: Enhanced Edition. Some dialog lines randomly show <unrecognized token> instead of the actual text.

This seems to happen mostly in lines that contain Polish special characters (like ą, ć, ł, ś, etc.), but not always - some lines with the same characters display just fine. The behavior is inconsistent and seems to only appear when Reborn UI is active.

Without the mod, these dialog lines usually work correctly, so I'm wondering if the mod is affecting how the game handles character encoding or font rendering in localized text.

Has anyone else experienced this issue with Reborn UI and Polish dialog? Any ideas on a fix or workaround?

Thanks in advance!
[‡]=Storky=[‡] 26 Mar @ 12:27pm 
Giving it a try. Looks great, very cozy like in Icewind Dale 1-2.
But :/ On 1.3 UI scale icons look stretched
wes  [author] 26 Mar @ 7:17am 
to [‡]=Storky=[‡]:
that would probably depend on which mod you subscribe to first.
[‡]=Storky=[‡] 26 Mar @ 2:54am 
Does it conflict with the colorizing icons top subscribed mods?
Sorry if it is faq
terrex 22 Mar @ 6:05am 
I thought it was enough to save the existing Reborn files that only change the interface and delete all the others) But if it's not that simple, then I understand that it's a lot of work and time.
In any case, thanks wes for the feedback and for the work done!