View Full Version : Neverwinter Nights 2 Forum News (Jan. 26, 05)


chevalier
Wed, 26th Jan '05, 6:24pm
Here are today's Neverwinter Nights 2 forum highlights, collected by NWVault (http://nwvault.ign.com) from Obsidian Forums (http://forums.obsidianent.com/index.php?showforum=21). Please take into account that these are only single parts of various threads and should not be taken out of context. Bear in mind also that the posts presented here are copied as-is, and that any bad spelling and grammar does not get corrected on our end.

<font size="3" face="Verdana, Arial" color="#cc6600">Adam Brennecke, Programmer</font>

Tools for the Nonprogrammer (http://nwn2forums.bioware.com//forums/viewpost.html?topic=406980&post=3373839&forum=100&highlight=)
<hr />OK,this is not an either/or kind of thing. Including a good script wizard doesn't mean dumbing down the scripting language. NOBODY is suggesting REPLACING the script editor, just supplementing it to make it more accessable to non programers.

In my opinion Obsidian has NO CHOICE. They MUST include at least simple scripting tools if NWN2 is going to meet it's potential, perhaps not as a game, but as a PROFITABLE PRODUCT which is, after all, what their REAL priority is and should be. Every barrier we place between wannabes and their first mod is going to cost us enthusiasm, therefore enthusiasts, and therefore sales. It's not fair or reasonable to expect new users to track down the NWNlexicon or go cruising around on forums looking for information. IN FACT, IT'S NOT EVEN FAIR TO ASSUME NEW USERS HAVE OPEN ACCESS TO THE INTERNET.

My first foray into scripting is NWN. I wanted to open my mod with a cutscene. Who's gonna play a mod without cutscenes?

Lilac souls script generator was helpful, but It has limitations, right? You can't place variables on anything but the PC. You can apply effects, but not remove them. No camera controls. How do you get around this?

Learn the language. You did it, I did it. Kudo's to us, fleeb. But here's the catch...

MOST PEEPS CAN'T.

In order for NWN2 to be all it can be we need to change that. You're in, fleeb. You've got your script editor and all kinds of new funtionality.No dis intended, but I don't need to sell you NWN2. You're sold. I want to sell it to the 4 people that didn't have the time or skills to pick up on modding. Instead of playing the first half of the OC and letting their copy rot on a shelf because they got annoyed with the misleading claim (and it was misleading) that they could do their own mods, I want them hooked! I want them updating and buying expansion packs as frequently as I do.

That means SCRIPT WIZARD.<hr />Unfortunately, a script wizard will never be able to satisfy everyone. The wizard can never have enough options to match or produce script code at the same level or complexity as a programmer. So you will be bummed when you see a scripted event in the shipped campaign, and go to try to do something similar in your own module but can't because the script wizard is unable to produce complex code. We will try our best to make the toolset more easy to use, well documented, and newbie friendly. Erik has already added a number of things to the toolset to address these problems.

Seriously though, if Lilac Soul's script generator doesn't do it for you, and you need something more powerful, I would recommend learning how to script. There are a bunch of good tutorials on the net, it can be great fun to learn something useful and new, and you will have at least a years head start before the new game comes out.


<font size="3" face="Verdana, Arial" color="#cc6600">Erik Novales, Programmer</font>

Toolset for OSX!?!?!!? (http://nwn2forums.bioware.com//forums/viewpost.html?topic=408076&post=3375029&forum=100&highlight=)
FAQ (http://nwn2forums.bioware.com/forums/viewtopic.html?topic=406653&forum=95)

<font size="3" face="Verdana, Arial" color="#cc6600">Ferret Baudoin, Lead Designer</font>

** Your biggest fear ** (http://nwn2forums.bioware.com//forums/viewpost.html?topic=407523&post=3375071&forum=100&highlight=)
Even when we're busy crunching, the mood over here is very good. It's a great bunch of guys to work with!

We have some great things planned - and even if not all of those goodies get in, I think it will make for a fantastic game. We're really aiming to blow people away. Here's hoping.

A-men (http://nwn2forums.bioware.com//forums/viewpost.html?topic=406678&post=3375083&forum=100&highlight=)
We definitely want to make the Toolset even more powerful and useable than NWN1. I am very thankful that we have Erik Novales on the job. I was using the parameter system a lot this morning - I feel like I should sacrifice a chicken to the great and powerful Mr. N.

More Weapons (http://nwn2forums.bioware.com//forums/viewpost.html?topic=407921&post=3375094&forum=98&highlight=)
Just to let you guys know, we're starting from scratch with art assets. So we can't use any of the NWN1 art assets, because everything is being redone with the new graphics engine. So before we could get to the cooler more unusual weapons, we'd have to make all the "must haves".

This is amazing! (http://nwn2forums.bioware.com//forums/viewpost.html?topic=407981&post=3375109&forum=95&highlight=)
We try and preface our comments with conditionals. Until a feature gets physically implemented, there's always a chance it won't make it in the game. I know that must be irritating for you guys (and us, as well), but I'd hate to promise something that doesn't make it in the game.

Release date (http://nwn2forums.bioware.com//forums/viewpost.html?topic=408016&post=3375121&forum=95&highlight=)
We can't really say anything beyond some time in 2006. If I say more the men in black will come and "disappear" me.