chevalier
Wed, 22nd Aug '07, 1:06am
Here are today's Neverwinter Nights 2 forum highlights, collected by NWVault (http://nwvault.ign.com). 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">Rob McGinnis</font>
A Few Noob Qs (http://nwn2forums.bioware.com/forums/viewpost.html?topic=580467&post=5212090&forum=115&highlight=)
<hr />Okay, I just got NWN2, and from my very brief experimentation with the toolset, I have figured out only that it is VERY different from the old Aurora editor.
Since I bought it from atari online, I don't have any manuals or help files, etc. to get into the toolset, and have little time to search past the first 3 or 4 pages of this forum, so please forgive me if these questions have been covered before.
First, if I want to create custom items, or place existing items/creatures into the main campaign, how do I go about that (I assume it is possible)... and if I do so, will it take effect for games already in progress?
Second, is it possible to add an item that alters the character's appearance beyond changing clothes? Specifically, I have found the GFF Editor and methods of hacking on wings and tails, and changing race (among other things)... would it be possible to make a 'winged cloak' or a special belt or some such item which would temporarily grant wings and/or a tail? What about a 'cursed' item that swaps the characters race and/or gender when worn?
Third, aside from 'cheating' or using the debug mode, is there a way I could implement a de-leveler and re-leveler; something that removes all current experience and then adds that same amount back, so that a character could be rebuilt? If so, that (and the debug mode) still leave you stuck with original race/class/feats/skills choices for first level... can those be altered through some custom NPC conversation or device?
I do have many more questions... but for now that will help me get started!
Thanks!
((P.S. - is there any online documentation for how to use the toolset? As I didn't get any in my download, it would be wonderful to find some to read and not bug you guys here!))<hr />Much of what you are talking about isn't normally considered to be in the realm of the Toolset.
For much of this, you may want to search/post on the general forums.
As far as toolset documentation goes, the help file in the toolset itself contains a pretty good tutorial to get you started. If you go to the toolset forum, you will see a sticky containing documentation put together by the community. There's a lot of good information in there.
Custom class can't level up (http://nwn2forums.bioware.com/forums/viewpost.html?topic=573402&post=5212092&forum=115&highlight=)
<hr />Hey Rob, you forgot to leave your credit card number. http://forums.bioware.com/_commonext/images/smiles/icon_shades.gif<hr />Oh yeah, he did say give, not buy, huh?
Finding Multiplayer games (http://nwn2forums.bioware.com/forums/viewpost.html?topic=580483&post=5212112&forum=109&highlight=)
At the top of the General and multiplayer forums, there is a sticky for a tutorial on Multiplayer gaming.
Is NWN2 missing combat animations (http://nwn2forums.bioware.com/forums/viewpost.html?topic=579642&post=5212140&forum=109&highlight=)
To explain it simply:
we have six seconds to do all the animations in combat. Sine the animation drives the combat, if we go over six seconds, then you lose attack rolls.
Some people say that's fine. They don't mind losing those attack rolls. They just want the combat to look good.
We agree and think those people wouldn't mind losing those attack rolls. That is, until they actually lost them.
From a PvE perspective, monsters do more and more damage as they gain levels. Imagine if, while their damage goes up, your number of attacks goes down because the system is trying to show you dodging and weaving, slashing, cleaving, deflecting, etc. Trying to fit that all into six seconds is difficult.
From a PvP perspective, the trouble comes in because each character gets his own six second round. So, while you are animating your various moves, your opponent is animating different moves. How fair would it be that in a round, where both characters are the same level, one character gets three attacks and the other gets four?
Not an easy solution with this. We are looking at options, but make absolutely no promises on this front.
Why NWN 2 runs slower? (http://nwn2forums.bioware.com/forums/viewpost.html?topic=580469&post=5212109&forum=109&highlight=)
It's because it is based on the old NWN1 engine. Also, at the time of release, few games, released at the same time, were made to take advantage of multi-core systems. Even in 2007 many games are not made for multi-core.
While multi-core systems have been around a long time, they were not very popular for gaming due to the cost associated with them. Games coming out in 2007 started production in 2005 or before.
More: (http://nwn2forums.bioware.com/forums/viewpost.html?topic=580469&post=5212155&forum=109&highlight=)<hr />Dear Rob,
So I was right then: Cost efficiency and old codes... Because games like FEAR incorporated multi processor support. Anyway I know that we should not over criticize a game just because it lacks some features (people worked for this for a long time and we should recognize their hard work) http://forums.bioware.com/_commonext/images/smiles/icon_smile.gif . But this game really looks old (graphics, UI... though I think superb graphics would be too complex for current systems since the game is modular and there are too many placebles for the old code to handle at higher graphics). And old things working well with NWN are not implemented to NWN 2, and new implementations are usually crude old designs anyway. I wish you could preserve what was good in NWN -if you were so keen to rely on the old code that is. I wonder if it is feasible to implement dual core support for the expansions.<hr />It's not as much Cost Efficiency as time efficiency. I would bet if we started from scratch on NWN2, building an engine and then building the game up to full expectations (based on the five-year lifespan of NWN1 and other games being released in the interim), the game could never be released. The development time would be so long that technology and expectations would constantly outpace it.
I believe NWN1 took five years to develop. Add that five years of added functionality after release and then the additional features requested "because other games do it" and we would be looking at a very long development cycle.
Starting Areas - Filling in Canvas (http://nwn2forums.bioware.com/forums/viewpost.html?topic=580253&post=5212932&forum=113&highlight=)
<hr />I generally map out my area on graph paper before starting, letting each square = 1 walkwesh square. I myself find this great for scaling the area out.
You also may want to check this out if you're interested:
Click Here (http://nwn2forums.bioware.com/forums/viewtopic.html?topic=578694&forum=113)<hr />A nice trick is to also use a very small brush and the color tool to paint down a "sketch" of the ground first.
Stand-Alone Dedicated Server Released! (http://nwn2forums.bioware.com/forums/viewpost.html?topic=579520&post=5213101&forum=118&highlight=)
Basically, it allows you to run a dedicated server on one machine and a play the game on another machine, without having to own two copies of the game.
<font size="3" face="Verdana, Arial" color="#cc6600">Jeff Husges, Designer</font>
armorrulestats.2da (http://nwn2forums.bioware.com/forums/viewpost.html?topic=576876&post=5212770&forum=115&highlight=)
What did you name your new armor? Chances are you'll need to use a custom tlk file to get the name and default description to show up properly.
For example, if I made a copy of the Full Plate armor and made a Masterwork Version with appropriate stats, the Armor Type drop down list would list 2 Full Plate armors - the original version and my version. However, you can tell which one to use since the ArmorRulesInfo property right below the Armor Type property will display the Label and armor stats of the 2da entry.
Starting Areas - Filling in Canvas (http://nwn2forums.bioware.com/forums/viewpost.html?topic=580253&post=5212855&forum=113&highlight=)
As has been mentioned, our environment artists always place down human models everywhere when they start building an area. Bishop is a popular choice - in some of the early screenshots of MotB, you can see a whole bunch of Bishop clones hanging out in the town.
Sacred Fist (http://nwn2forums.bioware.com/forums/viewpost.html?topic=580559&post=5213296&forum=121&highlight=)
Sacred Fists can be of any alignment.
<font size="3" face="Verdana, Arial" color="#cc6600">Rob McGinnis</font>
A Few Noob Qs (http://nwn2forums.bioware.com/forums/viewpost.html?topic=580467&post=5212090&forum=115&highlight=)
<hr />Okay, I just got NWN2, and from my very brief experimentation with the toolset, I have figured out only that it is VERY different from the old Aurora editor.
Since I bought it from atari online, I don't have any manuals or help files, etc. to get into the toolset, and have little time to search past the first 3 or 4 pages of this forum, so please forgive me if these questions have been covered before.
First, if I want to create custom items, or place existing items/creatures into the main campaign, how do I go about that (I assume it is possible)... and if I do so, will it take effect for games already in progress?
Second, is it possible to add an item that alters the character's appearance beyond changing clothes? Specifically, I have found the GFF Editor and methods of hacking on wings and tails, and changing race (among other things)... would it be possible to make a 'winged cloak' or a special belt or some such item which would temporarily grant wings and/or a tail? What about a 'cursed' item that swaps the characters race and/or gender when worn?
Third, aside from 'cheating' or using the debug mode, is there a way I could implement a de-leveler and re-leveler; something that removes all current experience and then adds that same amount back, so that a character could be rebuilt? If so, that (and the debug mode) still leave you stuck with original race/class/feats/skills choices for first level... can those be altered through some custom NPC conversation or device?
I do have many more questions... but for now that will help me get started!
Thanks!
((P.S. - is there any online documentation for how to use the toolset? As I didn't get any in my download, it would be wonderful to find some to read and not bug you guys here!))<hr />Much of what you are talking about isn't normally considered to be in the realm of the Toolset.
For much of this, you may want to search/post on the general forums.
As far as toolset documentation goes, the help file in the toolset itself contains a pretty good tutorial to get you started. If you go to the toolset forum, you will see a sticky containing documentation put together by the community. There's a lot of good information in there.
Custom class can't level up (http://nwn2forums.bioware.com/forums/viewpost.html?topic=573402&post=5212092&forum=115&highlight=)
<hr />Hey Rob, you forgot to leave your credit card number. http://forums.bioware.com/_commonext/images/smiles/icon_shades.gif<hr />Oh yeah, he did say give, not buy, huh?
Finding Multiplayer games (http://nwn2forums.bioware.com/forums/viewpost.html?topic=580483&post=5212112&forum=109&highlight=)
At the top of the General and multiplayer forums, there is a sticky for a tutorial on Multiplayer gaming.
Is NWN2 missing combat animations (http://nwn2forums.bioware.com/forums/viewpost.html?topic=579642&post=5212140&forum=109&highlight=)
To explain it simply:
we have six seconds to do all the animations in combat. Sine the animation drives the combat, if we go over six seconds, then you lose attack rolls.
Some people say that's fine. They don't mind losing those attack rolls. They just want the combat to look good.
We agree and think those people wouldn't mind losing those attack rolls. That is, until they actually lost them.
From a PvE perspective, monsters do more and more damage as they gain levels. Imagine if, while their damage goes up, your number of attacks goes down because the system is trying to show you dodging and weaving, slashing, cleaving, deflecting, etc. Trying to fit that all into six seconds is difficult.
From a PvP perspective, the trouble comes in because each character gets his own six second round. So, while you are animating your various moves, your opponent is animating different moves. How fair would it be that in a round, where both characters are the same level, one character gets three attacks and the other gets four?
Not an easy solution with this. We are looking at options, but make absolutely no promises on this front.
Why NWN 2 runs slower? (http://nwn2forums.bioware.com/forums/viewpost.html?topic=580469&post=5212109&forum=109&highlight=)
It's because it is based on the old NWN1 engine. Also, at the time of release, few games, released at the same time, were made to take advantage of multi-core systems. Even in 2007 many games are not made for multi-core.
While multi-core systems have been around a long time, they were not very popular for gaming due to the cost associated with them. Games coming out in 2007 started production in 2005 or before.
More: (http://nwn2forums.bioware.com/forums/viewpost.html?topic=580469&post=5212155&forum=109&highlight=)<hr />Dear Rob,
So I was right then: Cost efficiency and old codes... Because games like FEAR incorporated multi processor support. Anyway I know that we should not over criticize a game just because it lacks some features (people worked for this for a long time and we should recognize their hard work) http://forums.bioware.com/_commonext/images/smiles/icon_smile.gif . But this game really looks old (graphics, UI... though I think superb graphics would be too complex for current systems since the game is modular and there are too many placebles for the old code to handle at higher graphics). And old things working well with NWN are not implemented to NWN 2, and new implementations are usually crude old designs anyway. I wish you could preserve what was good in NWN -if you were so keen to rely on the old code that is. I wonder if it is feasible to implement dual core support for the expansions.<hr />It's not as much Cost Efficiency as time efficiency. I would bet if we started from scratch on NWN2, building an engine and then building the game up to full expectations (based on the five-year lifespan of NWN1 and other games being released in the interim), the game could never be released. The development time would be so long that technology and expectations would constantly outpace it.
I believe NWN1 took five years to develop. Add that five years of added functionality after release and then the additional features requested "because other games do it" and we would be looking at a very long development cycle.
Starting Areas - Filling in Canvas (http://nwn2forums.bioware.com/forums/viewpost.html?topic=580253&post=5212932&forum=113&highlight=)
<hr />I generally map out my area on graph paper before starting, letting each square = 1 walkwesh square. I myself find this great for scaling the area out.
You also may want to check this out if you're interested:
Click Here (http://nwn2forums.bioware.com/forums/viewtopic.html?topic=578694&forum=113)<hr />A nice trick is to also use a very small brush and the color tool to paint down a "sketch" of the ground first.
Stand-Alone Dedicated Server Released! (http://nwn2forums.bioware.com/forums/viewpost.html?topic=579520&post=5213101&forum=118&highlight=)
Basically, it allows you to run a dedicated server on one machine and a play the game on another machine, without having to own two copies of the game.
<font size="3" face="Verdana, Arial" color="#cc6600">Jeff Husges, Designer</font>
armorrulestats.2da (http://nwn2forums.bioware.com/forums/viewpost.html?topic=576876&post=5212770&forum=115&highlight=)
What did you name your new armor? Chances are you'll need to use a custom tlk file to get the name and default description to show up properly.
For example, if I made a copy of the Full Plate armor and made a Masterwork Version with appropriate stats, the Armor Type drop down list would list 2 Full Plate armors - the original version and my version. However, you can tell which one to use since the ArmorRulesInfo property right below the Armor Type property will display the Label and armor stats of the 2da entry.
Starting Areas - Filling in Canvas (http://nwn2forums.bioware.com/forums/viewpost.html?topic=580253&post=5212855&forum=113&highlight=)
As has been mentioned, our environment artists always place down human models everywhere when they start building an area. Bishop is a popular choice - in some of the early screenshots of MotB, you can see a whole bunch of Bishop clones hanging out in the town.
Sacred Fist (http://nwn2forums.bioware.com/forums/viewpost.html?topic=580559&post=5213296&forum=121&highlight=)
Sacred Fists can be of any alignment.