Severian Silk
Guest
So, I'm playing MOTB on my 1080p 23" monitor and the interface text/buttons/whatever are WAAAAAAAAY too small. Is there a fix for this? I'm old, have old eyes.
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I'm using strategy mode. It works okay, but it is stuck to only ~20m around my character. I can't scroll the whole map.
Like most of NWN2's design decisions, you either need to learn to love suffering through the camera with stoicism or you should move on to greener pastures.I can't seem to be able to move the camera far away from my character, and only within certain corridors. In dungeons the camera movement is erratic, almost like tetris. Is there a way to make it behave like a normal game?
Wat? But NWN2 isn't on consoles...I'm using strategy mode. It works okay, but it is stuck to only ~20m around my character. I can't scroll the whole map.
That's intentional. Memory limitations.
Yeah, I don't think I can learn D&D 3.5 again either. Too much crap to remember. I picked my race and class because the character model and starting outfit looked cool.Like most of NWN2's design decisions, you either need to learn to love suffering through the camera with stoicism or you should move on to greener pastures.I can't seem to be able to move the camera far away from my character, and only within certain corridors. In dungeons the camera movement is erratic, almost like tetris. Is there a way to make it behave like a normal game?
Wat? But NWN2 isn't on consoles...
Aha! That fixed things. Thanks.If you are stuck very close to the character, go to the menu and set the camera to something like free camera movement rather than close to character movement. You should be able to scroll a good 1-1.5 screens away from the PC.
Don't think it was memory limitations, MP servers ran fine with creatures running everywhere at once. They used the triggers to make sure stuff wouldn't wander around or get in fights/killed before they were needed and break the script or something.Also, PC games still have memory limitations to deal with. Even the original NWN had triggers you ran over that would spawn in creatures before you could see them.
Don't think it was memory limitations, MP servers ran fine with creatures running everywhere at once. They used the triggers to make sure stuff wouldn't wander around or get in fights/killed before they were needed and break the script or something.
NWN would fucking break in some scenes if it needed an actor to complete an action and it was already dead. He's not talking about the AI fighting itself; he means the PC killing enemies too soon.Don't think it was memory limitations, MP servers ran fine with creatures running everywhere at once. They used the triggers to make sure stuff wouldn't wander around or get in fights/killed before they were needed and break the script or something.
Why would the AI fight itself?
Keep in mind that new games have to be playable on hardware that's a few years old.
Yeah, I call "bogus!" on the memory limitations as well. Singleplayer RPGs haven't needed more memory (except video memory maybe) in nearly two decades IMO.Don't think it was memory limitations, MP servers ran fine with creatures running everywhere at once. They used the triggers to make sure stuff wouldn't wander around or get in fights/killed before they were needed and break the script or something.Also, PC games still have memory limitations to deal with. Even the original NWN had triggers you ran over that would spawn in creatures before you could see them.
I'm old, have old eyes.
Don't think it was memory limitations, MP servers ran fine with creatures running everywhere at once. They used the triggers to make sure stuff wouldn't wander around or get in fights/killed before they were needed and break the script or something.
Why would the AI fight itself?
Keep in mind that new games have to be playable on hardware that's a few years old.
NWN would fucking break in some scenes if it needed an actor to complete an action and it was already dead. He's not talking about the AI fighting itself; he means the PC killing enemies too soon.
Yeah, I call "bogus!" on the memory limitations as well. Singleplayer RPGs haven't needed more memory (except video memory maybe) in nearly two decades IMO.
I have seen the RTS Homeworld 2 run out of memory though due to spawning too many units over time. But that was after hundreds of units and more than an hour.
That is kind of a vague/generic symptom. It could have been lack of video memory. Are you sure it was system memory causing this? I suppose if each creature has an AI that could also bring the CPU to a crawl...Pillars of Eternity.
In my NWN2 experience, the frame rate would plummet if a ton of creatures were on the same screen. Bioware's engine was incredibly memory-inefficient (so was Obsidian's version of Unity).
NWN would fucking break in some scenes if it needed an actor to complete an action and it was already dead. He's not talking about the AI fighting itself; he means the PC killing enemies too soon.
Random trash mobs in a dungeon though?
Yeah, the game would suck ass if eighty-three randos "hiding in the shadows" didn't spawn in behind your magic users every three steps. NWN is just that hardcore.
But seriously, enemies spawning in from unexpected directions is one frequentlyabusedleveraged tool in NWN2's encounter design to increase combat interest and difficulty. I hate it, but I think it was a play-focused design decision rather than merely a practical limitation.