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Aurora Toolset, A Dance with Codex

Gargaune

Arcane
Joined
Mar 12, 2020
Messages
3,717
I understand that you wouldn't be able to make a module where it's possible to have fully direct freedom to choose what feats, spells and ability increases your henchmen would choose, but can you make them at least select what class package they use upon levelling up while playing, provided the SoU functionality of telling them what class to take a level in is added to a module?
The short answer is yes, LevelUpHenchman() takes an optional package parameter, so you could set it up that way. The catch is that you must start at character creation and stick to the chosen package, no swapping, and multiclassing is another problem that I don't quite follow, see the reference Remarks:

In order to level up a henchman (or any NPC, it isn't restricted to henchmen), that NPC must have followed its packages stringently. When you create a creature in the toolset, giving it, say, 5 levels of wizard, it automatically follows its packages. If you then start adding feats manually to it, for instance, you'll no longer be able to use the LevelUpHenchman() command successfully on that NPC.

There a level up wizard available in the Toolset however you cannot choose a package; this along with the Creature Wizard always applies the default package. For custom NPCs and henchmen leave them at level 1 and level them when they are spawned.

The one big thing to note is that the packages.2da lines you refer to must be valid for the given class. You cannot reuse a package line for a different class even if it would otherwise work. Bioware wants unique lines even for prestige classes.

They themselves created for dual-class characters the same package lines but the only difference being the ClassID set. For instance in HotU Deekin has packages.2da line 72 - NPC_Bard (or "Healer, Bard" in the toolset) set as his starting class package, and is used for Bard levelups. The same package line is duplicated to line 117 with the only change to it being the class ID assigned - this time Dragon Disciple - meaning only one set of package files are really used at once.

If you just want to play a module with custom companions (rather than work on your own), you can use OHS to make henchmen from your localvault PCs and it does follow your selected package as I recall (don't configure skills and feats at chargen, just choose one of the presets). But while you can multiclass them, that sub-option doesn't offer a package selection and I've never tried it in any way, can't vouch for it.
 

Pikoman

Novice
Joined
Dec 30, 2023
Messages
43
Thanks for the clarification, guys. It's a shame that further functionality wasn't added at least in the EE, pertaining to being able to have wider control on how your henchmen level up while playing. FPC was out of the question in my mind even when EE was announced, but it seems that a more intuitive way to freely level up your party was problematic to implement as well.
 

Shuruga

Educated
Joined
Jul 4, 2022
Messages
101
Yeah, the quickest approach is to set a package for an NPC and just use LevelUpHenchman(), as Gargaune said. The tutorial Gahbreeil linked demonstrates a much more laborious approach that gives you complete control by essentially building a brand new copy of the NPC for every level.

I'll just add that LevelUpHenchman() should allow you to multiclass NPCs using more than one standard package, and there are a lot available (see here). It looks like you could build your own custom packages and use those, too, see here and the packages.2da paged linked therein in particular. I haven't messed with editing .2da files myself so I can't offer much more insight than pointing you to those pages, though.

 

Gahbreeil

Scholar
Joined
Feb 9, 2021
Messages
1,086
Location
Asarlaíocht
I don't know if anyone here knows but the Nexus has NwN mods as well. This one is pretty cool, uses unused assets of the base game.

Well, anyway, how are things? I'm trying to edit a .hak, I have to use a .plt editor to check which .plt does what, don't have the software to do the same with .mdls but that's ok. It's just cross referencing the files because I believe that some are misnamed, I'm trying to delete the models and textures that I don't have an interest in being a part of the .hak.

EDIT: I don't want to double-post. This is the handy tool for handling .plts. https://neverwintervault.org/project/nwn1/other/tool/plteditor-031b
 
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Gahbreeil

Scholar
Joined
Feb 9, 2021
Messages
1,086
Location
Asarlaíocht
Right, so are we doing this as a group or not? I have three .haks that I have created on my own that will definitely improve the module.

1. Proper Shape of Dwarf and Human Males - I've edited out the dwarfs to keep them stocky & bulky.
2. Artastrophe BG Portrait Pack - A portrait pack that I've turned into a .hak, removing all clear & plain derivatives of Baldur's Gate Portraits. No Sarevok, Edwin nor Minsc. Hopefully, the .hak is legit and legal to use without these.
3. ACAG.106 - A .hak used for older editions of A Dance with Rogues which I have edited to include only female nudity. As in, pelvis and chest. I'm thinking about removing pelvic nudity yet as PG ratings vary between here and there, I do not know whether it is +16, +13 or +??.

These files are not yet uploaded anywhere because I don't know where to ask the 1. and 3. for permission to use derivatives of their, respectively, overdrive files and .hak. EDIT: 1. has granted me permission!

Before you think so, I am not a deviant nor a pervert and I don't think "intimate animations" have a place in NwN. Dialogue romance could be easily expanded into sexual matters but I draw the line at Dragon Age: Origins, that the characters hug, kiss, touch one another. Not outright sex, I prefer the fade to black option. Female nudity, however, as I remembered from movies is acceptable as long as it is not sexual in nature. Therefore, upper waist nudity is around +12.

Well, that's it.
 
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deama

Prophet
Joined
May 13, 2013
Messages
5,164
Location
UK
Definitely vampire module, there's only 1 finished one, and like one or two unfinished.
In games in general there's barely anything good either.

Anyway, if you ever finish something, poke me about voice acting, I can try adding in some via AI using iconic voices I've collected over the years.
 

Gahbreeil

Scholar
Joined
Feb 9, 2021
Messages
1,086
Location
Asarlaíocht
Anyway, if you ever finish something, poke me about voice acting, I can try adding in some via AI using iconic voices I've collected over the years.
Thank you, I'm certain your help might be useful in the future. Do you know how to convert your voice recordings, sound files into the formats used by NwN:EE?

Besides, I need someone's help, again. My .hak isn't working as designed! I've tried on my own, is there anyone on board willing to check what isn't working? https://www.mediafire.com/file/xro6s1mlem9rs6s/rp.hak/file

EDIT: I need help with these two .2das as well. https://www.mediafire.com/file/yvnj2xxtu0x7tnt/loadscreens.2da/file https://www.mediafire.com/file/f4m3rrnuoptc6vu/doortypes.2da/file - Neither the doors nor the loading screens show up. I've edited the two base game .2das by copying and pasting and the Toolset doesn't recognize the files.
 
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deama

Prophet
Joined
May 13, 2013
Messages
5,164
Location
UK
Thank you, I'm certain your help might be useful in the future. Do you know how to convert your voice recordings, sound files into the formats used by NwN:EE?
No I've no clue anything about that. I do know how to convert from .mp3 to .wav or .wav to .mp3 no problem, but no clue about the NWN at all.
At one point I tried adding in voice acting to the swordflight module, I poked the creator, he said it was fine, but I was hoping he'd want to join in as I had no clue at all about that and was hoping he'd tell me more about the characters so I could get the right voices etc... I ended up getting lost with it and went to try making an english voice for archolos instead, but the guy I was working with that was helping me import the sound files to the game bailed after I finished the beginning ship introduction. The results I think were good, but when he posted on the dev discord they barrated him so I think he lost morale on that.

Nowadays I'm just making an audiobook you can find it on my signature, though it's more on the simple side since I have to go through 500+ pages of this stuff.
 

Gahbreeil

Scholar
Joined
Feb 9, 2021
Messages
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Location
Asarlaíocht
https://en.wikipedia.org/wiki/Isle_of_Man

572 square kilometres or 220 square miles. 75 areas, each of the largest size, 32 tiles by 32 tiles. A single tile is 10 square metres. That's a 576000000 square metres, 576 square kilometres. Just above the size of the Isle of Man.

A sandbox map of this size sure does sound like overkill in a game like Neverwinter Nights yet it's literally the size of a single tile. What else? The game's set for an adult human to run through a single tile, 10 metres, in 2.5 seconds. Checked with a stopwatch. This means a single In-Game kilometre, 60 tiles takes a 250 seconds to run through in a straight line. A 1.2km takes 300 seconds, 5 minutes to run through. That's a 70 tiles! Two areas and a bit.

I've decided to choose 5 Real Time minutes to represent an In-Game hour. Which means it takes an hour to traverse a 1.2km while running as an adult male human. 24000 metres, 24 kilometres is the straight line across the tiles of the map. (24 square results in 576) That takes 20 In-Game hours to run across the areas in a straight line.

I have to underline that it is not too ambitious, this is NwN: Enhanced Edition and I want to defeat the Witcher I. When I imagine the map, it's as if it was the size of World of Warcraft. Incline!

For the Imperial users, 222.4 square miles is the area of the map. 14.9 miles to run a straight line across the map.

Opinions?
 

Poseidon00

Arcane
Joined
Dec 11, 2018
Messages
2,270
https://en.wikipedia.org/wiki/Isle_of_Man

572 square kilometres or 220 square miles. 75 areas, each of the largest size, 32 tiles by 32 tiles. A single tile is 10 square metres. That's a 576000000 square metres, 576 square kilometres. Just above the size of the Isle of Man.

A sandbox map of this size sure does sound like overkill in a game like Neverwinter Nights yet it's literally the size of a single tile. What else? The game's set for an adult human to run through a single tile, 10 metres, in 2.5 seconds. Checked with a stopwatch. This means a single In-Game kilometre, 60 tiles takes a 250 seconds to run through in a straight line. A 1.2km takes 300 seconds, 5 minutes to run through. That's a 70 tiles! Two areas and a bit.

I've decided to choose 5 Real Time minutes to represent an In-Game hour. Which means it takes an hour to traverse a 1.2km while running as an adult male human. 24000 metres, 24 kilometres is the straight line across the tiles of the map. (24 square results in 576) That takes 20 In-Game hours to run across the areas in a straight line.

I have to underline that it is not too ambitious, this is NwN: Enhanced Edition and I want to defeat the Witcher I. When I imagine the map, it's as if it was the size of World of Warcraft. Incline!

For the Imperial users, 222.4 square miles is the area of the map. 14.9 miles to run a straight line across the map.

Opinions?

Make the world big, open world, easy to explore. Fully support it. The ease of doing this and adding all the extra content you need to make it good (hidden dungeons, traps, places to use your skills, spawns and static enemies, etc.) is one of the benefits of using the NWN toolset.

If you are actually using an island setting, let me send you my hobby module. It is also island themed and I put some work into crafting some pretty decent areas for it. Uses custom tilesets for extra island flavor but only 2. It might give you some ideas. You can fully rip areas out of it idc.

I'd like to see what's going on with your faulty hak, but give me a few days, i'm a little swamped with my own work. If you haven't figured it out i'll see what I can do.
 

Gahbreeil

Scholar
Joined
Feb 9, 2021
Messages
1,086
Location
Asarlaíocht
I'd like to see what's going on with your faulty hak, but give me a few days, i'm a little swamped with my own work. If you haven't figured it out i'll see what I can do.
That would be awesome! Like I've said before, I'm happy to have someone to talk with about this. If the hobby module you've just mentioned is the same thing you've mentioned earlier, I'm still interested in seeing it. I'm in the notes, calculations and design phase still and will be for some time.

And yes, .haks. I have a few from NwVault but I'm still looking for more although it isn't that easy nor quick to merge .haks that overlap.
 

Gahbreeil

Scholar
Joined
Feb 9, 2021
Messages
1,086
Location
Asarlaíocht
Gargaune Hey, if you don't mind me summoning you, do you have any content on NwVault that you would be willing to share here? I totally get it if you don't want to merge nicknames/would rather remain Gargaune only, here on the 'dex.

Also, do you think you might have time to join this modding project? Do you know anyone who does? So far, I'm collecting .haks and writing notes, better to ask now rather than later. If you have any questions, I'd be glad to answer.
 

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