gurugeorge
Arcane
NWN2's toolset lets you do more than NWN1 but it's significantly slower and harder to work with. It's really fast to bang out a rough area in NWN1 and start testing shit for example while in NWN2 you'll spend hours just setting up a rough area, let alone populating it. You might take the not entirely unreasonable line of thought that "More complexity means it takes longer but the end results are better" except that a lot of people liked making NWN1 modules in their free time on the weekends and shit, and one person working on a module for a month or two (Or more) can produce a fine adventure at the end with NWN1, while NWN2 requires MUCH more time and dedication and makes it not really worthwhile for someone doing it for fun. And it's also true that there are a lot of trash NWN1 modules but there are so many MORE modules for NWN1 than 2 that it still has far more quality than 2 ever did.(I only really caught the fever for NWN2, which I gather isn't quite as good to build with, or had more headroom but people didn't take it up or something. But the graphics in NWN are just on the cusp of "too unbearably old" for me.)
It's one of the biggest things that chaps my ass about NWN1 is that we're likely never to get another toolset for a game that hits the perfect sweet spot of complexity and depth. Sacrifices were definitely made for it (Looking at you, tilesets (And yes Bethesda games use Lego-brick snap together tilesets for dungeons and interiors and shit too but even those aren't as smooth and fast as NWN1)) but you can quite reasonably make small one-off adventures or even whole campaigns with NWN just fine, and the scripting lets you do even weirder shit if you want. The scripting's another good point, NWscript's decent enough to let you do a lot but the in-editor wizard means even people with no scripting/programming inclination at all could still keep themselves covered for most common cases. Then they even expanded it, since at one point I did a whole bullshit system to spit out a unique item based on the end-state of one module that could be destroyed at the start of the next module and adjust things accordingly for C&C and the rat bastards added a system so you could do all that behind the scenes anyway which is just as well because I got the next module mostly completed and then abandoned it because I got too wrapped up fucking around with cutscene scripting.
For what it's worth I had the toon shader working on the beta patch just fine. Haven't fired it up after it went live, I'll do so now.Don Peste, were those screenshots above yours, did you get it running?
Yeah, booted up fine.
Hmm, that cel shading could go some way to making the antediluvian graphics tolerable, might give it a shot.