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Poseidon00, you running the new v.83 EE build? I ran into a pretty serious bug and had to roll back, I wouldn't mind an external confirmation if you've got five minutes to mess around in the toolset. I'm gonna test a clean install on my second PC too, but haven't had the time to get to it yet.
Awesome, thanks! If you know the toolset, I'm simply looking to see whether POST_ waypoints affect the orientation of affected characters. You'd have to make an area, put down an NPC loaded with an X2 script set and set a post waypoint tagged with POST_ followed by the tag of the NPC, then just run it and see which way the NPC is facing when they've reached the post.
If you're not familiar with the toolset, here's the step-by-step:
- launch Neverwinter Nights Enhanced Edition\bin\win32\nwtoolset.exe
- select to create a New module -> Next -> Next -> Area Wizard -> select Barrows Interior -> Next -> Next -> Finish
- right-hand pane, expand Terrain -> select Barrow -> paint a square in the main view
- above the right-hand pane, click the blue circle with a red arrow inside ("Paint Start Location") and paint it inside your tile
- right-hand pane again, select the leftmost red icon ("Paint Creatures"), expand NPC -> expand Other -> select the first Boddyknock and paint him in the upper/northern part of your tile
- right-hand pane one more time, select the rightmost flag icon ("Paint Waypoints"), expand Waypoints -> select the Post and paint it somewhere else in the lower/southern part of the tile
- in the centre view, right-click the waypoint you just placed -> select Properties -> under Tag, replace NW_POST001 with POST_NW_HEN_BOD -> OK
- in the centre view, right-click Boddyknock -> Properties -> Scripts -> Load Script Set -> navigate to Neverwinter Nights Enhanced Edition\data\scr\default_ai.ini -> OK
- hit CTRL+S to save your module, name it whatever you like
- hit F9 on the keyboard and the toolset will launch a test instance of your module
Now, the expected behaviour here would be that as soon as the level loads, Boddyknock will walk from his starting position to the (invisible) waypoint you placed and will continue facing that way when he's stopped (i.e. south, you can check relative to the compass on your UI). What I found with v.83, however, was that all POST_ NPCs were suddenly facing precisely east.
Only in a few special cases, but picking locks is often faster and will give you XP, so it is better to deal with locks that way if you have the skills.
nly in a few special cases, but picking locks is often faster and will give you XP, so it is better to deal with locks that way if you have the skills.
Awesome, thanks! If you know the toolset, I'm simply looking to see whether POST_ waypoints affect the orientation of affected characters. You'd have to make an area, put down an NPC loaded with an X2 script set and set a post waypoint tagged with POST_ followed by the tag of the NPC, then just run it and see which way the NPC is facing when they've reached the post.
If you're not familiar with the toolset, here's the step-by-step:
- launch Neverwinter Nights Enhanced Edition\bin\win32\nwtoolset.exe
- select to create a New module -> Next -> Next -> Area Wizard -> select Barrows Interior -> Next -> Next -> Finish
- right-hand pane, expand Terrain -> select Barrow -> paint a square in the main view
- above the right-hand pane, click the blue circle with a red arrow inside ("Paint Start Location") and paint it inside your tile
- right-hand pane again, select the leftmost red icon ("Paint Creatures"), expand NPC -> expand Other -> select the first Boddyknock and paint him in the upper/northern part of your tile
- right-hand pane one more time, select the rightmost flag icon ("Paint Waypoints"), expand Waypoints -> select the Post and paint it somewhere else in the lower/southern part of the tile
- in the centre view, right-click the waypoint you just placed -> select Properties -> under Tag, replace NW_POST001 with POST_NW_HEN_BOD -> OK
- in the centre view, right-click Boddyknock -> Properties -> Scripts -> Load Script Set -> navigate to Neverwinter Nights Enhanced Edition\data\scr\default_ai.ini -> OK
- hit CTRL+S to save your module, name it whatever you like
- hit F9 on the keyboard and the toolset will launch a test instance of your module
Now, the expected behaviour here would be that as soon as the level loads, Boddyknock will walk from his starting position to the (invisible) waypoint you placed and will continue facing that way when he's stopped (i.e. south, you can check relative to the compass on your UI). What I found with v.83, however, was that all POST_ NPCs were suddenly facing precisely east.
I've got Craft Trap available, but I've never taken Brew Potion in NWN, dunno.
Thanks, man! I didn't pay attention to patrol waypoints when I had v.83 installed but I know there was one in the area I was testing and I didn't notice anything, those are different from Post waypoints. Either way, not cool. Nor is the fact that GOG's changelog hasn't been updated since three patches ago.
I had a short play around with Swordflight c1. Looks cool; excellent difficulty and seems very engaging.
In terms of character would a cleric play through be as fun as rogue, or best to just play a rogue or multi-class rogue? I don’t mean power wise just in terms of fun. Is there class specific content?
I had a short play around with Swordflight c1. Looks cool; excellent difficulty and seems very engaging.
In terms of character would a cleric play through be as fun as rogue, or best to just play a rogue or multi-class rogue? I don’t mean power wise just in terms of fun. Is there class specific content?
I have provided what I hope is fun content for anything you might want to play. Rogue is generally a promising choice becuase there are lots of uses for skills, but there is stuff for everything else too, including class-specific quests.
Remember to type in your deity's name at character creation. I always forget that and have some holes in a few responses. The game itself doesn't enforce it so it's easy to miss.
Remember to type in your deity's name at character creation. I always forget that and have some holes in a few responses. The game itself doesn't enforce it so it's easy to miss.
Remember to type in your deity's name at character creation. I always forget that and have some holes in a few responses. The game itself doesn't enforce it so it's easy to miss.
Remember to type in your deity's name at character creation. I always forget that and have some holes in a few responses. The game itself doesn't enforce it so it's easy to miss.
Don't recall any of that, but it's quite possible, the game has encounters you can reach before you're ready. I clearly remember having to do it with the troll in Dark Calimport.
Oh, general tip, doesn't matter how hard up you are for cash, always pack a couple of potions of Death Ward.
Don't recall any of that, but it's quite possible, the game has encounters you can reach before you're ready. I clearly remember having to do it with the troll in Dark Calimport.
Oh, general tip, doesn't matter how hard up you are for cash, always pack a couple of potions of Death Ward.
Gorav is one of the nastiest opponents in the module. The fight should be doable if you are Level 10+, but may well require some cheesing. Not a fight where you want to hold anything back.
Indeed. When designing the goblin leaders I was trying to turn the tables and make foes who would cause adventurers to feel like the typical goblin presumably does when going up against adventurers.
I created a cleric of Myrkul, having fun, the mod is very well done. I’m still chapter 1 at the ruins after the bandits. Those swordspiders were a real pain especially for a level 2, I ended up using a tactic of giving the bard lady a summon scroll to up our firepower. My cleric uses a shadow and heavy crossbow. Finally got to level 3 killing the spiders. Level below should be manageable as a Cleric
Only suggestion I’d make at this stage is improving the summoning system by adding variety of summons perhaps by alignment. The old default summons are dull. There must be a summoning system on the vault that is already balanced.
Gorav is one of the nastiest opponents in the module. The fight should be doable if you are Level 10+, but may well require some cheesing. Not a fight where you want to hold anything back.