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NWN Neverwinter Nights (NWN & NWN2) Modules Thread

titus

Arcane
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Sep 28, 2011
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Romania
I dug into the toolset to try to fix the conan chronicles merchants, but their dialog isn't even in the conversations field. I can find the merchants just fine, but the dialog assigned to them is completely different from what shows up in-game. What the hell?


(and while I'm asking about the editor, how do "or" conditions combined with "and" conditions worked. For example a dialog option that only opens if the player if the player has an item AND is Dwarf OR a Gnome)


Edit: OK seems the armorer was defaulting to a copy of Conan Chronicles 2's armorer dialog under the campaign conversations tab I missed. I deleted it because it wasn't used anywhere. Can't find what's wrong with the silk merchant.

edit 2: Found it. That merchant is tagged with the wrong conversation entirely. Fixed that. Hope my save before entering the compound updates it properly, or at least the one before the zombie fight.

edit 3: fixed the silk merchant (though I did cut half the dialog trying to fix her). Not the armorer. There seems to be a duplicate armorer, but I have no idea how he is still talking, let alone with the CC2 dialog, when I deleted that conversation wholesale.
Maybe you should publish your fixes.
 

deuxhero

Arcane
Joined
Jul 30, 2007
Messages
11,372
Location
Flowery Land
Once I figure out how to 1: do everything cleanly 2:get more than just those two major bugs I might.

I figured out how to fix the armorer: I simply replaced the wrong dialog with a duplicate of the correct one. He has the wrong appearence thanks to the duplicate armorer I can't delete, but that's unimportant.

Other bugs I know of in the module: You can't refuse to fight practice gladiators after asking how tough they are, there's a missing texture on the upper floor, and you can't turn in the priest's quest if you do it before being given it. The first two should be easyish, though I think I have to learn more to fix the third one. Anyone know of other bugs? The first part (which is actually two modules) has no real bugs I know of, nor does the third.
 

Semper

Cipher
Joined
Jan 12, 2012
Messages
747
MCA Project: Eternity
how do "or" conditions combined with "and" conditions worked. For example a dialog option that only opens if the player if the player has an item AND is Dwarf OR a Gnome

to clarifiy you want a dialogue option to only appear if the pc is either a dwarf AND is in possession of an item, OR is a gnome (without the need of the item's possession)?
the condition tab priorizes from top to bottom too. to get the desired result you have to first create an entry with gc_is_race_gnome (operator greyed out because it's the first one), followed by a second entry with an OR operator and gc_has_item, and a third entry with an AND operator with gc_is_race_dwarf.

if you would move the first entry (check for race gnome) to the bottom with an OR operator, the condition would be a totally different one: the dialogue option would only appear if the pc possesses the item AND is either a dwarf OR a gnome.

remember that you can also create custom scripts for very complex conditions. because of the top to bottom hierarchy and a missing grouping feature the condition tab isn't made for such stuff.
 

laclongquan

Arcane
Joined
Jan 10, 2007
Messages
1,870,150
Location
Searching for my kidnapped sister
Okay~

I discover an old gem. On editors, tip, tweak section of sorcerers net, NWN2. There's a mod call Half Heart of Fury. What it did is to apply a few fix on buffs and skills to enemies, up their HP, then up their kill XP.

That mean you no longer can smash swarm of enemies with a fully buffed Great Cleaver, at least not without a barrage of AoE spells to soften them down to Near Death.

And it means XP gain go way up. Your ECL 3 might just get to level 20 after all~
 

Semper

Cipher
Joined
Jan 12, 2012
Messages
747
MCA Project: Eternity
I discover an old gem. On editors, tip, tweak section of sorcerers net, NWN2. There's a mod call Half Heart of Fury. What it did is to apply a few fix on buffs and skills to enemies, up their HP, then up their kill XP.

hp sponges ain't the solution. this only softens the usefulness of spells and encourages rest spamming. it also does nothing to the shitty max hp on lvl up, which negates the danger of critical attacks of enemies. i once tested with only half the class's hit dice (simple classes.2da mod) on hardcore difficulty. combined with self imposed rest restriction the gameplay was half way decent. oc is still crap though.
 

deuxhero

Arcane
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Jul 30, 2007
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Location
Flowery Land
HP sponges actually makes spells more important, not less. Just not the damage ones.

Instant kill from CDGing something under color spray, Black Tentacles or such doesn't give a damn about HP.
 
Joined
Jul 11, 2010
Messages
3,212
Location
Vostroya
If anyone here played Demonheart, today I went to check up modder's progress and saw this:
Sunday, June 14, 2015
The Big Change

So, after a long wait I've decided that you guys won't eat me if I reveal what's been going on after all.

I've been busy converting Demonheart from NWN modules to a standalone game. Basically, it will be a conversation based interactive novel, illustrated by someone other than me.

Now, I expect some of you to be angry because there will be repeated content, and why won't that witch Rivera go away already...? How much fun can the demonheart girl really have in the Golden Forest replaying Chapter 1 over and over? (More fun than me rewriting it for ages, I bet. :S)

But... We have to think of the others who haven't seen Demonheart yet because they don't play NWN. Some people can't even run my modules, I don't know what's going on. Others just give me an outraged look and ask why on Earth was I making content for such an old game.

And now the peak of my honesty. I didn't know how long the development of the Demonheart modules would take. I just wanted people to see my work. These stories are a half of my life. Before the Prelude module, I didn't even know if people would like what I'm making.

I had just started college when I began serious work on the modules. So much time has passed, that getting a job has become a pressing concern for me. Out there in the real world, my job would be programming 8 hours a day for someone else. I don't think that would leave me the time or energy to do my own projects. I'd rather make my own games for a living than be locked up in some company's basement writing someone else's software. Plus, all that human contact. Maybe you've been able to guess this due to the fact that I've spent all that time coming up with alternative worlds - I am one secluded person.

In the end I'll do what I have to, but first let me try my luck with this project.

There will be changes in the plot and the game will start a little earlier than the Prelude module. I'll write more about it when there is time, but I am actively working on the game (just having doubts if I should be writing blog posts or game content).

Big thanks to the NWN community for giving me the confidence to start and keep working on Demonheart!
[src]
 

Immortal

Arcane
In My Safe Space
Joined
Sep 13, 2014
Messages
5,062
Location
Safe Space - Don't Bulli
Please don't get me excited about NWN / NWN2.. If I reinstall this shit.. I am gonna lock myself away in a basement playing mods until my eye bleeds.

There is way too much good content for this game to be healthy for any RPG lover..
 

Animal

Savant
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Jun 26, 2015
Messages
384
Does anyone know of a cool straightforward hack and slash type mod for NWN2?
 

Animal

Savant
Shitposter
Joined
Jun 26, 2015
Messages
384
I used to fire up NWN1 and play an odd dungeonromp mod.

I was in the mood for trying a NWN2 now. Not the first time I try this, but never could find a decent one.

(Not in the mood for reading dialogues atm).
 

waywardOne

Arcane
Joined
Aug 28, 2010
Messages
2,318
The problem with cheap HHDs is that I still have these games available, but all it takes is the menu screen and I'm done.
 

Animal

Savant
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Jun 26, 2015
Messages
384
I still believe NWN2 may have potential if it's played with a single character in exploration mode.

It's the clunky party management that kills it (and hud, and optimization, but that can be overlooked).
 

C.H.A.R.L.I.E

Educated
Joined
May 29, 2011
Messages
58
Location
Multicultural socialist utopia
I am currently playing the Baldurs Gate Reloaded mod for NWN 2. Playing as a Figther (1)/Cleric(1)/Bard(X) dual-wielding finesse type with charisma/divine might for damage.

I haven't gotten very far yet, just arrived in Nashkel. I really like this mod because it is open world and therefore combat can be very challenging in higher level areas. I had a memorable fight with Bassilus where all my companions were either dead or KO'ed and in the end i had used up all my scrolls and potions. And yes, there is permadeath in this mod so i had to revive Kaigan and Imoen back at the temple and find a ditch for the rest.

Being a total conversion mod of BG 1 there is good monster variety. This is fresh because in NWN 2 im mostly used to going through levels where the same monster type is copypasted over and over (orc caves anyone?).

Another thing i like is that XP gain works like in the original BG, meaning you can powerlevel a solo character very fast or run with a smaller, more powerful party.

The major issue with this mod is the dialog; every time you initiate dialog there is a "mini-cutscene", where it zooms in on their face and they make some talking gestures. It lasts for about 4-5 seconds but this becomes unbearable when youre in town doing quests.
 

hoverdog

dog that is hovering, Wastelands Interactive
Developer
Joined
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5,589
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Jordan, Minnesota
Project: Eternity
I am currently playing the Baldurs Gate Reloaded mod for NWN 2. Playing as a Figther (1)/Cleric(1)/Bard(X) dual-wielding finesse type with charisma/divine might for damage.

I haven't gotten very far yet, just arrived in Nashkel. I really like this mod because it is open world and therefore combat can be very challenging in higher level areas. I had a memorable fight with Bassilus where all my companions were either dead or KO'ed and in the end i had used up all my scrolls and potions. And yes, there is permadeath in this mod so i had to revive Kaigan and Imoen back at the temple and find a ditch for the rest.

Being a total conversion mod of BG 1 there is good monster variety. This is fresh because in NWN 2 im mostly used to going through levels where the same monster type is copypasted over and over (orc caves anyone?).

Another thing i like is that XP gain works like in the original BG, meaning you can powerlevel a solo character very fast or run with a smaller, more powerful party.

The major issue with this mod is the dialog; every time you initiate dialog there is a "mini-cutscene", where it zooms in on their face and they make some talking gestures. It lasts for about 4-5 seconds but this becomes unbearable when youre in town doing quests.
:abyssgazer:

why in seven hells would you play a total conversion on an atrocious engine rather than the original game that's perfectly playable?
 

Semper

Cipher
Joined
Jan 12, 2012
Messages
747
MCA Project: Eternity
why in seven hells would you play a total conversion on an atrocious engine rather than the original game that's perfectly playable?

what a silly question... of course to see the clouds above baldur's gate moving in the sky. ever felt such immersion?
btw did they ever include the ankheg?
 

eremita

Savant
Joined
Sep 1, 2013
Messages
797
I am currently playing the Baldurs Gate Reloaded mod for NWN 2. Playing as a Figther (1)/Cleric(1)/Bard(X) dual-wielding finesse type with charisma/divine might for damage.

I haven't gotten very far yet, just arrived in Nashkel. I really like this mod because it is open world and therefore combat can be very challenging in higher level areas. I had a memorable fight with Bassilus where all my companions were either dead or KO'ed and in the end i had used up all my scrolls and potions. And yes, there is permadeath in this mod so i had to revive Kaigan and Imoen back at the temple and find a ditch for the rest.

Being a total conversion mod of BG 1 there is good monster variety. This is fresh because in NWN 2 im mostly used to going through levels where the same monster type is copypasted over and over (orc caves anyone?).

Another thing i like is that XP gain works like in the original BG, meaning you can powerlevel a solo character very fast or run with a smaller, more powerful party.

The major issue with this mod is the dialog; every time you initiate dialog there is a "mini-cutscene", where it zooms in on their face and they make some talking gestures. It lasts for about 4-5 seconds but this becomes unbearable when youre in town doing quests.
:abyssgazer:

why in seven hells would you play a total conversion on an atrocious engine rather than the original game that's perfectly playable?
Because playing it in 3.5e ruleset might be a big deal?
 

Jack Of Owls

Arcane
Joined
May 23, 2014
Messages
4,318
Location
Massachusettes
The major issue with this mod is the dialog; every time you initiate dialog there is a "mini-cutscene", where it zooms in on their face and they make some talking gestures. It lasts for about 4-5 seconds but this becomes unbearable when youre in town doing quests.

The thing I most hated about the NWN2 engine - those cheesy forced (?) zoomed in "cut scenes." Took me right out of the moment. Module authors that I loved in NWN1 became almost unbearable when thy switched over to NWN2 because we were forced to see those "dialog" sequences.
 

Perkel

Arcane
Joined
Mar 28, 2014
Messages
15,845
Because playing it in 3.5e ruleset might be a big deal?

3.5e ruleset impementation in NWN engine is incline ? Since when ?
It is horrid putrid shit that should be burned with fire.

Now i would love BG1 3.5e done on ToEE engine instead.
 

eremita

Savant
Joined
Sep 1, 2013
Messages
797
Because playing it in 3.5e ruleset might be a big deal?

3.5e ruleset impementation in NWN engine is incline ? Since when ?
It is horrid putrid shit that should be burned with fire.

Now i would love BG1 3.5e done on ToEE engine instead.
Nope, it is the best implementation aside from combat, which is better in ToEE. But that's mainly because it's turn based, combat in NWN2 is not bad per se and its complexity + possibilities are proved by MotB and even more in SoZ. A lot of codexers are whinny faggots because of controls, which are admittedly clunky but every non retard should be fine and get used to it.
 

Perkel

Arcane
Joined
Mar 28, 2014
Messages
15,845
Because playing it in 3.5e ruleset might be a big deal?

3.5e ruleset impementation in NWN engine is incline ? Since when ?
It is horrid putrid shit that should be burned with fire.

Now i would love BG1 3.5e done on ToEE engine instead.
Nope, it is the best implementation aside from combat, which is better in ToEE. But that's mainly because it's turn based, combat in NWN2 is not bad per se and its complexity + possibilities are proved by MotB and even more in SoZ. A lot of codexers are whinny faggots because of controls, which are admittedly clunky but every non retard should be fine and get used to it.

combat, camera, UI, broken mechanics (like parry), characters moving like they have fucking stick in their anus.
AND LACK OF FUCKING TURN BASED COMBAT.

yOPIX1j.gif
 

Animal

Savant
Shitposter
Joined
Jun 26, 2015
Messages
384
I still believe NWN2 would be passable if you only controlled 1 character like in NWN1.

Every year or so I fire it up with that in mind, but I end up uninstalling after a few hours.

(Sometimes I load the toolset, trying to make a module that works with the game, but it's so fucked up, that I ragequit that idea too).

It's sad, because I enjoy the character creation and pacing of the combat when solo. It's also a somewhat pretty game.
 

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