Lilura I'm a little disappointed - I took you for a less edgy troll.
NWN2 is the better toolset in every way.
- Better script functionality,
- Better visual effects tools
- Better modularity / plugin support.
- Better Level Design tools (Yes Height Maps Suck, but they look damn nice)
The reason NWN1 has far more content and better writing as a whole is because NWN2 requires a skill competency that cuts out a lot of
"Writers First Game Dev Second" type creators.
DramaticPopcorn is right though, many modules out there make up for writing in encounter design, system overhauls and just damn impressive level design.
Not all the writing is bad either - just NWN1 has a larger pool.
Now lets poke apart Lilura's arguments.. with equal amounts of edgy shit posting.
Then you go on to list the disgusting IWD and BG remakes? You have no right to post a parrot against me.
BG, IWD - if you ever wanted to play these games in NWN2 engine, you can, they are literally conversion mods, with very little content added but there is seriously something wrong with you if you prefer them over original
Truth is, there is srsly something wrong with you for playing these in the first place, when you could have been playing the originals, instead. I mean, NWN has a critically acclaimed Diablo mod that rips all art and music assets. Do you see me recommending it, though? No, because playing remakes over originals that have nothing wrong with them, is blasphemy of the rankest kind.
You have made a huge error in false equivalency.
When you say "little content changed" you are completely dismissing the whole completely different edition of DnD thing.
Maybe I want to play through Baldurs Gate with Kaedrins Prc Package?
Why is that wrong ? You are over simplifying conversion mods and getting worked up over nothing.
They are very well made with a great amount of polish and SOAR is shaping up to look even better..
I know why you felt the need to list them, though: it's like, what else is there for NWN2?
- Misery Stone
- Dark Waters
- The Wizards Apprentice
- Harp & Chryn
- The Black Scourge of Candle Cove
Swordflight.. You have so overhyped this module beyond anything it could ever possibly be.
I played it on
your recommendation and part 1 is a slog.
Okay it has difficult combat and some interesting gimmicks and handles quest failure..... sometimes........ but the story is boring and the writing is average at best.
The creator of that module wanted to make part 2 in NWN2 but couldn't figure out how to work the toolset.
no Prophet, no Honor Among Thieves, no Hex Coda, no Blackguard, no Bastard of Kosigan, no Snickersnack!, no Sanctum of the Archmage, no Siege of the Heavens, no Almraiven, no Breach
- Prophet is terrible. Point A -> Point B turd. Huge disappointment after Honor Among Thieves.. Baldecaran..
- Blackguard.. mehh.. Really?
- Bastard of Kosigan? VAST IST DIS? MEIN GURMAN ACCENT IST AUTHEENTIC!!!
- Hex Coda?? I thought we were discussing -good- written modules?
You forgot to mention ADWR.
no Project Q, and no ACP equivalents; because, if there were, they would be listed in this thread by Codex experts, wouldn't they, instead of just the same ol' goat track modules.
See the thing is.. NWN2 doesn't need a "Project Q" or CEP.. because of how custom content overrides work, those community packages are largely irrelevant now..
All you need is a community agreed master .2da list.. Oh wait.. They have that already..
The lack of party control can also be viewed as an advantage, since the limits of companion control means greater role-playing focus in modules that are skillmonkey-based; i.e, rogue- and wizard-based modules, where it can be plausible that they would prefer to work alone, perhaps with only token companion help in key moments.
Cutscenes in NWN2 are annoying, worse than even NWN cutscenes because builders can't help but use them even in basic dialogue, where they're not required.
Agreed - but that doesn't mean NWN1 is better. The cut scene tools in NWN2 are far superior.
SoZ overland map is great, but I've not seen it improved upon by user-made modules;
Because it's hard to do well.
and the same goes for the greater degree of UI customization, which I've already mentioned countless times.
The limits imposed by Aurora and its toolset have contributed to superior adventures and campaigns; and the extra capability of Electron has often caused the builder to get carried away with gimmicks at the expense of core aspects of what makes a good RPG.
Aurora builders are just a superior species overall, though. In dungeonmastering, storytelling and characterizations, Electron builders cut a poor figure, standing beside them.
Complete bullshit. For every Failed NWN2 project that didn't get finished. I can point to literally 100's of NWN1 modules that are fucking garbage.. because the Aurora toolset lets you basically plop down a start location and your ready to go.
You have done a fine job cherry picking the best of the NWN1 community because frankly.. the barrier entry is so low but you have conveniently forgot about the 1000's of modules that people had to sift through so the gems could bubble up to the hall of fame.
To phrase this point a little differently.. NWN2 toolset difficulty has kept the shit at bay. Most completed modules for NWN2 are at least playable.