| | Sticky: NWN2 Spotlight - A Tragedy in Tragidor by Phoenixus Released! Print News | Mail News Hall of Fame author, Phoenixus has just released his NWN2 module titled A Tragedy in Tragidor which he also did for NWN. It takes full advantage of all the features that NWN2 allows and to learn more about the module, we have an interview which also covers his background, how this version compares to his original version, how long it took him to do, tips and tricks for authors, his impressions on the toolset and OC plus a lot more. Huge thanks to Phoenixus for his time to conduct the interview as well as his contributions to the community!
 Read the Rest...
-- Maximus @ 6:09PM Tue 09 Jan 2007
Obsidian's JE Sawyer's NWN2 Module Plans Print News | Mail News | Category: NWN2 - Official News Thanks to Hall of Famer, Lucky Day for the heads up that Obsidian Lead Designer for NWN2, JE Sawyer, is working on a module titled "The Black Hound" that will be a personal project of his and not a premium module. In the Obsidian forum post he even has some icons he's created, and had this to say on the Something Awful forums about how long it would take. I might wrangle a few assets out of some people if I can convince them to help me. Other folks are contributing advice on level building and scripting and generally just offering encouraging comments.
The only assets I can use from the original game are the design docs I wrote and the dialogues I wrote.
I don't really want it to become a premium module. I'd rather work on it by myself as a personal project with all of the inherent benefits and limitations that come with that. I think it will probably take me between 1 and 3 years to fully build. Thanks also to Dhruin on the RPGWatch forum for the links and summary.
-- Maximus @ 6:09PM Tue 09 Jan 2007
Neverwinter Nights Chronicles Interviews DLA's Lisa Carlson Print News | Mail News | Category: NWN - Community News The Italian forum Neverwinter Nights Chronicles, has an English and Italian interview with Hall of Fame creator Lisa Carlson on the DLA Premium module, Wyvern Crown of Cormyr, as well as general questions. Here's an excerpt on the toughest part of getting the module done:5) Which were the most difficult steps during the module planning? How much time did it took?
The most difficult - some of the horse scripting I think. That gave the programmers fits. They were pushing the limits of the game engine. I think they did a fantastic job! In the end - I would say our horses were as good and perhaps better than any in any other similar game I've seen. I think it is absolutly no surprise at all that Obsidian had to cut horses from NWN2. Aside from just the riding, there were the joust rules (our project lead even corresponded with Gygax to get them just right). And cutscenes, and cute outfits,... LOL
Ben the lead designer and writer laid out the story based on the requirements that he include 1. The massive tileset (building spanned about 3 years and nearly every member of DLA) that was designed by Martin Ellis and called TNO (Tir Na Og - an Irish legendary land) 2. Horses - lots of horses and 3. Cloaks, tabards, coats (which Adam, Francis and I had invested well over a year in at that point).
The module took one full year to build and script. The art content took about 3 years. There are tens of thousands of man hours in that mod and its art content I would guess. I think we must have been nuts to take it on but it was a hell of a fun ride and most of us were so relieved when it finally was released.
The other hard part was when Bioware/Atari/WotC went from "ON" to "Cancelled" then back to "On" last summer. That was a real emotional roller coaster for the team. Some of us had literally years of work in it and it was so close to being done at that time they cancelled it. You will note there is a special thankyou to Feargus Urquhart of Obsidian in the module credits... Thanks to Cattaneo for the heads up.
-- Maximus @ 6:00PM Tue 09 Jan 2007
The Holy Grail of Non-Linear Roleplay by Carlo One Print News | Mail News | Category: NWN - Community News Hall of Fame author, Bruce Nielson, has sent word that there is a article posted his site, OnlinePlayer.com written by the Hall of Famer and head of the DMFI, Carlo One, titled "The Holy Grail of Non-Linear Roleplay". The article takes a look at the differences between linear versus non-linear roleplaying experiences and the choices NWN players can take advantage of. Here's an excerpt:Calling something the Holy Grail implies that it is 1) desirable above all other things, and 2) unattainable. I would argue that non-linear CRPGs are neither of the above, necessarily. We�ve seen examples of how linear designs can produce very effective roleplaying experiences, so a non-linear design is not necessarily the best possible choice for a particular scenario. That said, a non-linear CRPG with unbounded freedom of choice should be a fantastic experience. But is it doable?
The answer is yes, with some caveats. With a computer controlling all aspects of the game, true freedom of choice is simply not possible, as human intelligence and creativity cannot be fully captured in programmed reactions. In a computer-controlled environment, it�s best to think of linearity as a continuum, running from completely linear on one side (your path is dictated at every stage) to open-ended (multiple paths nearly always exist). The one CRPG in my experience that best represented open-ended design is the classic Ultima IV: Quest of the Avatar. Its unique main plot focused from the very beginning on the PC�s development and offered a large number of paths to pursue it, not locking the PC into a set course of action at any point until the very end. In more recent times, the Elder Scrolls series has featured largely open-ended play, with wide flexibility in character development and freedom to pursue activities in-game at the player�s pace, including ignoring the main plot. Thanks for the news Bruce. You can also go to the DMFI site to read other articles written by Carlo One.
-- Maximus @ 5:52PM Tue 09 Jan 2007
New Community Content! Print News | Mail News | Category: File Updates Below is the latest list of community submitted entries to our databases.NWN ModulesFaerun Online by Faerun Online Staff (Persistent Worlds) -- Questo � il modulo del server Faerun Online, rilasciato pubb...BaseMod v1.4.3 by Ioryo (Persistent Worlds) -- This is a base Module for start building your own PW... B...MERP: Trollshaws Quest BETA by Laruna Dechain (Classic PnP Conversion) -- See discription for story. This is beta edition and still...
 NWN OtherPlague Knight by Clannach (Other) -- This is the Plague Knight package. This package adds a new s...
 NWN PortraitsTeveriel by Cheezy (Arcane Archer) -- DK's arcane archer named Teveriel.
Sci Fi female portrait 1 -> 10 by Earalia + Jezira (Human) -- Extract from the Sci Fi pack female 1 -> 10 : http://nwvault...
Sci Fi female portrait 11 -> 20 by Earalia + Jezira (Human) -- Extract from the Sci Fi pack female 11 -> 20 : http://nwvaul...
Drow Compliation Pak by Barnibus (Drow) -- A Drow Compliation Pak... Enjoy. To install: Take wanted por...
 Submit your own now!
-- Site_News @ 4:00PM Tue 09 Jan 2007
Neverwinter Nights 2 ID Reference Info Print News | Mail News | Category: NWN2 - Site Features We have updated our Neverwinter Nights 2 game info with a new category called Neverwinter Nights 2 ID Reference Info To start it off we have added a complete item guide to everything in NWN2 (except creatures & creature items) The guide is split up into 19 pages covering different categories. Huge thanks to IGN FAQs As well as the author of this amazing work Wandaien (wandaien) thieves-guild.net
-- QSW @ 3:20PM Tue 09 Jan 2007
NWN2 Strategies - Crusader build by Greenish Print News | Mail News | Category: NWN2 - Site Features Thanks to Greenish for submitting a new entry to our strategy section titled "Crusader build". The article covers creating an Crusader build which is a mix of a fighter, divine weaponmaster and Berseker. Here's the intro.Crusader is a sworn enemy of evil, but unlike Paladin he doesn't enforce order. He relies on his combat prowes but also has limited divine combat skills to fall back on when he faces greatest of evils. He mercilessly hunts demons, devils, undead and evil dragons. If you'd like to submit your own strategy on anything related to NWN2 please do so here and we'll put it in the spotlight.
-- Maximus @ 1:42PM Tue 09 Jan 2007
Fan Fiction - Hero's Song - Chapter 13 by Avariel Print News | Mail News | Category: NWN - Site Features We have a new work of fan fiction to share with you today titled Hero's Song - Chapter 13 by Avariel. Here is the description:"Harper isn't exactly hero material...she's a bard, a damn good one, and has spent most of her life blandishing tales about other people. And when her life is thrust onto a pinwheel track of death, danger, magic, and adventure, she finds more and more people look to her for answers. And more than a few are looking to her for something more... "
 Thanks for the submission Avariel. You can add your own stories, poems of literary works and we'll publish one a day so the authors get good coverage.
-- Maximus @ 1:42PM Tue 09 Jan 2007
New Neverwinter Nights 2 Files! Print News | Mail News | Category: NWN2 - File Updates Here are the new entries to our Neverwinter Nights 2 files section sent in by members of the community. If you would like to submit your work to be showcased, go to the appropriate section in the files database and look for the add link. If you haven"t seen your entry posted, please contact me.- Religious Cloaks of Faerun by Wild Bill(Armor) - Human Cloaks with the major religious emblems of the Realms (Torm, Tyr, etc). This also has the male and female versions of the cloaks offered in Pack One.
- Tintable Clothing, Part 3: Plate Armor | 1.1 by Cleitanious(Armor) - ***************************************************************** Neverwinter Nights 2 Tintable Clothing, Part 3: Plate Armor | 1.0 Texture By By, -Obsidian -Cleitanious (ByblosHex@gmail.com) *****************************************************************
- List Functions by WizardStorm Think Group(Scripting routines) - WizardStorm Think Group is pleased to present to you three addional String Functions and nine new List functions. We think you will find these functions invaluable in your future projects. Enjoy!!!
- Enchanter by Clannach(Other) - This is my Enchanter Specialty class package. Based on Blackhowling's script set. It adds Summonable enchanter pets which are floating weapons. Adds-1 floating hammer, it improves every 5th lvl. Adds- 2 floating blades that also improve with level. they will start as daggers then eventually become swords at higher levels. you must type Enchanter for the subrace &your; class must be
- NWN2 Numbered All Feats & Spells Guides by Rahaney(Spreadsheet) - All implemented game feats and spells in 2 easy spreadsheets. Both spreadsheets contain only those feats and spells that were implemented (i.e. not removed) for NWN2. All entries are coded alongside their 'game' number. Feats.xls is categorised by groups where as Spells.xls is by class. Both are in Excel format and can be 'sorted' easily to allow player specificity. Enjoy
- Blackstone Keep PWC by driller(Modules) - This is the PWC file needed to play on Blackstone Keep for NWN2. It is a action based casual RP persistent world
- demonwood by anima(Modules) - PWC file needed to play the demonwood module
- Weapon Master by Ravenloft(Level 15-20) - This is my first toon on NWN 2. he is a lvl 7 fighter/lvl 6 ranger/ lvl 7 weapon master who dual wields with greatswords. I never go past lvl 7 with a weapon master, cuz I really don't see the point. Oh and his two favored enemies are outsiders and undead. so please vote
Thanks for the submissions.
-- Maximus @ 1:42PM Tue 09 Jan 2007
Official Neverwinter Nights 2 Forum Highlights Print News | Mail News | Category: NWN2 - NWN2 Forum Highlights Here are the latest posts from the Neverwinter Nights 2 Official Forums made by the Obsidian developers working on Neverwinter Nights 2. Please note these are only one part of the thread, and should not be taken out of context. If you find any forum threads we may have missed or you think should be in the highlights, send me an email.
Rob McGinnis - Obsidian Entertainment - ungodly network spike
It is a known issue, but is not resolved in 1.04 yet as wer are still troubleshooting it. For us, it seems to happen randomly, if at all.
1.04 addresses the DM-related crashes. DMs transitioning to exteriors should no longer crash the server. DMs exiting should no longer crash the server.
As for the traffic burst issue, we are still looking into that to find the root cause.
Possible Campaign-stopping Bug
I will be going through these threads today.
J.E. Sawyer - NWN2 Lead Designer, Obsidian Entertainment - *sigh* This is ridiculous
I used the toolset a lot on my own over break and there were a few things that stuck out as particularly painful:
* The toggling of paint/select terrain when adjusting the camera. Really irritating. * The slowness of the Armor Set tab. * The wacky relationship between tint values set in the Armor Set tab and the tint values on the creature's basic properties. * Lack of fixed lights in the preview pane. * Zero-ing out of z-axis data when copying and pasting groups (e.g. a torch with a flame effect and a light entity). * That re-baking an area doesn't selectively re-bake individual tiles that have changed since the last bake. * Overly complex collision meshes on placeables like the rural walls and fences. This can result in absurd bake times unless they are all marked to environment objects with extensive walkmesh cutters built around them. * The store management interface.
I've written up all of these things for programming and art, so hopefully they can address some of the major issues in the future.
On the other hand I don't believe for a minute that the campaign (or any other profesionally designed game) was designed with the NWN2 toolset. There's just way to many bugs to believe a paid dev team diligently worked with this toolset and didn't find at least some of the bugs or bothered to change them. You are correct on this. The toolset we used was buggier and designers had to work without most of its features for half of the project.
Jason Keeney - Programmer, Obsidian Entertainment - Obsidian and the Custom Content Community
Not sure if this has been answered by anyone yet...
In walkmeshes, each face has a 32-bit flag. We have seen the values 0x0, 0x9, 0x11, 0x21, 0x41 and 0x101. The bottom bit seems to indicate whether the face is walkable or not, but what do the other bits mean? The bit assignments for the walkmesh face flags are:
bit 0: walk bit ( 1 = walk, 0 = no walk ) bit 1 - 2: reserved bit 3 - 13: material ( used for footstep sounds, etc... I dont know what will happen if more than one of these are set at the same time. I dont recommend it. )... bit 3: dirt bit 4: grass bit 5: stone bit 6: wood bit 7: carpet bit 8: metal bit 9: swamp bit 10: mud bit 11: leaves bit 12: water bit 13: puddles
bits 14 - 31: reserved
-- Maximus @ 1:32PM Tue 09 Jan 2007
NWN Official Forum Highlights Print News | Mail News | Category: NWN - NWN Forum Highlights Here are the latest posts from the Official Forums made by the developers. Please note these are only one part of the thread, and should not be taken out of context. If you find any forum threads we may have missed or you think should be in the highlights, send me an email.
Georg Zoeller - Designer - Casting VFXs as EffectVisualEffect?
in theory, you can specify nearly any model as vfx, be it a tile, be it a casting vfx, be it a creature. Some will work, others will lack the necessary nodes to work.
1.69 request thread #3
A couple of functions I would personally find nice... EffectWounding(int nAmount, float fIntervalSeconds) - Just like regen, only not. Have the same options as Regen. And no walking corpses like entering a negative amount in EffectRegenerate, please. EffectCessate(effect eEffect, int nVisualEffectID, float fDuration) - Triggers a linked effect (or function) upon the expiration of this effect. Unlike DelayCommand, EffectCessate can be removed in a While loop check like other Effects can. Handy if someone invokes a custom script more than once, and you only want the eEffect to trigger once when the entire thing wears off. What you really want is EffectRunScript(string sOnApplyScript, string sOnUnapplyScript, int nEffectIcon).
That would effectively open pretty much all of the effectsystem into the scripting language and allow you to create any effect you want in scripting.
// signal event id to effect target EffectSignalEvent(nApplyEventID, nUnapplyEventId)
would work as well...
Not sure however if it would be feasible to add something like this at this point.
Stanley Woo - Quality Assurance - no end
There's lots more than just 2 bosses. You're just getting started.
abbreviations
BMU is the file extension for NWN music files (as in mus_templegood.bmu).
If it means anything else, I don't know it.
Brian Chung - Technical Artist retexturing shields
Check if a DDS exists for that texture name, as NWN has preference for DDS over TGA.
If so, you might have to grab a TGA to DDS converter (look on the Vault).
[WCoC] Modeltype 'FT' in 'appearance.2da'?
The addition of T and W toggles and enables the use of the Tail and Wing nodes.
Jason Barlow - Client Care Specialist Wyvern crown of Cormyr Authentication problem resolved.
Strange,
We've processed all requests from yesterday. Appologes for the delay your account has been repaired. Please check the email address associated with your BioWare Community Account for more information.
More: sbaldwin,
The override_bak files are just backups of your normal override directory created by NWN when you install the expansion packs. They should not affect the game. I've managed to load the game with a lvl 15 character and progress to thunderstone. I've also started the game with a level 1 character, not leveled them up and progressed to thunderstone. Can you please provide more detailed information regarding what is happening when you attempt to play the game?
Not getting what I paid for!
Hi there,
Support was closed for the holidays but as of this message we have addressed all outstanding BioWare Store/Module support requests.
This FAQ details how to re-download your purchased modules: Click Here
-- Maximus @ 1:31PM Tue 09 Jan 2007
Missing Votes for Hall of Fame Print News | Mail News | Category: NWN - Site Features Here are some of the entries that are short of the 25 votes needed to be considered for the Hall of Fame. If you've downloaded any of these files, please visit their pages and rate them. Getting feedback from the community is very important to content authors and ensures that they continue to produce more for you to download. Starship Interiors missing 2 votes. Frostmourne - Bastard Sword missing 2 votes. Customize Character Override Hak missing 2 votes. 3.5 Edition V4.2.6 (Balance changes, bug fixes, AI improvements, and more) missing 3 votes. Brynsaar PW Hak Package missing 4 votes. Castle, City, Rural & Below Expanded (CCR&BEX;) v5 missing 7 votes. Arcanum Castle missing 7 votes. Animation FIX for HotU missing 7 votes. CEP 2.0 Races Brownie/Wemic missing 7 votes. Longships (SOU) missing 8 votes.
Shadowlords 2 missing 2 votes. The Lands of Mirent Tusk II missing 5 votes. Demon Movie missing 6 votes. Emergence missing 6 votes. Blackwood Begins missing 8 votes. Dreamcatcher3 missing 8 votes. HDM Xerxes of ALFA Presents: Waterdeep, the Movie missing 8 votes. A (Birth)Day to Remember (in honor of Hugie's 17th) missing 10 votes. Vampire: The Masquerade MP/PB missing 13 votes. LOK Tutorial 5 : Adding Animations missing 14 votes. Thanks for supporting the community by taking the time.
-- Maximus @ 1:25PM Tue 09 Jan 2007
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