Ok since there is a lot of interest, I'll give a summary :
Nothing of the lvlingstuff has been changed in NWN2. You lvl up just as in NWN2 max hp and so on (for now).
Drew made all the area of the original and he is damn good at it. His area looks better than most of the official ones, and it's at the level of the best custom area I have seen (But I haven't seen everything). He did some custom placeable on his own so the area looks like the real BG, but in 3D, wich is awesome.
He also remade all the items and their descriptions, and he is very good with graphics tools, so he made all the graphic materials so we could have the original BG map in NWN2.
expect custom picture from him for key moment in the game, and perhaps more.
We have an hidden member on the team who doesn't wants to be known (perhaps he ll post one day). Well he finished 2 really important work and may do more

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He made Lyps synch for every sound file we have, and he made a custom soundset for every compagnion based on the original one. So it's amazing beceause when you click on the mighty "Minsc", he'll tell you that now it's "Sword and boot" for everyone.
All the icons and sound from the original game are imported as well. But we don't use all the time the original icons when NWN2 got better ones for the same thing. The icons were ripped from the original game a long time ago by a member of the team that left months before I started to script the project.
I made custom spell for the most important custom potion/schroll that existed in BG and don't exist anymore in NWN2 (full magic protection undead protection, protection from petrification), and the specials powers you gain during the game, they will be given as feat that you can activate. I also did custom VFX for those spell effects.
I remade the petrification spell so it works exactly as in the original game (member kicked of the group, and turned into stone, need a stone to flesh spell to bring it back alive).
The cursed items are in and work as in BG (it's a tag based scripting), you need to visit a priest in order to remove them.
I don't think I'll do all the custom scroll or potion especially when we can find something similar, or it's a 100% useless one, like all those cursed scrolls wich crooks wants to sell you. For now they are out of scope for me it will probably just be blank scroll or scroll with an existing cursed spell, but our hidden member may do them exactly as they were in the original game.
With the tag based scripting I made for cursed item I was able to reproduce the specific items of henchmen (those that can only be equiped by them, or cannot be removed)
Almost all the journal entry are in, sometime there are more since in the original game all the quest didn't have a journal conclusion.
I made the same death system as in BG. When someone dies he stay dead until you resurect him/her. If the main character dies, then it's game over (it's tied to the plot, main char can't be resurected, play the game and you'll know why).
Every party member (henchmen) can do the conversation, if you are a little wiz and want to have the mighty Minsc in front, you can, the game won't force the conversation on the main character as it's done in the OC of NWN2.
The character will start at lvl 1 and be capped at lvl 9 (end of BG1 LVL for player) I took the max XP of BG original game, the XP of a lvl 9 in NWN2, found the factor, and I am applying it to the rewards, so the progression "should be the same".
NWN2 OC was easier than BG1/BG2 mostly beceause of magic user. OBsidian didn't gave them proper spell, open their book and you'll see that they are loaded with identify/lore spell and light spell. Give them proper spells for battle and you'll see that they know how to use them. That's what I did, and well they aren't as easy since they got weapons now while they didn't in the NWN2 OC. The lvl and ability of the ennemy are based on the one of the original game for now translated for the 3D&D ruleset.
But a party with a fighter that knock you on the ground while a wizard is casting at you is something really nasty.
We have tool to fully explore anything of the original game, so nothing is left behind.
We are currently working on the baldur's gate city, and it's done at 80% I'd say for scripting. When that city will be done, only 2 "logic block of area" will be left. TOSC (the extension) is fully functionnal since 2 years now.
I'd say there is less than 8 week of work for finishing the scripting (if i got all the area to script and if i don't slack off).
That doesn't mean that the project will be out in 8 weeks

. There is a lot of work on the items to do, basically even if we got them all, I have only put in game the "scripted items" wich means shops/NPC equipment on them/plots items. Drew will probably wants to polish a lot of the older area/NPC. And of course there will be an other debugging session for the scripting/walkmesh (yes again hehe).
And we may do addition like crafting.
And of course we have Aetherchok who made custom item/creature wich are on the vault al ready (except the sarevok helmet)
And we have the unofficial member, who did so much for the project while not aware of it. I speak of RWS of course, it's look like 70% of his work was just made for us since it was exactly what we needed for so much content

(creature, tileset, placeable, and I am sure I forgot something)
The whole BG city, only the city, only the scripting is a task around 500 hours I'd say, (only me only the scripting). I don't know how much hours Drew spend on the city himself for the area, and there is also all the sound related stuff that our hidden member did.
If it takes time it's beceause it's really a big task, buti start to see the light at the end of the tunnel for the scripting side of this project, and i am really happy about it.
Modifié par Shallina, 17 octobre 2011 - 08:49 .