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Changing Minutes per Game Hour in the OC


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#1
mdtexeira

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Color me dense, but I would really appreciate some detailed instructions on how to basically recreate the original campaign (and MotB), but with a different minutes per game hour setting.  More detailed is better.

Also, I assume I would need to start a new game in the new campaign to get the effect.  Is this true?  Is there anyway to be able to continue with previous save games with the new setting?

I fully understand that this will change the nature of buffing, and that's the main reason I'm doing it.  Hour/level spells are really quite lame at the moment.  I miss my BG2 stoneskin and mage armor. 

Also, what precautions would I need to take to be able to play the unaltered campaigns (for a couple chars who don't bother much with spells, that I don't want to start from scratch on)?

Any help would be very appreciated.
Peace

#2
kevL

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hey md,

i don't know - Color me dense, too.
I don't think you're going to find, or get, detailed instructions, but this is something that's crossed my mind also. An entirely custom installation of the OC, et al. First, i would copy and rename the OC modules and OC Campaign folder to the MyDOCUMENTS directory, following standard procedure the same for any other custom campaign. Then tinker away all ya Like!

It's really hard to say without actually doing it and making notes or a tutorial along the way. But really, people have been talking about NWN3 and AFAIAC this is it. So .. best of Lady Luck, use all your wits, make backups in case (when) things go South. Especially your custom stuff since the OC itself can be reinstalled,


the actual setting for minutes per Game hour is under Module Properties (per module, i guess). The stock OC, if done correctly, should still work fine; yet I highly doubt you'd be able to still use Saves from one in the other .. without tinkering on a level (ie, hex editing) that is unfamiliar to me.

#3
mdtexeira

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thanks for your response. do you know which modules I need to copy, where they are, and where they ought to be copied to. since I've never messed with making a module in NWN2 (though I love the toolset in NWN1), I'm really not quite sure how to go about doing the things you reccomend.

#4
kevL

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well, since you're unfamiliar with modding in NWN2 I recommend not attempting this, until you have your feet good & wet with a custom designed Campaign of your own. But, hey, we only live once (perhaps), right?!?

I started out as you did, NWN all the way, babe. The first and major difference to NWN2 is that now you have two sets of directories that handle things. The first is the installation folder and don't touch that! (unfortunately that's also where the OC is)

The second, where you'll be doing all the work, is in the MyDocuments folder (on XP, you know what I mean). Browse through and get familiar with the Neverwinter Nights 2 folder under MyDocuments. Do the same with your Installation folder. They are very, very similar: again, regard the Installation folders as static, do all the work in the MyDocuments\\Neverwinter Nights 2 folder (there are exceptions but I don't think they pertain for this purpose).

Notice the folders Campaigns and modules. Copy from the Installation folder to the MyDocs folder, the "Neverwinter Nights 2 Campaign" in toto, preserving the look & feel .. then go to the modules folder and copy the .mod files with the long names like '1000_Neverwinter_A1.mod' etc etc - looks like there are 18 of them. Needless to say, make sure you have gigabytes & gigabytes of free harddrive space ..

Contrary to what I stated before, do not rename the module files. I am not sure if you'll have to rename the Campaign folder. The reason you do not want to rename the module files is because if you do you'll have to change numerous pointers throughout the game. Remember, I'm not doing this so I don't know what will happen. You might be able to rename the new Campaign folder, so it won't conflict with the name of the original Campaign (when you play and load). But you might not have to, and they may peacefully co-exist (like humans and fish ...).


There are some campaign tutorials out there. Try Google (if and when you run into snags). Also, you might get away with temporarily renaming specific folders and files within the Installation (like Campaigns to Campaigns_bk and modules to modules_bk) and that should prevent the engine from recognizing them, so then you know you're working with your modifications. But,

as I suggested you really should throw together a small module in campaign mode and get that working before attempting any of this.


ps. just had a thought (based on your comment), you might not have to copy the Campaigns folder at all, just the modules mentioned above. Then you might be able to rename the original modules (with _bk) and change the setting for time-rate in each copied module; the original Campaign might automatically reference the copied files in MyDocuments

or you might have to copy the Campaign folder anyway, to re-reference it to the copied modules.



pps. I'm currently working on other stuff, else I'd be doing the exact same thing(!)

#5
mdtexeira

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sweet. thanks for all that info. if I need that much space, I shall have to undertake this after I finish playing one of my other installed games first. I think I'm going to try and have it run as a separate campaign, so I can still run the original (with its ridiculous 2 minutes an hour) with my games in progress. I doubt the save games will work once the modules are changed. I suppose I could do the renaming thing for the time being and see if they do. either way, time to power through a couple games so I can uninstall. thanks again.

regarding creating my own module. I really want to. I'm just too ambitious. I have already written a whole setting, numerous factions, quests and rewards, interleaving storylines, complex alignment and class-based options, etc. I just don't have the skill to convert it into a finished product. I'd love to assist some mod makers as a creative writer (dialogue, plot elements, etc.) but I have negative coding skills. I remember being absolutely thrilled with myself in NWN1 when I managed to create guards with realistic patrol routes. my anal retentive attention to detail would end up with me spending 10 years making a module. it'd be amazing when it was done, but in the meantime, I'd have to quit sleeping, eating, etc., you know, to make the 10 year deadline.

so thanks again. perhaps one day I'll get picked up by a game maker. I do lots of voices (ALL of them better than that dying bear/druid, or Lizardfolk shaman) and love to interleave elements. fingers crossed.

#6
kevL

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wow .. just what the community needs: Mel Blanc !

yer making me itchy :)
i consider myself a recovering perfectionist, so ..

It's really too bad the Board doesn't have a Help Wanted / For Hire forum - but then NWN/NWN2 are so unique in this aspect it probably never even occurred to (the proverbial) them.



Keep in touch, as ya see fit, Tex!!