Aller au contenu

Photo

A confused NWN2 noob


  • Veuillez vous connecter pour répondre
40 réponses à ce sujet

#26
Kaldor Silverwand

Kaldor Silverwand
  • Members
  • 1 585 messages

painofdungeoneternal wrote...

No exception on kaldors, it works in override. If in doubt, ask before putting content in overide ( and if someone says program files they better know as much as skywing, even then try it out yourself )


That is incorrect. The OC Makeover is designed to be installed in the OC campaign folder in Program Files not the override folder.  That is why I recommend zipping the OC campaign folder before installing.  The OC Makeover is specifically designed to only affect the OC, so it needs to be installed in the OC campaign folder. If you install it in the Override folder then it will affect things besides the OC inappropriately.

Similarly the MotB Makeover is designed to be installed in Program Files for the same reason.

The practice of never modifying the folders in Program Files was due to the risk of it breaking automatic patching. Since there will likely be no further patches that is really no longer an issue.

Regards

#27
painofdungeoneternal

painofdungeoneternal
  • Members
  • 1 799 messages
Install it in the campaign folder inside the player folder, it works there. My dex campaign folder is there. And the testing i did integrating your content was there and only affects the OC. I think it shows as two menu items, but both seemed to work the same and probably something that can be resolved.

Grinning fool spent a lot of effort making this possible in 1.23, and it really does make the experience for the end user a lot better if all the things they are adding are in a single location. And that was part of the -home parameter being added. I would say at least from the conversations i've had doing troubleshooting that there are a lot of very valid reasons to besides patching to keep people out of program files entirely.

#28
kevL

kevL
  • Members
  • 4 056 messages
Just the facts:

- tried running a little custom script ( "kl_colors" prints out text in all colors from NWN2_Colors.2DA ) from directory:

C:\\Documents and Settings\\<player>\\My Documents\\Neverwinter Nights 2\\Campaigns\\Neverwinter Nights 2 Campaign

Loaded an OC Save & didn't work (unsuccessful execution), but it did from the ProgFiles Campaigns folder. So, moved them back to the player Campaigns\\Neverwinter Nights 2 Campaign folder and tried it again. nop ...



could it be something like NWNx that's causing enhanced optimization ...

#29
Kaldor Silverwand

Kaldor Silverwand
  • Members
  • 1 585 messages

painofdungeoneternal wrote...

Install it in the campaign folder inside the player folder, it works there. My dex campaign folder is there. And the testing i did integrating your content was there and only affects the OC. I think it shows as two menu items, but both seemed to work the same and probably something that can be resolved.

Grinning fool spent a lot of effort making this possible in 1.23, and it really does make the experience for the end user a lot better if all the things they are adding are in a single location. And that was part of the -home parameter being added. I would say at least from the conversations i've had doing troubleshooting that there are a lot of very valid reasons to besides patching to keep people out of program files entirely.


People can do whatever they want to their systems.  If they follow my installation instructions I will support my work.  If they don't then they are on their own.  That's all I'm going to say about it.

#30
painofdungeoneternal

painofdungeoneternal
  • Members
  • 1 799 messages
Perhaps you need the entire campaign folder for it to know there is content to use.

Try just dropping kaldors mod into campaigns ( leaving program files alone )

I definitely was getting the correct events in SP ( with debug messages custom to what was in the campaign folder )

#31
kevL

kevL
  • Members
  • 4 056 messages
ok, both appreciated.

#32
foil-

foil-
  • Members
  • 550 messages
Morgora. Just to reiterate:
Try just playing the OC without add-ons. If you find the difficulty too easy then I would recommend you copy TonyK's AI to the MyDocuments\\Neverwinter\\Override folder and let it work its magic (monsters will get smarter along with your companions). You will also have more options in the little ingame menu that tells your characters how to behave in various situations once TonyK's is added on.

Essential add-ons once you are confortable with them are:

1.TonyKs
2.Kaedrins PRC pack (Many prestige classes - but also some changes to how spells are handled -especially dispell magic if I recall correctly).  If you are not adamant about strict PnP rules you probably won't ever miss these changes.
3. My own personal must is "smallbigmap".  It finds a nice sweet spot size for the map.  Not too big or small.

Overrides act a lot like Firefox addons. You drop them in the override folder and they start working. You take them out and everything returns to normal. You can create sub folders in the myDocs/Override folder to help you manage adding and removing add-ons.

I wish the NWN2 community would start referring to these things as add-ons and adventures/campaigns/modules as mods/modules. Would avoid all that confusion in lingo between mods and modules in the first place. It would also make users a little less frightened trying them out if they could see them as analogous to firefox add-ons. But changing a language used for the last 10+ years is probably impossible at this point.

Modifié par foil-, 30 septembre 2011 - 03:14 .


#33
Haplose

Haplose
  • Members
  • 1 262 messages
I wouldn't call Kaedrin's pack essential. It's awesome, sure. But someone new to the game will be overwhelmed with choices even without adding all these extra classes, feats, spells and races.

There is a ton of character building options in vanilla game already. Probably more then any other game has.

#34
foil-

foil-
  • Members
  • 550 messages

Haplose wrote...

I wouldn't call Kaedrin's pack essential. It's awesome, sure. But someone new to the game will be overwhelmed with choices even without adding all these extra classes, feats, spells and races.

There is a ton of character building options in vanilla game already. Probably more then any other game has.


I agree to a point.  There are a few PrCs however that I appreciate, but I tend to stick to the basics otherwise.  Like I mentioned however, I recommend she get her feet wet and play Vanilla first before delving into those three essential add-ons.

Where I find it essential is the extra spell options it gives you (i.e., dispell as area effect, or dispell single target, etc.).  Some funtionality that seems to be integrated right in the quick icons.

I realise those same spell functionalities are available in other packs (Reeruns or something), but not having a lot of time to play I never know if these authors keep their stuff current.  Since I often see Kaedrin's updates pop to the top of the forum list with his posts, it seems like he keeps maintaining his pack.

Also, my information about Kaedrin's pack and spell functionality is a little vague these days.  I've only just gotten back into playing after 2 years of being too busy, and haven't added anything to my recent Steam install.

Modifié par foil-, 30 septembre 2011 - 04:22 .


#35
kamal_

kamal_
  • Members
  • 5 240 messages

I wish the NWN2 community would start referring to these things as add-ons and adventures/campaigns/modules as mods/modules.

The problem with that is virtually every other game refers to them as mods. Anywhere outside nwn, even "something to change the hair color" is known as a mod. That's why theres moddb, mod-managers etc. It may annoy you, but that's how the gaming community refers to anything that changes anything in a game, up to and including brand new story content. It's only a problem for nwn because there is tons of brand new story level content, compared to basically every other games.

#36
painofdungeoneternal

painofdungeoneternal
  • Members
  • 1 799 messages
I'd say kaedrins stuff is important more for fixes than new features.

Wildshape without his adjustments is a mess for example. Depends on the class, but the ones with the most problems he's actually got a lot of adjustments to help them.

Modifié par painofdungeoneternal, 30 septembre 2011 - 04:45 .


#37
foil-

foil-
  • Members
  • 550 messages

kamal_ wrote...

I wish the NWN2 community would start referring to these things as add-ons and adventures/campaigns/modules as mods/modules.

The problem with that is virtually every other game refers to them as mods. Anywhere outside nwn, even "something to change the hair color" is known as a mod. That's why theres moddb, mod-managers etc. It may annoy you, but that's how the gaming community refers to anything that changes anything in a game, up to and including brand new story content. It's only a problem for nwn because there is tons of brand new story level content, compared to basically every other games.


Annoy is a big word for the inconvenience, but where it's difficult for a D&D game is that the pen and paper adventures were always called modules (I don't know if they still are).  An alternative to calling mods "add-ons" would be to call modules "adventure packs" like the adventure pack program tried to do.

But like I said, the language is already ingrained and I'm not about to lead some big crusaid for something that's not really an inconvenience for me.  Its only confusing to new players who haven't been along for the ride for the last 10 to 20 years.  Its for their benefit that I wished a change would occur.  But its not likely so...

Modifié par foil-, 30 septembre 2011 - 05:00 .


#38
painofdungeoneternal

painofdungeoneternal
  • Members
  • 1 799 messages
Just have to be careful in reading what people saying, and you can kind of tell if they are new to the community. Paying attention to specific words can often make me know if a person is from a PW, a MP lan player, or just completely new.

The issue is the abbreviation. Modules are a good name, it's from pnp, and mods is actually short for modifications i am pretty sure in other games. Shortening modules to mods is going to be confusing. I think of everything on the vault as a mod, but modules as a separate animal. Might be good to try to call things like class packs and fixes mods, while calling the stories modules.

It probably would be good to have in a FAQ of some sort.

Modifié par painofdungeoneternal, 30 septembre 2011 - 06:27 .


#39
Morgora

Morgora
  • Members
  • 113 messages
I think vanilla is the way to go for me. In my last post, I mentioned the DA:O modifications I use. Well, it took me one year of playing vanilla DA:O before I worked up the nerve to install them. In contrast, I've been playing MMORPG's since the early 90's (text MUDs then graphical) and it took me 15 years before I used mods for my latest MMORPG. So, that qualifies as getting better right? :P

Anywho, I was trying to get my husband interested in trying NWN2 since there is LAN play and got squelched. He's been playing D&D for 30 years and, basically, said if the "one-shot, one-kill" spells are in the game, it'll break around level 12. Of course, I have no idea. So, can someone explain if the game has this issue? Thank you much! :happy:

#40
painofdungeoneternal

painofdungeoneternal
  • Members
  • 1 799 messages
It's D&D 3.5 edition with some 4th edition, which has it's own flaws. There are some save or die spells of course as they are in 3.5, but i'd not call things balanced based on the story being about you getting artifacts, balance is not really going to happen. I personally miss a lot about older versions, and as a programmer have been adding new spells and adjusting stock ones to match much better, but there also are a lot of fixes in 3.5 that make things better than earlier versions.

The OC is not trying to be balanced. It is designed for those new to D&D and from a more regular gaming experience to get a taste of D&D. I mean i got a staff of magi, not something you should get usually, but the main story is about your having a major artifact ( sword ). It's been play tested so you can enjoy the story, and "win" without being a D&D nerd, which makes us D&D nerds think it's too easy. Later campaigns improve this a great deal for regular players. I tend to think of it as more akin to reading a forgotten realms novel than as an actual D&D session.

Community built modules are more akin to classic D&D, but they are still video games. Also a lot of people focus on lower levels.

I would suggest your husband checking out joining a DM'd group. A computer cannot come close to what us humans can do, and a good DM is why D&D is worth playing, both in person and in NWN2. He also might want to take a look at learning how to use the DM client, or visiting a role play server and seeing what is out there.

That is why there are so many game modification and modules as stories being done by the community, D&D is less about what hasbro gave us, and more about what we do with it ourselves, and rule zero.

At the end of the day, your husband would fit right in as many of us here agree with his sentiments, but the game caters to many playstyles. Just like regular D&D each group is capable of making the game work how they want, some monty haul epic with +12 swords of slaying, and other groups doing things so a +1 dagger is amazing.

#41
Clyordes

Clyordes
  • Members
  • 300 messages
Hi again,
I started playing D&D around '83 & found NWN1 was a great substitute for my old gaming group that I'd missed for many years after we all moved off in different directions. The ability to play online (or via LAN) with other people on community made remakes of old pen & paper adventures is one of the most fun aspects of any game I know.

Re 'one shot-one kill' spells - personally I've always preferred relatively low level play - anything after about level 10 I've got a bit less interested - in D&D & NWN. Having said that, the high level spells in NWN2 don't seem to break the game. There are a few that will instantly kill something if it fails its save, but the odds are that most creatures you encounter at those levels are less likely to fail their saves - so those spells might work, but probably won't.

Best thing I reckon is to get the game, get playing, and get used to the system (I don't know how well you know D&D, but I've only ever played 1st & 2nd edition AD&D & got used to it pretty much straight away - if you're new to D&D, it might take a little while - there's a fair bit of depth & background to get to know - if you want to.

Hopefully you'll be raving enough about it to win your husband round - and let him know that there's no need to power play - there are plenty of low level adventures around to play that stay well away from high level spells.

Have fun!

Cly.