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NWN v NWN2


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#26
unclejoe1917

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I think that for whatever reason, I cared a lot more about the characters in NWN1 more than NWN2. If anyone agrees and has any theories about this, I would like to hear them. The advantage of NWN2 is mostly in having more options for character creation. In NWN2, I found myself making characters, test driving them for about half an hour and then never returning to the saved game.

#27
Luminus

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unclejoe1917 wrote...

I think that for whatever reason, I cared a lot more about the characters in NWN1 more than NWN2. If anyone agrees and has any theories about this, I would like to hear them.


One reason, I think, is because you could take only one of them in the OC and SoU and only two in HotU. So you spend more time with them and cared a bit more for that.

A second reason, might be, because you got their tale at big chunks instead of dividing them through out the game.

Finally simply some might have been more likeable, but that's a matter of preference. Some love Aribeth, others hate her. Same with Deekin.

#28
Arkalezth

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Let's not mistake NWN or NWN2's OCs, with the games themselves. They're different things and there's much, much more to both games than the official campaigns.

#29
unclejoe1917

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Arkalezth wrote...

Let's not mistake NWN or NWN2's OCs, with the games themselves. They're different things and there's much, much more to both games than the official campaigns.


Good point though I think most people here are well aware that there is a boatload of free material on the vault.   The OP implies a comparison of what you get when you open the box after having purchased one or the other.  So for that purpose, I think we are talking about the official campaigns and the mechanics of the gameplay.

#30
NWN DM

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To overlook MP is a significant error in judgement IMO.

#31
Kaldor Silverwand

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When I played the NWN OC I avoided using the companions as much as possible. Once I was up to level 4 or so they weren't really needed and they often would get in the way. You don't need to talk to them to find their items and they don't need to travel with you to satisfy their quests. I just paid for them to join and then when I found an item go back to where I left them and tell them about it. I didn't find myself attached to them at all. I played around a bit with OldMansBeard's Henchmen System which is pretty slick (especially the hawk) but I still found I preferred to play solo.

Of course the NWN2 OC doesn't give you much choice and the companions are integral to the primary quest and they never shut up. So I like them even less.

What I really prefer is the ability to create a party as in NWN2 SoZ. Yes they don't say much and they are all controlled by me, but I like creating a complementary group and growing them. That can be done with mods to the NWN2 OC and MotB, but not out of the box.

Regards

#32
Taurus Daggerknight

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NWN 2 gets the nod. A bunch of us decided to take a break from our usual PW hangout and do a co-op in NWN 1 together. Needless to say, it made me appreciate a lot of things in NWN 2 a bit more (most of all the interface. Neverwinter 2 has an infinitely better interface).

The big thing part two has over one is that you have a ton more flexibility in terms of character build. You can also do a lot more with the editor. Neverwinter 2 also somehow feels slightly faster paced, despite the focus on party combat.

Neverwinter 1 had slieghtly more interesting spell visuals and parrying animations... oh, and it had horses by the end of its run (which NWN 2 will soon get, courtesy of Hellfire).

#33
Axe_Edge

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Hi, Bhryaen,

A NWN2 Positive, as mentioned earlier, is the "-home" perameter.  I see you like to keep games stuff a certain way. Although, you have to install NWN2 into Steams directory, you can have many NWN2 document folders in any location you want. Note: painofdungeoneternal has an awesome project he's working on that will make changing the directories easier.


-- You can utilize "-home" with a Steam install:

social.bioware.com/forum/1/topic/172/index/8901634#8902426

Yes.

forums.steampowered.com/forums/showthread.php

"Q. I don't have that much disk space on C:, can I put new or downloaded modules on another disk?

Right-click on Neverwinter Nights 2, select properties, and select "Set Launch Options". In the box type Code: -home "The location You Want to Save to" and click okay. Make sure that you don't have any spaces in your location.

Keep in mind that if you do this AFTER having run Neverwinter Nights 2, you will probably want to copy your content from "My Documents/Neverwinter Nights 2" (WinXP) or "C:Users**USERNAME**DocumentsNeverwinter Nights 2" (Win/Vista[?]) to the new folder."

The only things I'd move from the original directory to the new directory are the two NWN2 ini files. That's only because they have your favorite settings.




-- Here is an excerpt from an older post describing "-home":

social.bioware.com/forum/1/topic/172/index/7451752#7456088

....

I like using the "-home" switch (for a NWN2 shortcut). It allows me to create a completely separate directory to install a module into. After I'm done, I just delete the shorcut and the directory and "poof", the mod is gone.

Good to see someone return!



* Edit regarding "-home" *

If you want NWN2 to use mods kept in a specific directory, on a different hard drive:

1) Create a copy the NWN2 shortcut and change the target to:

"E:GamesNeverwinter Nights 2nwn2main.exe" -home "G:NWN2ModsDragonSlayer"

(I keep my mods on my G: drive, in a directory called NWN2Mods, with the files for the mod "Dragon Slayer" installed into the "DragonSlayer" subdirectory. You can use any names for the directories you want)

2) Start NWN2 with this new shortcut. NWN2 will create the new directory "G:NWN2ModsDragonSlayer" and put the files it needs into it.

3) Shut down the game.

4) Install the mod (Dragon Slayer in this case) into "G:NWN2ModsDragonSlayer", and you're done.

-If you have your options/settings figured out, copy the nwn2player.ini file from whatever install you like and move it to the new directory.
-This works well for deleting mods quickly and cleanly
-Stuff can be in the override folder of a mod and it won't mess with other mods installed in their own directories, having their own override folders.
-Can be used for PWs
-If you use Kaldor Silverwand's "NWN2 OC Makeover SoZ Edition" (which I think is awesome), know it makes changes to your campaign folder at a higher level than the module folders. Heed Kaldor's written word: "Because of the complexity of the installation it is required that you backup your OC campaign folder before installation. This will allow you to uninstall the Makeover by restoring from the backup. If you do not have a backup then you will have to reinstall the OC, MotB, and SoZ." Scary sounding, but well worth the simple task of copying the one folder to put back later.
-Works with "NWLauncher.exe" as well as with "nwn2main.exe"



Another example is a shortcut I used for a MOTB run through where I used Kaedrin's PRC , I used the following shortcut target:

"E:GamesNeverwinter Nights 2nwn2main.exe" -home "G:NWN2ModsMOTBKaedrin"

Then, I installed Kaedrin's PRC into:

G:NWN2ModsMOTBKaedrin



ps: Sorry for just throwing out "autodownloader" without explaining. I was in a hurry. later, I saw that Kamal_ picked me up Image IPB

Modifié par Axe_Edge, 20 janvier 2012 - 02:25 .


#34
Thiefy

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unclejoe1917 wrote...

I think that for whatever reason, I cared a lot more about the characters in NWN1 more than NWN2. If anyone agrees and has any theories about this, I would like to hear them. The advantage of NWN2 is mostly in having more options for character creation. In NWN2, I found myself making characters, test driving them for about half an hour and then never returning to the saved game.


hm it was the opposite for me. i liked the oc cast of nwn2 better than nwn1, but i do love the cast of HotU the most, i think. hm that would be a tough call actually but at the moment i am feeling that cast. may change my mind later ;)

#35
Haplose

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Overall I have to say that NWN2 is the superior game. The out-of-the-box character building options are much more varied and interesting (I love spellcasting PrCs with actual spell progression) and the graphics are superior (particularly outdoor, but indoors frequently are also much more detailed). Full party control is also a big advantage for many (not necessarily for me, though). But it does have it's weaknesses.
1) Animations! - both magic and combat. In NWN1 magic just felt much more interesting and combat more immersive. On the upside, with a mod spells can act as light sources, playing amazing light & shadow games in dark dungeons. And the NWN1 combat animations caused characters to move around, kinda destroying tactical positioning.
2) Epic levels done wrong. They didn't follow the DnD rules for Epic level progression. As a result, the differences between class groups (warriors, scoundrels/divine casters, mages) just deepen as the level get's higher. Also only 30 levels available.
3) Uncanny dodge still not working. On the positive note, the characters are not considered flat-footed always, when they are not actively engaging the attacker (are moving, for example).
4) Maybe it's just me, but I definately prefer the clean look of NWN1 GUI and spell icons to heavy and cumbersome NWN2. Fortunately this is moddable in NWN2 and SlimGUI is much more to my taste.

#36
painofdungeoneternal

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2 and 3 is actually something is fixed or close to being fixed in PW's at this point thanks mostly to arpn, with the xp_fix plugin allows uncanny dodge ( it also makes it scriptable which allows me to block this from working in heavy armor or when encumbered ) and allows going up to level 40, and blocking HIPS via integer as well. I'd like to rework the bab progression as well if possible too.

Does not help SP that much yet, but there will be ways for SP players to transparently use some of these multiplayer features in their single player games via some sleight of hand being done by never launcher.

#37
kevL

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Haplose wrote...

Full party control is also a big advantage for many (not necessarily for me, though). But it does have it's weaknesses.
1) Animations! - both magic and combat. In NWN1 magic just felt much more interesting and combat more immersive. On the upside, with a mod spells can act as light sources, playing amazing light & shadow games in dark dungeons. And the NWN1 combat animations caused characters to move around, kinda destroying tactical positioning.
4) Maybe it's just me, but I definately prefer the clean look of NWN1 GUI and spell icons to heavy and cumbersome NWN2. Fortunately this is moddable in NWN2 and SlimGUI is much more to my taste.


1. basically agreed. NwN spell VFX are great (compared to buffballs in 2, although .Sef & shadows add a very nice slice)

but disagree bout the Dance o Death! It *added* tactical maneuvering - using the sidestep keys lets ya sidle around without breaking combat, possibly for AoO's on rear casters or just getting in position for the next melee.

4. I like the medievally stone feel of standard NwN2 Gui (Charlie's UI), tweaked out for big screens. NwN Gui is good but imo far from perfect.


Full Party Control : bonus!! ( makes scripting a horror, tho )