I think there are 6,334 for NWN1 and 508 for NWN2 if you count internaltional as well. That is totally based on the URL in the address bar when you look at modules. They seem to go up incrementally.
Wow! 6,334 is a lot! I wonder if it is easier to build in NWN1 or if that just reflects a greater popularity or lifespan.
How many NWN1 and 2 modules are there?
Débuté par
M. Rieder
, avril 25 2012 05:29
#1
Posté 25 avril 2012 - 05:29
#2
Posté 25 avril 2012 - 05:39
a) it is easier to build in NWN1
or if that just reflects a greater popularity
c) or lifespan
d) all of the above.
d.
c) or lifespan
d) all of the above.
d.
#3
Posté 25 avril 2012 - 07:55
If the characters looked a little better, I may still be in NWN1 too. There are lots of things I like better in NWN1.
#5
Posté 25 avril 2012 - 09:28
does it matter?
You are not going to be able to play EVERY module for either game, one a day and you are doing 350 and it would take more than a year to do every one for NWN2 alone.
The logic of more is better is exactly why roaches are better than people.
If you remove the crap, and just ask how many quality modules, i think you will notice that there is less of a difference, but then NWN1 was at one point far more popular than NWN2 ever was, is 5 years older and still going as strong or stronger than NWN2. And if you can play a game a week, you'll tire of playing the game long before you run out of modules to play if you just opt to focus on NWN2.
Really the question is which tools do you prefer to work with, and which game is easier to implement your vision of what you are trying to do. I'd suggest buying both, playing both, and if you like things in one or the other, migrate them back and forth. Both communities are producing things which are just amazing.
For me NWN1 is not an option, it just does not have the features I use, nor does it give me the same level of control. Not that i don't like it, I just like having more control over the details like the interface, and more scripting commands.
You are not going to be able to play EVERY module for either game, one a day and you are doing 350 and it would take more than a year to do every one for NWN2 alone.
The logic of more is better is exactly why roaches are better than people.
If you remove the crap, and just ask how many quality modules, i think you will notice that there is less of a difference, but then NWN1 was at one point far more popular than NWN2 ever was, is 5 years older and still going as strong or stronger than NWN2. And if you can play a game a week, you'll tire of playing the game long before you run out of modules to play if you just opt to focus on NWN2.
Really the question is which tools do you prefer to work with, and which game is easier to implement your vision of what you are trying to do. I'd suggest buying both, playing both, and if you like things in one or the other, migrate them back and forth. Both communities are producing things which are just amazing.
For me NWN1 is not an option, it just does not have the features I use, nor does it give me the same level of control. Not that i don't like it, I just like having more control over the details like the interface, and more scripting commands.
#6
Posté 25 avril 2012 - 09:35
For me its the ankles. So many characters in NWN1 have these wierd little ankles. Ugh! the ankles haunt my nighmares!
#7
Posté 26 avril 2012 - 03:20
The number I'm estimating after going through all of them (for English modules only) is 289, which is a somewhat rough estimate, after filtering out redundant entries such as demos/betas of modules that were later released as full versions on separate pages, and modules that were marked as obsolete after being combined into a single campaign, and modules that could not be played because they linked to no-longer-accessible files, and files that were miscategorised, such as prefabs and PWC files.
If you don't combine the ones that were made into campaigns, then maybe I'd add another 20-25 modules to that total. And I did also drop a few modules that were listed as nonfunctional or not actually playable modules but toolset experiments, which would add some more to the total if you wanted to count those. I haven't gone through the international ones yet. Of course, modules are still being released.
Rogue Dao just released a demo yesterday of Planescape: Purgatorio - Outlands.
If you don't combine the ones that were made into campaigns, then maybe I'd add another 20-25 modules to that total. And I did also drop a few modules that were listed as nonfunctional or not actually playable modules but toolset experiments, which would add some more to the total if you wanted to count those. I haven't gone through the international ones yet. Of course, modules are still being released.
#8
Posté 26 avril 2012 - 04:12
No, roaches are better because they can be starved, frozen and irradiated without dying.painofdungeoneternal wrote...
The logic of more is better is exactly why roaches are better than people.
#9
Posté 27 avril 2012 - 08:23
It has been proven that roaches do die from radiation - it just turns out that it is more than a typical nuke will dish out in a single blast. If you can reach that insofar as a nuke being 'typical radiation'
#10
Posté 27 avril 2012 - 02:01
I like it when wizards go nuclear. As long as I'm safe under a mountain.
Harumph!
Harumph!
#11
Posté 27 avril 2012 - 02:25
Undermountain is not safe.Dorateen wrote...
I like it when wizards go nuclear. As long as I'm safe under a mountain.
Harumph!
Halaster!
#12
Posté 27 avril 2012 - 02:40
kamal_ wrote...
Undermountain is not safe.Dorateen wrote...
I like it when wizards go nuclear. As long as I'm safe under a mountain.
Harumph!
Halaster!
Hmm. Need to build a deeper bunker.
#13
Posté 27 avril 2012 - 02:43
Undermountain is safe for cockroaches.
#14
Posté 27 avril 2012 - 08:09
#15
Posté 27 avril 2012 - 08:19
hm. Time to start coding .............kamal_ wrote...
Level 1
forgotten-realms.wandering-dwarf.com/images/undermountain.gif
#16
Posté 29 avril 2012 - 07:04
Dude... I couldn't even imagin trying to populate a map like that, that would be insane.kevL wrote...
hm. Time to start coding .............kamal_ wrote...
Level 1
forgotten-realms.wandering-dwarf.com/images/undermountain.gif
Modifié par Alupinu, 29 avril 2012 - 07:04 .
#17
Posté 01 mai 2012 - 02:33
kamal_ wrote...
Level 1
forgotten-realms.wandering-dwarf.com/images/undermountain.gif
1. Not to get off topic, but omg i agree i couldnt start to think of the endless efforts of populating and placing and decorating this! i'd die over in my chair lol.
2. Me being someone whom has bot NWN1 and NWN2, ive sided with NWN1 Toolset/Moding because for me it's much easier to control and use. I feel theres always something new coming to NWN1 and always a new way to build the areas, even making the characters is fun
I preffer to finish my work with NWN1 first before i turn over to making mods for NWN2 since i have a lot to learn.
#18
Posté 01 mai 2012 - 04:09
That undermountain map looks lika a mall of america map directory. I wonder where the cinabon is...





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