Aller au contenu

Photo

NWN2 Community Tutorials: Need opinions on content and resources.


  • Veuillez vous connecter pour répondre
13 réponses à ce sujet

#1
Amphibious Bagel

Amphibious Bagel
  • Members
  • 22 messages
 Hey lot. It's been a few months since I've been about the community due to the ups and downs of life, but I've got some spare time now and am looking to offer a helping hand where possible.

One of the last projects I had been working on was an attempt to create a series of "entry level" video tutorials to help fellow gamers get involved with the community and learn how to use the NWN2 Toolset confidently. The first stab I took at the project yielded good results, and I still have players mention the helpfulness of the series, but the project unfortunately fell short due to my own learning curve and again, life circumstances.

This time around, I would like to redo these tutorials with updated information regarding recent changes in the community, such as where to get the game, how players can correctly install NWN2 (and it's patches) the FIRST time without much hassle, information on Skywing's support of a master server list as a replacement for Bioware's, an introduction to the Toolset, and information on common/vital community tools and assets.

To give you lot an example of the project, here are some of the toolset tutorial videos that I put out:

Lesson 1: Getting Started
Lesson 2: Toolset Basics, Part 1
Lesson 2: Toolset Basics, Part 2
Lesson 2: Toolset Basics, Part 3
Lesson 3: Custom Content, Part 1
Lesson 3: Custom Content, Part 2

So! Now that I have time to go back and recreate these tutorials with updated information, I have also decided that I would highly value input from the community here regarding the questions below. If you do not have an answer for a particular question, you are more than welcome to skip it entirely. Opinions and tips are highly encouraged! And if you cannot finish the survey in one go, don't worry. Feel free to post answers as you have time.:

General Questions:
1) In your opinion, what information should be included in a tutorial regarding how to acquire, install, and patch NWN 2, its expansions, with valid CD-Keys for multiplayer gaming, and access to the toolset?

2) What websites or groups (other than the Bioware social forums) should be cited as important community resources for players and developers seeking help, new content, or information?

3) In your opinion, what community addons/resources (for any feature, whether it be UI changes, scripts, etc.) are the most necessary for an enjoyable GAMEPLAY EXPERIENCE and why?

4) Are there any critical game bugs, exploits, or other problems that newcomers should be made aware of regarding general gameplay?

5) Are there any tips, tricks, or hidden features of NWN2 that newcomers should be encouraged to use during gameplay?

6) For individuals interested in exploring additional adventures, what information should they be made aware of regarding how to find, access, install, and play SINGLE-PLAYER MODULES?


Multiplayer Gameplay:
1) For individuals interested in playing a module with friends on a LAN CONNECTION, what information should they be made aware of regarding how to set up the game and play?

2) For individuals interested in joining an ONLINE SERVER OR PLAYER WORLD, what information should they be made aware of regarding how to find, access, install, and play on those worlds?

3) Are there any critical flaws or bugs regarding multiplayer gameplay that players should be made aware of (such as that pausing in a LAN game will pause for EVERYONE)?

4) Are there any hidden or especially useful game tools that players should be made aware of and encouraged to use in multiplayer settings (such as Skywing's NWN2 client)?

5) In your opinion, what are the MOST important "rules of etiquette" that every player should keep in mind before engaging in a multiplayer game?


Toolset Questions:
1) In your opinion, what Toolset plugins and resources are necessary to make development the most manageable, functional, and efficient?

2) Are there any Toolset plugins or resources that you believe are optional, but that would also be of great worth to new developers?

3) Can you name (please provide links if possible) any tutorials, guides, or links that you found particularly useful for information regarding the Toolset?

4) Are there any critical flaws or "quirks" in the Toolset that you believe new developers should be made aware ofbefore beginning?


Custom Content - Scripting:
(I will add these questions in later.)


Custom Content - Mapping:
(I will add these questions in later.)


Custom Content - UI:
(I will add these questions in later.)


Custom Content - Modeling/Animation:
(I will add these questions in later.)


General Developer Workflow and Etiquette:
1) When working alone, what work habits and philosophies do you believe are most important for new developers to instill in themselves in order to be successful?

2) When working in a team, what work habits and philosophies do you believe are most important for new developers to instill in themselves in order to be successful?

3) What do you believe are the most important "rules of etiquette" and common practices regarding use and of others' work (both freely distributed and not) within the NWN2 community?

4) In your opinion, what are the most important "rules of thumb" regarding treatment of non-developers who participate in or make use of a developer's content, a.k.a., what (in your opinion) IS or IS NOT appropriate behavior on the part of the developer when interacting with other players?


Online Server Hosting/Administration Questions:
1) In your opinion, what are the notable advantages and disadvantages to hosting your own server or Player World?

3) Are there any tutorials, guides, or other community resources available that you would recommend for new server hosts/admins?

4) In your opinion, what are the most important workflow habits that server hosts/admins should instill in themselves in order to meet project goals/deadlines and provide updates in an efficient manner?

5) HOSTING and ADMINING a server are not always the same "job"; in your opinion, when is it important to separate these tasks and what are the advantages/disadvantages to doing so?

6) When hosting a server AT HOME, are there any critical flaws or quirks of the system that should be taken into account?

7) When hosting a server AT HOME, what do you recommend as the best method for updating server content and making it accessible to a development team (if you have one)?

8) When hosting a server OFF SITE, what services do you recommend and are there any critical flaws or quirks that should be taken into account by doing so?

9) When hosting a server OFF SITE, what do you recommend as the best method for updating server content and making it accessible to a development team (if you have one)?

10) What tools and resources do you believe are ABSOLUTELY NECESSARY in order to host/admin a successful online server/PW?

11) Are there any critical game flaws or bugs that Hosts/Admins should be made aware of?

12) Are there any exploits that Hosts/Admins should be made aware of in order to watch for and prevent cheating by players?


Dungeon Master Questions:
1) What do you believe is the primary role of a dungeon master in NWN2?

2) What do you believe are the most important "rules of etiquette" that EVERY DM should follow in order to encourage an atmosphere of fun and enjoyment for the players they interact with?

3) What do you believe are the most important "rules of etiquette" that EVERY DM should follow in order to communicate efficiently and amicably with fellow DMs and Developers?

4) What tools/downloads/resources do you believe are the most important to making the DM experience as efficient, functional, and versatile as possible? (Please provide links if possible.)

5) Are there any guides or tutorials available that you believe DMs should be made aware of?

6) (I will add more questions in later.)



Phew! Lots of questions. I'll finish writing this up when I have a moment, but I've gone ahead and posted this so that people can start posting answers. Any and all information is helpful!

Modifié par Amphibious Bagel, 30 janvier 2013 - 10:13 .


#2
GFallen01

GFallen01
  • Members
  • 43 messages

2) What websites or groups (other than the Bioware social forums) should be cited as important community resources for players and developers seeking help, new content, or information?


http://nwn2.wikia.com (general info)
http://nwn2db.freeforums.org (player advice)
http://nwn2db.com (character builds)
http://www.ame-gda.net (module/content rating)
http://www.wendersnaven.com (builder resources)
http://nwvault.ign.com (new content)
http://neverwinter.nexusmods.com (new content)
http://www.nwnlist.com (server listing)
http://www.neverwinterconnections.com
http://www.neverwint...ghtspodcast.com (community info)

1) For individuals interested in playing a module with friends on a LAN CONNECTION, what information should they be made aware of regarding how to set up the game and play?


Step by step guide. Fire up DM client, set up network, firewall, and so on.

3) Can you name (please provide links if possible) any tutorials, guides, or links that you found particularly useful for information regarding the Toolset?


http://nwvault.ign.c...s.Detail&id=120

3) What do you believe are the most important "rules of etiquette" and common practices regarding use and of others' work (both freely distributed and not) within the NWN2 community?


#1 Do NOT use/modify other's work without their permission. Some developers tend to ignore this, with due consequences for the community as a whole.

Modifié par GFallen01, 30 janvier 2013 - 11:32 .


#3
kamal_

kamal_
  • Members
  • 5 259 messages

Amphibious Bagel wrote...
Toolset Questions:
1) In your opinion, what Toolset plugins and resources are necessary to make development the most manageable, functional, and efficient?

2) Are there any Toolset plugins or resources that you believe are optional, but that would also be of great worth to new developers?

3) Can you name (please provide links if possible) any tutorials, guides, or links that you found particularly useful for information regarding the Toolset?

4) Are there any critical flaws or "quirks" in the Toolset that you believe new developers should be made aware ofbefore beginning?

1.
GrinningFool's Usability Tools
http://nwvault.ign.c...ns.Detail&id=46
PowerBar
http://nwvault.ign.c...ns.Detail&id=34
2.
Multi-Brush
http://nwvault.ign.c...ns.Detail&id=91
Vordan's Shop Creator
http://nwvault.ign.c...Ins.Detail&id=5
TerraCoppa
http://nwvault.ign.c...ns.Detail&id=78
Flamewind Conversation Editor
http://nwvault.ign.c...ls.detail&id=33
Lilac Soul's Script Generator (most of it's scripts work with NWN2, quickly does common scripts)
http://nwvault.ign.c...r.detail&id=625
Smorpheus Visual Index
http://nwvault.ign.c...ls.Detail&id=42
NWN2Packer, for making haks
http://nwvault.ign.c...ols.Detail&id=9
My own "Generic Activity" heartbeat scripts
http://nwvault.ign.c...s.Detail&id=404
3.
The Dont Panic Guide
http://nwvault.ign.c...ls.Detail&id=14
The World Map Guide
http://nwvault.ign.c...s.Detail&id=129
Toolset Notes
http://nwvault.ign.c...s.Detail&id=120
Scripting for Noobs
http://nwvault.ign.c...s.Detail&id=124
4.
Always work in Directory Mode: Otherwise a crash can cause you to lose the entire module you're working on.
Turn off Auto-Save: Prime cause of toolset crashes.
Make regular backups offsite via Dropbox or some other cloud storage utility in case of hard drive crash.

#4
e..v

e..v
  • Members
  • 8 messages

Amphibious Bagel wrote...
1) In your opinion, what information should be included in a tutorial regarding how to acquire, install, and patch NWN 2, its expansions, with valid CD-Keys for multiplayer gaming, and access to the toolset?

- Where can the game be purchased? Listing of websites which offer the game for sale.
- Toolset access – post installation, how do I open the toolset (where is it located?)?
- Common error with opening the toolset is the need to install DirectX 9 which can be found in the installation media

Amphibious Bagel wrote...
6) For individuals interested in exploring additional adventures, what
information should they be made aware of regarding how to find, access,
install, and play SINGLE-PLAYER MODULES?

A general overview of the folders which are likely to be needed when installing new modules, such as "modules", "music", "override" etc. and what usually goes into each.

Beyond a general overview, the full installation details are the responsibility of the publisher I think.

Amphibious Bagel wrote...
5) In your opinion, what are the MOST important "rules of etiquette"
that every player should keep in mind before engaging in a multiplayer
game?

Be kind to one another.

Amphibious Bagel wrote...
4) Are there any critical flaws or "quirks" in the Toolset that you
believe new developers should be made aware ofbefore beginning?

It may crash or corrupt data. Saving often and creating backups can save a lot of frustration.

Amphibious Bagel wrote...
10) What tools and resources do you believe are ABSOLUTELY NECESSARY in order to host/admin a successful online server/PW?

http://nwnx.org/

Amphibious Bagel wrote...
12) Are there any exploits that Hosts/Admins should be made aware of in order to watch for and prevent cheating by players?

Should this information made publicly available?

Modifié par e..v, 30 janvier 2013 - 01:23 .


#5
Dann-J

Dann-J
  • Members
  • 3 161 messages

GFallen01 wrote...

#1 Do NOT use/modify other's work without their permission. Some developers tend to ignore this, with due consequences for the community as a whole.


That depends on the nature of the content.

If something has been released as stand-alone custom content on the Vault or the Nexus, then it's pretty much there to be used and/or built upon. You don't release things publically like that unless you want people to use it. Giving credit to the original author in your module/campaign's ReadMe file is a basic courtesy though.

If, on the other hand, something has only been released as part of a specific module or campaign, so you have to dig it out manually to get to it, then you'd definitely want to seek permission to use it.

#6
Amphibious Bagel

Amphibious Bagel
  • Members
  • 22 messages
All good responses. I am especially interested in any toolset plugins people recommend for efficiently creating/working on different aspects of a module, from creating conversations to NPC spawning and quests, etc., so I appreciate the notes, kamal.

@GFallen: Loved the list of websites! I didn't know about some of those, and they will make great resources.

@e..v: I believe it is especially important to warn new Developers/Admins of exploits. Most/many of them can be prevented with a little work on the part of the development team.

A prime example is that of players being able to log into ANY other player's account on an online server due to the lack of an official authentication server. To get around this, PW hosts can install a script that will register account names to CD Keys; players who log into another player's account name without the correct CD Keys will be automatically booted from the game. An alternative system I've seen uses a password, though this is less recommended as this can give a player the time and potential to exploit the system regardless.

@DannJ: Good point. Something worth noting.


So, more responses would be excellent. Especially regarding toolset plugins!

#7
painofdungeoneternal

painofdungeoneternal
  • Members
  • 1 799 messages

DannJ wrote...

GFallen01 wrote...

#1 Do NOT use/modify other's work without their permission. Some developers tend to ignore this, with due consequences for the community as a whole.


That depends on the nature of the content.

If something has been released as stand-alone custom content on the Vault or the Nexus, then it's pretty much there to be used and/or built upon. You don't release things publically like that unless you want people to use it. Giving credit to the original author in your module/campaign's ReadMe file is a basic courtesy though.

If, on the other hand, something has only been released as part of a specific module or campaign, so you have to dig it out manually to get to it, then you'd definitely want to seek permission to use it.


That is an assumption, and a faulty one. This means hellfire couldn't freely share his content, and also prevent it being used in Dragon Age, it's all up to him. ( and he did that, if he could not do that he would be gone). The nexus spells this out, but if terms are not spelled out, you have to ask what the terms are, period.

If I didn't feel like i had this protection, well frankly EVERYTHING i've done is going to disappear from the vault. If you are using my content and I ask you to modify how you are doing things, usually folks listen and do it since i am a reasonable person. If they say go to hell, they'll do what I want and you can't stop it, well that is pretty rude, and not something I am going to keep putting hours into work for people like that. ( and it also is proof of willful copyright infringement, so it's quite amusing to hear folks say this sort of thing. )

You should ask them, not everyone wants that, nor is it actually true until they give that permission. There seems to be quite a bit of righteousness about this, but the fact is that it's the authors choice, and it's also the law. ( yes copyright law exists even in NWN2 and on the vault, using content without permission is actually illegal, and don't throw the EULA into it until EULA actually are upheld by a court, most EULA's reach far beyond what is legally possible in a contract, or what will happen in court and are actually rarely succeed in court, and are largely manufactured by corporations and remove all an end users rights. Most of copyright law is designed to protect the little guy who is creative, don't even have to state it's copyrighted, and an author never can lose those rights until spelled out in a contract. )

Even content marked as shared freely, you should protect yourself by documenting communication with the author, and mentioning what you are using things for. I do use things which are on the vault which are absent authors, but I have talked with most of the authors and tried on all of them, it's actually easy, and actually supports them via the pat on the back which generally works as payment.

There is an issue with a leading modder around this.

His content is no longer updated, nor will he release source anymore.

Frankly I would do the exact same thing if I was in his situation, he's dealing with people who are acting as jerks and who seem to disregard the basic thing he's always asked for, to not re-release his content in a way that makes him get a bad reputation.

The PW in question is large, and has a history of just doing whatever they want, ie using override even though it caused chaos for end users and every other PW agreed to avoid this. ( i provided their ex users hundreds of hours of tech support basically fixing their setups, and 1.23 was built around preventing this being an issue )

Further they are repackaging content, screwing it up, and it's making the original author have to do tech support for problems that SHOULD not exist due to extensive work to prevent such stupidity. They are a very successful PW in numbers, but that does not give them the right to dictate how authors should share their work, nor should they feel they can release substandard copies of the original without any repurcussions. And they have managed to destroy the participation one of the top content creators in our community, whose work is used by thousands of users and far more popular than their PW, and who is probably far more responsible for how many play this game. ( and now I am dealing with my using his content and having to strip ALL of that out, hence the community loses access to all the recent work i personally have done myself, while i waste time due to one group not treating him fairly, CSL is basically on hold until this is resolved or I spend months complying with the authors wishes. )

You should respect content authors. I don't have to do this, no author does. Sharing is based on respect, and it being an open community, but that has to be a two way street, you have to agree to the terms the author desires, mine are extremely lax, which i prefer, and i prefer a community where we all share.

If the opinion you present is true, that community where we can all share, cannot actually exist and is going to fall apart. You can do whatever you want, but the only response to your assumption that my putting it on the vault removes all rights to such work, and lets you do whatever you want, well I will remove it from the vault to make it clear.

The only loser is the end user, not the author, i don't have to share what i do, especially when those who I am sharing with don't give the respect every author is due, and i can just keep what i do for my own enjoyment. We need a community where the authors are treated with respect, whose wishes are supported, and when we use each others content we say "please" and "thank you" ( and actually vote on the vault for content we use ).

If you want content on the vault, you have to respect authors choices in how that content is used.

Modifié par painofdungeoneternal, 10 février 2013 - 09:28 .


#8
Dann-J

Dann-J
  • Members
  • 3 161 messages
I don't see how anyone can release custom content freely to the Nexus or the Vault and *not* want people to use it in any way they want. Why make something publically available otherwise?

Half the time custom content is based on material originally released with the game, only improved in some way. How often do we bother asking the developers or distributers of the game permission to do so? I certainly don't. All art is derivative, as they say.

If I see something on the vault that I can improve on, or use as an idea and duplicate in a better way, then I do so. If I've improved someone else's work then I always give credit to them in a ReadMe file. As far as I'm concerned, if you don't want people using your custom content, then don't make it available to the world for free.

I'd certainly encourage people to deconstruct or build upon my own custom content. The more it can be improved the better. I see us more as a modding *community* who supports each other and builds upon each others' ideas, rather than a loose group of individuals trying to out-do each other in reputation or number of votes.

#9
painofdungeoneternal

painofdungeoneternal
  • Members
  • 1 799 messages

DannJ wrote...

I don't see how anyone can release custom content freely to the Nexus or the Vault and *not* want people to use it in any way they want. Why make something publically available otherwise?

Half the time custom content is based on material originally released with the game, only improved in some way. How often do we bother asking the developers or distributers of the game permission to do so? I certainly don't. All art is derivative, as they say.

If I see something on the vault that I can improve on, or use as an idea and duplicate in a better way, then I do so. If I've improved someone else's work then I always give credit to them in a ReadMe file. As far as I'm concerned, if you don't want people using your custom content, then don't make it available to the world for free.

I'd certainly encourage people to deconstruct or build upon my own custom content. The more it can be improved the better. I see us more as a modding *community* who supports each other and builds upon each others' ideas, rather than a loose group of individuals trying to out-do each other in reputation or number of votes.


Ok i set up something, debug it, make it perfect.

Then I get complaints about bugs.

Hmm go back and double check my stuff, it's perfect. Yet i am described as putty out shoddy work.

I then research it, this is in fact something i am doing first since I care, but it also means feature X is not getting worked on. This is time consuming, finally i narrow down the issue due to some oddball string showing up.

I find out that my work is in a compilation, and it's actually not debugged, it has 2da's which are missing, content which is not even the latest version, and it's all marked with my name.

I then find out where this come from, and go talk to them. They just don't have a good conversation with me, and don't seem to care about fixing those issues. So i end up asking them not to include my content, since there is no way for the end user to actually get my correct content using their work.

As long as they are out there, I am getting continual complaints, spending time reviewing them, and it's issues which are caused by incompetance. So I ask them not to release it, or CLEARLY indicate it's their revision and for them to handle the technical support for their mess. I am getting a bad name and trying to help end users, and spending time to fix things created by these folks.

( and this is a true story, told as if i was another author. )

If i release it, it's probably on open terms, but generally there are conditions. I don't want it re-released, nor should it be put into a compilation if i don't want that. This is not a problem, since as you said everyone wants it included, but the onus is on me doing the compilation to double check, give them a pat on the back. That author stated when asked, i just want to not do tech support for messed up versions of my work, he has had no problem being in my content, but then i do a lot of tech support for end users my self.

If an author says can you do x y or z, generally it's only fair to accomodate them, especially if x y or z actually are aimed at making sure end users have a good experience. If you tell me, touch it's on the vault and I can do whatever, well technically I'd talk to maximus and dark and get it pulled from those places, as the content is really mine to control, and i have not given up the right to control how my work is published.

Yes it's there to be improved on, but it's wrong for script kiddies to be able to upload inferior works. And that modification, requires communication with that sharing, generally I'd ask for such changes to be given to me so I can use them, or in Nytir's case, he said i can reupload his content with all the fixes merged in. Or you have to do all the work your own ( or just tell end users how to adjust the other work. ) I can post in my entries i don't care, but i can also post whatever conditions i desire ( ie don't use them on dragon age for example was a desire, take a look at hellfires entries. ) It comes down to communication being a good thing, and assumption is a bad one, we are better off if we work with the authors and support them, instead of taking what they do for granted.

For the most part i assume everyone, will respect my wishes, if i send a note saying this is broken and users are complaining, can you fix it, and get a rude response, I think it's only fair to ask them to cease and desist. No one I have every talked to was not willing to work with me.

( and do you really think i don't want to share - i don't even want to derail this topic, it's just that this idea is hurting NWN2 by removing a one author, in NWN1 its a lot worse and a lot of authors have had issues over this, this idea has hurt the community a lot. And this really needs to be hashed out in a civil manner in a new spot. )

Modifié par painofdungeoneternal, 11 février 2013 - 11:01 .


#10
kevL

kevL
  • Members
  • 4 074 messages
it'd be a lot of work remaking the original videos, so why not keep them and put overlay tips and links to more indepth explanations. Even use links to other uTube videos that deal with stuff like terrain or whatever.

General Questions:
1) i think an explicit description of the installation and player folders would be good to go over -- how they sort of mimic one another, how the install folder should be left clean and personal changes done in the player folder (but some things are finicky, esp. for toolsetters and have to be done in the install folder ... like for changes to Dialog.Tlk to show in the toolset)

Players should keep the patches (if applicable) in an archive and may have to use TNT220's patcher.

2) an explicit link to Selene's posts about installing and troubleshooting NwN2 in the Tech Support forum would be good.

3) a link to the sticky Add-ons in General forum for this. It's so personal (buff vFx or not?) and there is so much ... an explicit mention of TonyK's AI 2.2 would complete what SoZ got halfway.

4) yes. The game is buggy! So learn the console DebugMode and how to run commands and scripts w/ selected and target objects. The command 'logcommands' prints a textfile to the installation directory, listing most (but not all?) console functions. uh, are +10 flaming axes of vorpal death considered an 'exploit' or a 'cheat'?? jk ...

5) spacebar = Pause, AI-off = Puppet ( PnP )

6) This could tie back to describing the player folders: the module folder, the campaign folder, the hak folder, the override folder, the ui folder, and others like music etc. Some may not work as you'd think: the tlk folder is only for custom .Tlk files, i believe. Regarding Dialog.Tlk, see above, and that it usually goes into the root of the player folder. Also the localvault folder should be mentioned as holding newly generated as well as exported characters.


General Developer Workflow and Etiquette:
- make daily backups.
- the order of precedence for modified files is ( i think!) .hak, override, campaign, module.
- toolset plugins need to go into the Installation->... directory. Skywing's Advanced Script Compiler is my favorite, but there's also TerraCoppa, SinPlugin, PowerBar, Flamewind Conversation Editor, Usability Tools, Lazjen's Icon Viewer, etc. etc.
- pseudo-realistic base terrains can be automatically generated from programs like YATT ( Yet Another Terrain Tool ) etc.
- important apps: Tani's Packer, TlkEdit2, NwN 2da Editor, a programmer's text editor with Skywing's ASC tied in, Charlie's XML Conformer, an image viewer/editor that deals with .Tga files, plus all sorts of stuff for modelling that i know nothing!!!
- NWN Lexicon. ( And most everything that's ever been done in NWN, hehe )


so goodLuck, like yer voice too
& sry i'm repeating stuff that you already covered ....

#11
Kaldor Silverwand

Kaldor Silverwand
  • Members
  • 1 598 messages
If I found that someone took something I released, "improved on it", and then released their own version, I would ask them to take it down. I consider that to be a violation of my rights as author. I would not object to them releasing a stand alone modification to my work, although I would suggest that they allow me to incorporate it into my work if it was truly an enhancement. People need to be respectful of the work of others.

My 2 cents.

One tip I would give new developers is that they should never try to create a new blueprint from scratch. Always copy an existing blueprint and modify it. I've seen many posts in the forums over the years where people tried to create from scratch and regretted it due to bugs.

Regards

#12
Amphibious Bagel

Amphibious Bagel
  • Members
  • 22 messages
More great comments, and while I believe DannJ is right that content put out publically (unless stated otherwise) is meant to be shared and expanded upon, Pain is also correct that if an author is getting negative feedback about their own content due to problems with other author's compilations, then it is appropriate for the original author to ask the compilation author to remove the content.

Kaldor also is correct--making improvements or additions to others' content should not be claimed as your own. I myself released edited models of Shazzwozzer's hats in Planescape. I tried to contact him, but was unable to reach him about it, so I tacked what I had up on the vault and made sure to credit him for all of the work, then just noted what my changes were (i.e. his original files only supported male humans, so I created and meticulously edited additional files to work on the other standard races and genders).

So as far as custom content goes, I do believe it is fair to use public content and release it with improvements, but all credit should be given the original creators, WITH note that any bugs should be reported to the improvement author, not the original (to avoid hassle).

In the case of content that is ambiguous about whether the author would be willing to let others use it or not, the improvement author should ALWAYS and AT THE VERY LEAST contact the original author to ask about use and thank them.

And in the case of Authors releasing content which explicitly provides directions for use and inclusion...obviously, it would be correct to follow those instructions. It is good form to respect the wishes of any author.

#13
Amphibious Bagel

Amphibious Bagel
  • Members
  • 22 messages
Still interested in more responses.

#14
DoomsDay1000

DoomsDay1000
  • Members
  • 9 messages
Kamal wrote

"Lilac Soul's Script Generator (most of it's scripts work with NWN2, quickly does common scripts)
http://nwvault.ign.c...r.detail&id=625"


From using this Program this website is good to understand how the scripting works. helped me to understand what the script is doing and there for was able to condense multiple different types of code.


http://www.nwn2scrip.../index.php?ID=1

Modifié par DoomsDay1000, 20 avril 2013 - 10:13 .