Obviously the number of chest could be reduced
Has anyone ever tried to "improve" the OC?
#1
Posté 21 mars 2013 - 03:07
Obviously the number of chest could be reduced
#2
Posté 21 mars 2013 - 04:33
Then as a creator of community patch I was thinking about fixing some bugs but that would be hard to distribute such modification and most of those bugs I know are exploits like continuous XP etc. and if player wants to use them why try to stop him, its his game experience. Myself finished OC only once and never had any issues and noone else was interested in this project so thats it.
#3
Posté 21 mars 2013 - 05:09
As a shameless self plug, you could enable health percentages in the OC in like 2-3 minutes using the link in my signature.
- unclejoe1917, icywind1980 et Grani aiment ceci
#4
Posté 21 mars 2013 - 05:20
- unclejoe1917 et Xorina aiment ceci
#5
Posté 21 mars 2013 - 06:17
MagicalMaster wrote...
I think the OC was better than people give it credit for - it wasn't spectacular, but it was solid (just lots of chests and tedious at times)..
As a shameless self plug, you could enable health percentages in the OC in like 2-3 minutes using the link in my signature.
Wow, I love the health precentage
#6
Posté 22 mars 2013 - 01:55
#7
Posté 22 mars 2013 - 03:53
ShaDoOoW wrote...
I thought about it, my first idea was to make it harder something like a Tactics mod int BG2, but then I satisfied with OnSpawn script boosting all abilities and abadoned that idea from the time constraints and assumed low usage.
Then as a creator of community patch I was thinking about fixing some bugs but that would be hard to distribute such modification and most of those bugs I know are exploits like continuous XP etc. and if player wants to use them why try to stop him, its his game experience. Myself finished OC only once and never had any issues and noone else was interested in this project so thats it.
I am working on a distribution system, you'd be able to just put the specific changes/files to the official version. Not sure if it's low interest in the finished project, or the difficulty in distribution as the biggest reason not to do it. But if you start thinking of things you can do, I am sure i can dynamically insert such changes into the players content.
For most games this is very popular, and I know people are asking for this quite often.
#8
Posté 16 mai 2013 - 02:48
#9
Posté 25 mai 2013 - 12:21
#10
Posté 24 septembre 2013 - 07:31
I still have saved versions of all other Chapters from the different modules but can never find the Prelude from the OC.
#11
Posté 25 septembre 2013 - 05:29
It should be there with the rest of the campaign modules, asRogue1618 wrote...
Is it possible to get the Prelude to look at?
I still have saved versions of all other Chapters from the different modules but can never find the Prelude from the OC.
Prelude.nwmin your nwm subfolder.
Bear in mind that campaign modules will only become accessible via the toolset by starting and saving them the first time(IIRC you don't need to complete each, just start & save should be enough).
Modifié par HipMaestro, 25 septembre 2013 - 05:33 .
#12
Posté 25 septembre 2013 - 11:26
HipMaestro wrote...
It should be there with the rest of the campaign modules, asRogue1618 wrote...
Is it possible to get the Prelude to look at?
I still have saved versions of all other Chapters from the different modules but can never find the Prelude from the OC.Prelude.nwmin your nwm subfolder.
Bear in mind that campaign modules will only become accessible via the toolset by starting and saving them the first time(IIRC you don't need to complete each, just start & save should be enough).
From all the times I played, the Chapters are only available when you finish one except for the Prelude.
For some reason I never get access to that one.
I have the various chapters saved in ZIP files but not the Prelude Chapter.
#13
Posté 26 septembre 2013 - 03:34
Been eons since I played the campaigns for the first time so your recollection is better than my own.Rogue1618 wrote...
From all the times I played, the Chapters are only available when you finish one except for the Prelude.
For some reason I never get access to that one.
I have the various chapters saved in ZIP files but not the Prelude Chapter.
Strange. The
Prelude.nwmshould be listed there in X:\\NeverwinterNights\\NWN\\nwm along with all the other modules. I suppose you could reinstall and see if it shows up.
Do you have the line
CODEWORD=hacktasticunder [Game Options] in your
nwnplayer.ini?
TBH, have never read about anyone being denied toolset access to the Prelude module if they have all the other campaign modules there (unless they simply skipped playing the Prelude, that is). Am betting it's just a burp during installation.
#14
Posté 28 septembre 2013 - 05:57
If you copy the "Prelude.nwm" file from the "nwm" folder to the "modules" folder and then change the extension to mod ("Prelude.mod"), you can load the module in the toolset.
<...the point>
#15
Posté 29 septembre 2013 - 01:00
True, Rolo, but the file manipulation should not be necessary.Rolo Kipp wrote...
<may be missing...>
If you copy the "Prelude.nwm" file from the "nwm" folder to the "modules" folder and then change the extension to mod ("Prelude.mod"), you can load the module in the toolset.
<...the point>
Any module that appears in the nwm folder should be automatically able to be opened in the toolset just by checking the Campaign Modules selection at the bottom of the Open screen. That window will not appear unless the Start normally option has been checked on the Welcome screen. However, the Welcome screen itself includes an option called Show this screen on startup so if it has been unchecked I am not sure how modules in nwm folder can be accessed at all without the Welcome screen appearing (I've never unchecked it myself and have no desire to disable the access of campaign modules in order to test the point.).
So, if the
Prelude.nwmfile is there is to be copied and renamed into the modules folder, then by default, it MUST be accessible via the toolset as an .nwm module UNLESS somehow it was assigned some level of protection that prohibits the toolset from accessing it there. No clue how that could happen but it's the the only gliche I can venture as a factor.
Or maybe ~I~ am missing the point.
#16
Posté 29 septembre 2013 - 07:42
Rolo Kipp wrote...
<may be missing...>
If you copy the "Prelude.nwm" file from the "nwm" folder to the "modules" folder and then change the extension to mod ("Prelude.mod"), you can load the module in the toolset.
<...the point>
Never knew this, this may be what I am looking for.
HipMaestro wrote...
True, Rolo, but the file manipulation should not be necessary.
Any module that appears in the nwm folder should be automatically able to be opened in the toolset just by checking the Campaign Modules selection at the bottom of the Open screen. That window will not appear unless the Start normally option has been checked on the Welcome screen. However, the Welcome screen itself includes an option called Show this screen on startup so if it has been unchecked I am not sure how modules in nwm folder can be accessed at all without the Welcome screen appearing (I've never unchecked it myself and have no desire to disable the access of campaign modules in order to test the point.).
So, if thePrelude.nwmfile is there is to be copied and renamed into the modules folder, then by default, it MUST be accessible via the toolset as an .nwm module UNLESS somehow it was assigned some level of protection that prohibits the toolset from accessing it there. No clue how that could happen but it's the the only gliche I can venture as a factor.
Or maybe ~I~ am missing the point.
Might be.
I still have saved *.MOD files of the Chapters except the Prelude, last I remember playing when you finish a Chapter, a *.MOD file gets created for that Chapter. This lets you open the Chapter in the Toolset if you want but I never recall seeing the Prelude get created.
Didn't need to CODEWORD for this.
#17
Posté 30 septembre 2013 - 12:48
#18
Posté 30 septembre 2013 - 04:01
As Hip notes, opening the NWM files directly in the Toolset is as easy as clicking the "campaign modules" radio button in the Open dialog. I don't recall if there is any special requirement to have played through the Prelude before the Toolset will open it.
Also, if the Toolset's welcome screen doesn't open when the Toolset start up, I believe there is a checkbox under Tools-->Options to re-enable it. However, that shouldn't be necessary, as the option to open campaign modules is available in the normal Open (File-->Open or Ctrl-O) dialog.
Modifié par MrZork, 30 septembre 2013 - 04:02 .
#19
Posté 30 avril 2015 - 06:30
With all the issues some people have the OC, I'd be suprised if no one has released an "improved" version of the OC. The OC can even be very easily accessed via toolset so I wonder if anyone has? And, in your opinion, is it good? Also, IF the OC was to be "improved" by someone, what improvements would you like to see?
Obviously the number of chest could be reduced
I have a soft spot for the OC since it was my first PC RPG ever, so it carries a lot of sentimental value. I would reduce all the barrels, crates and chests to next to nothing. There is no shortage of gold in your pockets by the end of the game, so you wouldn't miss it and it would probably shed at least a couple hours off of completion time. I would trim down some of the sword fodder encounters. It didn't get nearly as bad as the NWN2 OC, but it still gets repetitive. For the most part, the story itself is good enough and side quests are too. With the content you remove, you could make your romance with Aribeth a little more meaningful as well as develop a couple others. I can't think of any off the top of my head, but there have to be a handful of NPCs along the way that might be more fun to get to know better.
- Frith5 aime ceci
#20
Posté 01 mai 2015 - 08:54
If I were to improve the OC, I'd most of all include blank scrolls, bone wands and empty bottles in stores, so that all these crafting feats are actually useful, as they should be.
Then maybe horse support... though horses would fit mainly chapters 2 and 3, since it would be a bit weird for characters to ride horses in Neverwinter.
- Frith5 et unclejoe1917 aiment ceci
#21
Posté 03 mai 2015 - 02:44
I worked on it for a while back a few years. Mostly, I was about an actual rebuild of the OC story, preserving the great (sometimes REALLY great) dialogue, and tweaking/adding to it, while utilizing the great CC available. Keeping closely to the OC design for areas, while using great new assets like tilesets, placeables, and creature upgrades would make it look like a whole different game too. Removal of all those lootable barrels that happen to contain gold and magic potions, certainly. And possibly integrating better party control (like the great henchman system) would all be goals too.
But, you know, time.
Recently I thought this would be an incredible Community Project: similar to the monthly projects, but bent on producing assets for use in an updated OC.
That, or simply a community module showcasing all the great stuff this game has to offer TODAY. Such a project could really draw in new people who are, even now, still just getting the game. But I blather on, don't I?
- Zwerkules et unclejoe1917 aiment ceci
#22
Posté 03 mai 2015 - 05:17
I would love to see a changes that really flex the strength of the OC which is that it made me connect with its NPCs and henchmen. Any changes that furthered that and cut down on game time wasted on mind numbing repetitive tasks, would make this game infinitely replayable. The only thing that keeps me from still not having a constant game going 8 years after first buying this is that I just can't do all the chests and goblins. The completionist in me doesn't allow me to just forget about them either. Conversely there are so many potentially great personalities in this game that I would love to see their roles become even more meaningful to the adventure.
I agree with Frith that better party control would be a very welcome update too, since almost every other game related to the NWN OC has it.
This would perhaps be a huge undertaking, but what if, for instance, as a druid PC, you could join the druids in Neverwinter Wood and bring one of them along as your henchman and the circle could somehow serve some purpose in subsequent chapters? Maybe after joining the mages guild, Eltoora plays a larger role and becomes available as a henchman in Ch. 2 or 3?
#23
Posté 04 mai 2015 - 12:18
- unclejoe1917 aime ceci
#24
Posté 05 mai 2015 - 12:36
Modify the start, the academy should have different training per class, not the generic 4 types.
This definitely plays into the idea of individualizing the paths the character takes bases on his or her chosen class. They did a good job of at least making sure there was a little bit of content here and there, but didn't get much deeper than a quick tip of the hat. This would have gotten that ball rolling right from go.
Speaking of the academy and what I was talking about the NPCs, as a rogue, you have a conversation with some other student in your training room. I would have liked to have crossed her path again at some point. Maybe a rogue only romance option?
#25
Posté 15 mai 2015 - 09:33
Shameless plugin: http://neverwinterva...eries-list-nwn1
See under "Official Campaigns and their continuations, expansions, side stories etc.:" at the bottom of the page.





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