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GOG version is not encrypted / opens in toolset


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#1
Tchos

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Editing for clarity, since in hindsight the way I phrased it sounds like I might have just meant that it has no authentication check to play the module -- what I mean is that when GOG removed the accursed DRM from Atari that delayed MoW's release for a year and a half (which arguably was the death blow for any further expansions for this game), they also made it possible to open the Mysteries of Westgate modules in the toolset and view/edit the areas, scripts, conversations, NPCs, and all the rest.


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#2
Arkalezth

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The stand alone module, or the complete game version? If the latter, I'm pretty sure it's the same in gamersgate, though I don't recall about the stand alone one.

Edit: Just saw your other post. I mean that it doesn't ask for a cd key, but I'm not sure if that's what you're referring to.

#3
Tchos

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The version included in NWN2 Complete from GOG is what I mean (clarifying for others).  Not only does it not ask for a CD key, but it allows you to open all of its resources in the toolset (areas, scripts, conversations, etc.).  The previous versions, as I understand it, were encrypted, and you could not do that.



#4
Arkalezth

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OK, I've tried opening one of the MOW modules in the toolset and no areas are shown in the list. I guess that means the Gamersgate version is encrypted too.



#5
Tchos

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That's unfortunate.  Here's what I see:

westgate.jpg



#6
Tchos

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The city of Westgate itself:

westgate2.jpg



#7
Jezla

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Interesting.  It might be worth picking up a copy next time it's on sale.



#8
PJ156

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Oooooh, are there any new toys under the bonnet or is it all eye candy for code monkeys?

 

PJ



#9
Kanis-Greataxe

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its a shame that the ppl that didn't buy it on gog cant access the content :( even though they released some of it for builders it would have been nice if they would have let builders have access to all of it :huh:



#10
Tchos

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Oooooh, are there any new toys under the bonnet or is it all eye candy for code monkeys?

 

Probably not the kind of toys you're hoping for, since the placeables and tilesets were already released separately, but this gives us new areas that perhaps can be used as prefabs, new scripts and plenty of conversational examples to examine that might show some innovative quest-making techniques or clever ways of setting up some interactivity.  If you played through MoW and something stuck out as something you wanted to see how it was done, like that pickpocket script, then there are shiny new toys indeed.  :)  Also you can examine the quest journal to see how they organised their workflow.



#11
Kanis-Greataxe

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Thanks for the info on the gog version of NWN2 complete, As I know a lot of us didn't know about that.



#12
kamal_

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Too bad I don't have a gog copy. I always wanted to look at their area designs for Westgate itself.



#13
Tchos

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It's I suppose the only bright side in waiting so long to for me to get MoW, waiting for a sale big enough so that it would cost the same as buying MoW on its own.  FYI, since I already had NWN2 Platinum installed, I installed it by installing the complete game in a different folder, then copying the MoW haks, music, modules, etc. into my original NWN2 folder, and then uninstalling the unnecessary new full installation.

 

Having it unencrypted also allowed me to switch certain skill-check conversations to SoZ party chat, such as the rabid dog one.  The campaign could also be edited to add SoZ party creation, etc., and other things such as in Kaldor Silverwand's makeovers.



#14
Kaldor Silverwand

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The campaign could also be edited to add SoZ party creation, etc., and other things such as in Kaldor Silverwand's makeovers.

 

So it is said, and so it shall be.  Just bought it yesterday and will install it today. I think I now own at least 10 copies of NWN2.

 

Regards



#15
Tchos

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That's good news!  You do excellent work, and it's greatly appreciated over here.



#16
Kaldor Silverwand

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It occurred to me while moving files around on my hard drive to free up space for yet another installation of NWN2 (you can never have too many I guess) that I already modded MoW to allow use of the party editor.  That was doable despite the encryption because the campaign folder content was always accessible.  The mod is available in the old vault here: <http://nwvault.ign.c...Detail&id=147>. And in the Nexusmods site here: <http://www.nexusmods...er2/mods/44/?>.

 

Regards



#17
Kaldor Silverwand

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Hmmm... I still cannot open the Westgate modules in the toolset.  It starts loading them and then halts a few seconds and then stops loading but no areas appear.

 

I had initially copied the campaign folder and modules over from my new GOG installation and that wasn't enough to open the modules.  I had to also copy the hak files over.  Now I can open the modules in the toolset, but oddly there are no campaign resources showing up at all.



#18
Tchos

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I used the loading options to load the campaign conversations and scripts, rather than the campaign palettes.  Not sure how it's done in the unmodded toolset, but I'm using the PowerBar menu for it.



#19
Challseus

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That's unfortunate.  Here's what I see:

westgate.jpg

 

Hey, I wrote that script! I had a bunch of side quests, and a few critical path sequences to work on, and this was one of them. Ah, the memories... And yes, damn Atari to hell for delaying this game for so long!



#20
Tchos

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Thank you for your part in making that enjoyable adventure, Challseus.

 

There's something I've been curious about, in looking at how the scripts were organised, which maybe you know: I've noticed that all, or nearly all of the scripts and dependencies are new scripts with a hf_ prefix, even wrappers and conversation scripts, and even when there were stock scripts that did the same thing in some cases.  Was this done to make sure that no expansions would break MoW if they changed the stock scripts?  And what did "hf" stand for?



#21
Challseus

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I don't have the project on my new laptop, so I'd had to check it out from SVN to sift through it. Trying to remember what the "hf" prefix stood for... Damn... Song long ago... I would tend to agree with your assertion that it was added so nothing else could break our game. Unfortunately, I don't remember much about how overrides worked with NWN2, and how other content could conflict with ours.

 

As for "what" "hf" is... Just can't seem to remember... During the project, we had a "standards guide" given to us by Alan Miranda, which showed us how to format every file we created. So for instance, "a_1505_quelzarn" really means:

 

a => action script in conversation

1505 => id that maps to the area

quelzarn => short description

 

So I know at some point, there was a section that told us to use "hf", and what it meant. I could try to track it down and see...



#22
Tchos

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Yes, if you can find that standards guide, I'd love to read it.  I've already adopted several of the practices that I observed in use in the module, since they seem to help with the workflow and create a better-ordered structure, but there are several practices whose purpose I haven't yet fathomed, and would appreciate seeing a document that explained them, so that I might benefit from those as well.