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Questions about modding capability


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#26
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there's also the wiki with (all?) functions listed.

besides the included custom functions of course - see tchos' post above.

 

 

again I am asking whether NWN2 can do this better, more naturally, easier and mainly accurate.

 

as a guide line you should assume that there's no real difference in both engines if we're talking about action oriented content. at the core they're very similar in that department, and what needs clunky workarounds in nwn1 will most likely still need clunky workarounds in nwn2.



#27
Psionic-Entity

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Is there anything like NWN Lexicon for NWN1? I would like to browse read learn all scripting functions that I dont have access yet because of missing expansions.

 

Also, im interested in projectiles, I vaguely remember from campaign but I suppose they are auto targetted like in NWN, mean if I cast a spell with projectile on very fast moving character the projectile travel behind him and change direction right? Is it possible to make a projectile which will have a straight path in certain direction and damage anything in its path? Or a projectile that will bounce amongst  multiple targets? Note: I know how to workaround this is NWN via scripting (getFirst/NextInShape with fast recursive) but again I am asking whether NWN2 can do this better, more naturally, easier and mainly accurate. I want to make a spell which will make a projectile traveling straight path in certain direction across whole map until a creature or map edge is hit when the projectile explode into fireball effect.

Not sure. The Wiki has a list but it's not exactly informative.

 

Projectiles are targeted either to a position or to a creature, meaning they can't be stopped in flight by a script. That said, clever use of script hidden objects and vector functions can make the ability you described. You would need to create a hidden creature, disable bumping, and attach an AOE to it. For VFX you might even need to make your own sustained effect with the (easy to use) visual effects editor. It sounds like a lot but it's doable and it's been done.



#28
Clangeddin86

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A few things have been "bugging" me since I started modding nwn 2 and this may be the right place to ask. (if not, tell me and I'll remove this post)

 

There are some modifications I'd like to add, but I do not know if they are possible to make so..

 

1) The game awards a feat every 3 levels up to 21 (then every 2 levels from there). Is it possible to change this? I'm talking about the normal feats that everyone gets, not the bonus from the .2das.

 

2) The game awards one ability point every 4 levels. Same as above.

 

3) Is there a way to add a "mandatory" feat for all character that is not module-dependent? i.e. every created character has that feat. (I know there's a workaround this by editing all the race.2das)



#29
kamal_

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Not sure. The Wiki has a list but it's not exactly informative.

The built in script assist function makes it easy to view the functions and see the internal documentation of them Obs/Bio did. And use the E.C Super Include to get access to 100's more functions Bioware and Obsidian did that are part of the stock game, but not listed in script assist otherwise. Script Assist isn't sorted in the same manner as the Lexicon, but has a handy search function so you can search all functions named "action" for example. Of course, NWN2 includes most of the NWN1 functions even as it added a bunch more functions, so the Lexicon is still relevant and useful.



#30
Psionic-Entity

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A few things have been "bugging" me since I started modding nwn 2 and this may be the right place to ask. (if not, tell me and I'll remove this post)

 

There are some modifications I'd like to add, but I do not know if they are possible to make so..

 

1) The game awards a feat every 3 levels up to 21 (then every 2 levels from there). Is it possible to change this? I'm talking about the normal feats that everyone gets, not the bonus from the .2das.

 

2) The game awards one ability point every 4 levels. Same as above.

 

3) Is there a way to add a "mandatory" feat for all character that is not module-dependent? i.e. every created character has that feat. (I know there's a workaround this by editing all the race.2das)

 

1. Only by rewriting the levelup UI from the ground up. This is actually not as hard as it sounds if you consider that libraries for feat qualification have been made before. In my current project I've managed to make feat selection part of the feat pane on the character sheet without much trouble.

 

2. Same answer, you have to mod the UI.

 

3. Unfortunately without a script it falls to editing all the race or class 2das.



#31
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And use the E.C Super Include to get access to 100's more functions Bioware and Obsidian did that are part of the stock game, but not listed in script assist otherwise

The link above loops back to Kamal's post. Here's the E.C. Super Include.


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#32
Shallina

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to be clear about NWN2 vs NWN1

 

All what you can do in NWN1 can be done in NWN2, NWN2 also allow far more things, with more powerfull scripting (added functions) better conversation scripting, and allow cool cutscene. Area creation is far more powerfull in NWN2 than in NWN1, beeing with tilset or mapped terrain.

 

Lexicon is a good thing, but even if you can' t find a cool NWN2 lexicon, NWN1 Lexicon is good enought to get started, all NWN1 functions are functionnal in NWN2.

 

 

Now NWN2 still remain very close to NWN1 at its core, which mean it 's not possible to do a multi layer area with passage above and under, it 's still a plane, a deformed plane, but remain a plane, just like almost all Bioware game until now (with the exception of Mass Effect 123 and SWTOR). It also remain a turn by turn combat just like NWN1 and infinity engine game, so no fast reacting skill or fast twitch gameplay like you can have in a good MMO, H&S, or MOBA.  you have a set action and they can be altered within the combat round rules, just like NWN1 which mean it 's limited.

 

There is no coming and start contreversial thread trying to prove NWN1 is better than NWN2 by asking "functionnality" that might exist in NWN1 but not in NWN2.

 

NWN2 is an improvement, everything from NWN1 carried over in NWN2, and more thing were added.

 

Everything you have seen in NWN1 can be done in NWN2, and NWN2 allow more. Now NWN2 doesn 't allow all what we wants it still has serious limitations, many things are missing, but today it still remain the most powerfull toolset given to the public for making a game/module wich isn 't based on a solo character, and it s a far more powerfull toolset than the NWN1 one even if you focus only on one character.

 

That power came at a price, NWN2 toolset is harder to get into than the NWN1 one, but it 's not that diffilcut, someone with a good experience with NWN1 should quickly get into NWN2 toolset without much troubles.

 

Also many of the bugs poeple compalined about NWN2, were "modules bugs", which mean the toolset or the game weren 't at fault, most of it were "scripting bugs", and for having replayed NWN1 recently I can say that today NWN1 campaigns have a lot of those troubles, more than NWN2.

 

Trying to prove NWN1 is superior to NWN2 is stupid, the NWN1 and NWN2 players/modders are only on those 2 games beceause they still have no real successor, as soon as a worthy successor will comes out, those 2 games community will be greatly dismished.

 

Instead of trying to "fight NWN2" you should rather enjoy it, many modder /scripter remain only beceause of NWN2, and since the scripting between NWN1/NWN2 shares a lot, it gives you more opportunity to get help when you are stuck even if you only script for NWN1.


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