Ah, the joy of placing waypoints... heh.
What are the area names of those locations? I'd like to look at the originals in the toolset.
Ah, the joy of placing waypoints... heh.
What are the area names of those locations? I'd like to look at the originals in the toolset.
What are the area names of those locations? I'd like to look at the originals in the toolset.
Those are the "Waterdeep - Yawning Portal - Main Room" and "You dream..." areas. My Ipoints are Invisible Objects in the original. (The one thing I haven't added yet are the two driders.)
Well it looks like the cutscene tools used in NWN don't work at all in NWN2; it keeps grabbing the camera incorrectly and the voice/string actions are all out of alignment. It looks like I'll need to completely redo the opening cutscene sequence using a conversation cutscene. Ugh, this could take a while. Hopefully I can find a good example from the OC.
Ed.: Yep, found it. Now I just have to figure out the camera angles, &c.
I am ecstatic for this. HotU was always my favorite.
this is going to be an awesome cutsene, I hope it will render well.
this is going to be an awesome cutsene, I hope it will render well.
Yes, hopefully people will like it. The voiceovers help, as does 4760's nice Valsharess model. I'm still tweaking some of the effects a little.
The one thing that isn't working is the lip movement for the sound files. Not sure if there's a way to fix that.
you should try to use custom hair style for NPC, they really boost the visual.
A brief progress report: the Yawning Portal main room cutscene is working properly now (yee-haw!) and I'm part way through the well room scene. There I'll need to add several parts to make it work like the NWN game. First I need to build a suitable hoist model for the lift; none of the existing standard models look suitable to me. (I might also modify the metatile to make an opening below the lift.) Next, I want to add a ramped walkmesh helper with a flat spot on top to allow the floating beastie to appear to rise up from out of the shaft. Thirdly is the addition of 4760's domed door and the beastie itself, for which mods are fortunately available. Finally I need to build the cut scene for that stage.
I spent a lot of time this past week setting up a test mode so that I can skip to different parts of the module. It involves adding conversation branches based on the setting of a single module flag (so I can easily turn it off). That all seems to be working properly now, so my testing has been greatly accelerated.
The game uses a lot of variables to track the various states, and hunting those down has been a challenge. But I'm getting there.
Ed.: I was thinking that the early scripted encounters are a little too easy, so I might kick them up a notch based on the difficulty setting. Hmm...
I spent a lot of time this past week setting up a test mode so that I can skip to different parts of the module. It involves adding conversation branches based on the setting of a single module flag (so I can easily turn it off).
For that, I have all my test stuff (including debugging text in scripts and special conversation branches) do a check to see if I'm carrying a designated item, with the tag "debugger". That way I can test conversations and other elements with or without the debugger by just dropping it or picking it up.
the best solution is a DM.
You spawn a DM with a conversation which has all the scripts needed to skip content. then you can navigate at will...
Personnally, I just put stuff on the on enter scripts that I remove after testing.
Yes, of course I use a spawned DM NPC to teleport around. I just mean that more broadly I use the check to activate certain conversation nodes or debug text that I don't need to remember to remove later, because it will never appear to anyone who isn't holding the debug item.
Yes, I might have to resort to a different method later. But I've got all of the transition steps as a set of subroutines in a single script, so hopefully it will be easy to change.
I use a rabbit called Debugs Bunny who has a conversation that allows me to set certain variables or quest conditions at will. I just have to make sure I remember to delete him before I release anything to the public. ![]()
Here's the almost-completed lift down into undermountain, located toward the back of the Yawning Portal Inn's well room. (Room is a bit tight, so maybe a couple of trips up and down will be needed. But the lift in NWN was similarly sized, so....) I also decided to retexture the floor around the lift so it looks a little better. The well room cutscene itself is just about finished now; it just needs a few more finishing details.

Here's the almost-completed lift down into undermountain, located toward the back of the Yawning Portal Inn's well room. (Room is a bit tight, so maybe a couple of trips up and down will be needed. But the lift in NWN was similarly sized, so....) I also decided to retexture the floor around the lift so it looks a little better. The well room cutscene itself is just about finished now; it just needs a few more finishing details.
The lever looks like the most high-tech part. ![]()
The platform would be more stable if the connection points of the ropes were closer to the edge. There's not much of a gap between the platform and the shaft walls either, which might result in a rather unpleasant squealing sound as you descend (unless you lube-up beforehand). A veritable dinner gong for any monsters waiting below.
I'd certainly be casting a Feather Fall spell (or wearing items that do so automatically) before using that thing.
The lever is for opening the dome-shaped door that covers the well opening. It's actually supposed to be fairly skinny, but I need it to be animated so I chose one of the standard models.

(Door model by 4760.)
The original lift in NWN had a single rope connected to the middle; it didn't exactly look stable so I added a tripod arrangement.
The three ropes connect to where the cross struts are located underneath the planks, so those seemed like logical attachment points. But yeah, it might be a little wobbly; I guess you'd need to stand near the middle and hang on. (That's dungeoneering for you.) The platform is overhanging a large cavern, so most of the way down you'll be hanging in mid air.
I reckon it looks fine. Nice job.
-kaos
Undermountain is a dungeon, so of course there are spikes coming out of the wall. (Although those are a little too high for an elf.) What do you think, are there any other standard dungeon motifs I should be including? ![]()

There's tiles for the first two. Toxic fumes could be fun. Maybe some pipe vents in the floor that periodically spew forth an intermittent cloud of choking green gas?
There's the animated trap placeables, things such as saws and mincers and dungeon walls that squish players who walk in between.
There's the animated trap placeables, things such as saws and mincers and dungeon walls that squish players who walk in between.
Aye, those might work. I haven't tried them yet to see how they look.
Rest rooms, people always miss those out.
Rest rooms, people always miss those out.
Maybe in a service room for the maintenance crew?