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Starting to use NWN2, Issues I come across


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#1
Rogue1618

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So I have played through my first NWN2 adventure, now starting my second. I am wondering about the following.
 
1 - I tried different class combos in NWN1, one of my favorite was Cleric/Fighter mixes.
Cleric also included Druid.
Fighter included Barbarian, Ranger, Paladin, Purple Dragon Knight.
Never got to try Prestige classes as one of the 2 such as Dwarven Defender or Champion of Torm except once I tried Purple Dragon Knight as the Fighter choice. There never was a Cleric type Prestige Class.
 
Which would be good choices given all the classes in NWN2?
 
2 - I see some of these races have level adjustments. So if I start something like Storm of Zehir that starts at a higher level than 1 and a race has +3 level adjustment, they will not need to be leveled up as a level 1 class + level 3 racial adjustment?
 
3 - Will there ever be an effort to clean up all the dead links here like the ones to IGN Vault that no longer exist? Just a bit frustrating trying to sort through them.
 
4 - How do I tell what version I have? I have the GOG purchased one, it does not start with the usual screen and menu for example I have to open the toolset from the folder.


#2
Tchos

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GOG titles are always pre-patched to the latest official version.  But when you come to the screen where you choose "new game" etc., the version number should be in the lower left corner.



#3
MayCaesar

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2. Level adjustments mean that the characters will lag behind "normal" characters by a certain number of levels. For example, +level 2 adjustment means that the character needs 3000 XP to reach level 2 from level 1 - a normal character needs 1000 XP for that and 3000 XP for 2+2 = level 4 from level 3. Effectively, ignoring the rounding errors and such, it means that in your party this character will be 2 levels below a character with no level adjustment.

 

3. I might be wrong, but I think one of the reasons those links are never cleaned up is a hope that the Vault is eventually restored and all the links will be working well again. 

 

4. If it is a recently purchased GOG version, then it should be up to date automatically after installation. Like Tchos said, you can see the version number in the lower left corner in the menu. Or right-click your nwn2.exe file, go to Properties->Details and look at the "File version" line.



#4
rjshae

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3 - Will there ever be an effort to clean up all the dead links here like the ones to IGN Vault that no longer exist? Just a bit frustrating trying to sort through them.

 

Most of the content from the old vault has been stood up at the new site. We can't edit links inserted by other people, but we can usually track down a copy of what they were linked to.

 

3. I might be wrong, but I think one of the reasons those links are never cleaned up is a hope that the Vault is eventually restored and all the links will be working well again.

 

At this point I very much doubt that the old Vault will be restored.



#5
Rogue1618

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Is it normal for there to be a sub-folder in the Modules folder with a lot of files?

I cam across an adventure that has this along with a Campaign folder.

I have another that has a Campaign folder but just one Module file.

 

Is it possible to make an adventure in another gameworld with different Gods than the Forgotten Realms ones?

 

Is there a module you can import a character into to sell stuff off? I just finished one where it would not let me go back to town so I would have to transfer all loot from companions to my character overloading him before exporting then export and import into something where I can do this. I had something like this for NWN 1.



#6
Kanis-Greataxe

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There are 2 module formats in NWN2 the .mod format, and the directory format (sounds like what you are taking about) each can also have a campaign folder with it.

 

If I remember right there are mods to use different gods, and with the toolset you can build all sorts of different areas.

 

Not sure about  a module for selling stuff. I play more multiplayer.



#7
Tchos

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As Kanis says, the module folder is treated exactly as a .mod file.  A mod file is just a container for the files that are in that folder, though it's not a compressed container like a zip or a rar.  You can extract the contents of a .mod file, put them in a subfolder with the same name (within the Modules folder), and delete the .mod file, and the game will still run it just the same.

 

For a store to sell things off in and re-export your character, try Vordan's Hero Creator.  It has all kinds of stores conveniently located.  My campaign also would work, and I tend to use it for that purpose, but it's pretty big for what you're asking.  I also created an override mod that lets me temporarily spawn a vendor NPC into any game where I can buy certain necessities and sell off unneeded loot.



#8
andysks

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I am building in a world with the Greyhawk deities. I first used this package, http://neverwinterva...reyhawk-deities, but I had to eventually change it because this one uses the game's tlk file and not a completely custom. Anyway, technicality which I personally didn't like. I can provide you with my files if you feel like using these gods.