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Neverwinter Nights 2 Blog


Ideas for Consideration: Data Management and Feedback

Posted by J.E. Sawyer , 23 March 2007 - - - - - - · 2382 views
Custom Content
'Sup G's?

Sooooo... lately I have been talking with some of the other Obsidz folks about issues that affect the making, use, and distribution of custom content.  Chief among these are:

* The lack of an official hak editor.
* The lack of an official UTF-8 string editor.
* The lack of a place where "stand-alone" (unaffiliated with modules...


1.06 Progress

Posted by Rob McGinnis , 16 March 2007 - - - - - - · 1626 views
NWN2 General
By: Rich Taylor, Lead Programmer

The 1.05 beta was posted today. One tweak that I intend to have made before 1.05 final is to remove the 'tabs = 5 spaces' change in the script editor. While some people do want some option like that, I think it needs to be implemented as something that can be turned on/off/adjusted, so for now, it's best to...


Walkmesh Helper

Posted by Feargus Urquhart , 15 March 2007 - - - - - - · 6241 views
Zarathustra217ís Placeable Walkmesh Helper

Scott Everts, Designer Extrodinaire, checked out the Placeable Walkmesh Helper made by Zarathustra217.  Since ScottE checked it out we did make a couple changes to the object and are including it in the 1.05 Update to the game.  This is what ScottE had to say about the Walkmesh Helper:

Zarathustra217 has...



Posted by Rob McGinnis , 06 March 2007 - - - - - - · 1546 views
By: Rich Taylor

This is just a quick note to mention that I've added:
object IntToObject( int nInt );


int ObjectToInt( object oObj );

scripting functions for 1.06.



Posted by Rob McGinnis , 06 March 2007 - - - - - - · 2403 views
UI Customization
This callback will be one of the most powerful new tools when it comes to creating custom actions in the game.

UIObject_Input_ActionTargetScript(), new in 1.06, will let you make 'GUI actions' similar to the 'actions' that are created when you click on a spell or feat button to cast it, or on a button in the DM Choser that then has you...


Porting Creatures/Objects from NWN1

Posted by Rob McGinnis , 02 March 2007 - - - - - - · 1163 views
Custom Content
Question: Is it possible to use NWN custom creatures (meshes&texture) in NWN 2?

Answer:  For creatures the changes between NWN1 and NWN2 are really too radical to use the old creatures.  It's probably possible to import non-animating models though.  Hopefully, we will have some tools out to help with Custom Content soon.


Is Flight Possible?

Posted by Rob McGinnis , 02 March 2007 - - - - - - · 2171 views
NWN2 General
Question: Could flying ever be a possibility?

Answer: The NWN1 and NWN2 engines really don't have a concept of up or down when it comes to how the engine sees the world of the game.  Adding that understanding would probably require a lot of work and the re-writing of large sections of the engine.


Eye Alignment

Posted by Rob McGinnis , 02 March 2007 - - - - - - · 1087 views
Custom Content
Question: Is there any reasonably simple way to change the eye alignment on head models? The eyes on most of the gnome and elf heads are very oddly placed, giving the impression that they are always squinting or looking up. Very distracting in cutscenes- the impression I get from most of the Elves is that of whiny teenagers looking sullenly up at parents...



Posted by Rob McGinnis , 02 March 2007 - - - - - - · 3475 views
UI Customization
By Rich Taylor

A new callback in 1.06 is:
UIObject_Misc_ExtractData( sourceobject, datatype, index, destinationvar )

This callback can be used to extract the data imbedded by the engine within UI Objects. First I'll go over the parameters, then I'll give some examples.

This parameter is used to define which UI Object we are...


New UI Callback Parameters

Posted by Rob McGinnis , 02 March 2007 - - - - - - · 5598 views
UI Customization
In 1.06, callbacks can take 2 new 'variable' parameters in addition to global:# and local:#.

The first new parameter type is

This will insert the row # that is currently selected in the listbox indicated by listboxname

For example, if I had a callback that looked...

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