Darque Posted November 17, 2006 Posted November 17, 2006 For scripting and dialogue, it's essentially the same, with some small additions. You can go through some NWN1 tutorials for scripting, and that'll benefit you a lot for NWN2. <{POST_SNAPBACK}> Awesome Thank you Would it be possible to use NWN1 scripts, in your opinion?
Dark_Raven Posted November 17, 2006 Posted November 17, 2006 (edited) You can always download a hak pak and see how it works. Edited November 17, 2006 by Dark_Raven Hades was the life of the party. RIP You'll be missed.
Llyranor Posted November 17, 2006 Posted November 17, 2006 You can use NWN1 scripts directly. Some of the script commands might have been slightly changed, but it should be intact for the most part. Heck, you can import NWN1 mods and the scripts/dialogues will be imported. You can also use script generators already made for NWN1. Great tool for beginners http://nwvault.ign.com/View.php?view=NWN2Ideas.Detail&id=2 (Approved by Fio, so feel free to use it)
@\NightandtheShape/@ Posted November 17, 2006 Posted November 17, 2006 Drow are overdone and boring. Anyway... on the topic of Hakpacks... how do you make something like that? <{POST_SNAPBACK}> NWN1 came with a tool, NWN2... will either have a tool or it'll be integrated into the toolset, try searching round the NWN2 directory folders... :crazy: "I'm a programmer at a games company... REET GOOD!" - Me
Maria Caliban Posted November 17, 2006 Posted November 17, 2006 (edited) Llyranor: "As for a hakpak, I'm not sure. NWN1 had an included tool to create such a file, as well as a hak folder in which to put them in. I see neither right now." I have a hakpak folder. Neverwinter Nights II installed itself my games folder (where I told it to) and in My Documents. The games folder has the majority of items but the My Documents folder has my saves, the mod I'm working on, and a hak folder. I see the tool to create efr files, that might be it. ~edit~ Oh, and I figured out how to make it rain. I wonder why they go rid of the weather system. Edited November 17, 2006 by Maria Caliban "When is this out. I can't wait to play it so I can talk at length about how bad it is." - Gorgon.
Maria Caliban Posted November 17, 2006 Posted November 17, 2006 Just an update: I see that the tool editor did not change the original .2da files but placed new files in the override directory in the My Documents folder. There's also an override directory in the games folder which I assume is for changes from Obsdian. "When is this out. I can't wait to play it so I can talk at length about how bad it is." - Gorgon.
Maria Caliban Posted November 17, 2006 Posted November 17, 2006 NWN II doesn't have a Hak creation tool. If you have the original game, you can use the one provided there; I just did with my class and race changes and had no problem. "When is this out. I can't wait to play it so I can talk at length about how bad it is." - Gorgon.
Darque Posted November 17, 2006 Posted November 17, 2006 I found this online, if anyone is interested. This person posted a short tutorial on how to make a custom class. http://forums2.avlis.org/viewtopic.php?t=133
Oerwinde Posted November 17, 2006 Author Posted November 17, 2006 I found this online, if anyone is interested. This person posted a short tutorial on how to make a custom class. http://forums2.avlis.org/viewtopic.php?t=133 <{POST_SNAPBACK}> Cool. My campaign world is slightly different than FR so I'd need to come up with some new classes. If I could just rename some of the prestige classes and set them as base classes that would be cool. The wizards in my world have a strict heirarchy with 3 orders, so I'd want to have the basic wizard for the Spellsword Scribe, the Arcane Trickster for the Spellsword Emissary, and the Eldrich Knight for the Spellsword Knight. Though there would definitely need to be some editing for balance and such. I'd edit paladins to be more like divine champions too. No alignment restrictions, no divine magic, etc. The area between the balls and the butt is a hotbed of terrorist activity.
Maria Caliban Posted November 17, 2006 Posted November 17, 2006 I found this online, if anyone is interested. This person posted a short tutorial on how to make a custom class. http://forums2.avlis.org/viewtopic.php?t=133 <{POST_SNAPBACK}> Just an FYI but instructions 1-6 aren't necessary. The toolset comes with a tool to open and alter the 2da files. "When is this out. I can't wait to play it so I can talk at length about how bad it is." - Gorgon.
Darque Posted November 18, 2006 Posted November 18, 2006 This toolset is surprisingly easy to use. I've already made a simple map and building, linked them and then tested them and walked around in both. While I'm sure it'll be easy to make conversations and the like, I expect my terrain to look... rather primitive. :ph34r:
Jorian Drake Posted November 18, 2006 Posted November 18, 2006 (edited) Planetouched are muppet races and should not be allowed to be playable races. Stupid 3.x rules. <{POST_SNAPBACK}> ^_^ Edited November 18, 2006 by jorian
Dark_Raven Posted November 18, 2006 Posted November 18, 2006 Hades was the life of the party. RIP You'll be missed.
Jorian Drake Posted November 18, 2006 Posted November 18, 2006 <{POST_SNAPBACK}> I guess this is the time for the 'drumshot' (if i remember the word right)
Darque Posted November 18, 2006 Posted November 18, 2006 Actually it's time to get a little more back on topic. Placing containers and NPCs is pretty painless too. You can even place creature items down... I'm kinda tempted to see what a Balor's whip is like in game. "
Darque Posted November 18, 2006 Posted November 18, 2006 Hey wow You can put wings and tails on people making true tieflings I wonder if there's any way to slap these on a PC.
Maria Caliban Posted November 18, 2006 Posted November 18, 2006 I found the conversation editor to be less simple to use. Likewise, creating original NPCs isn't as easy. I'm still cracking away at the 2da files and making a mess of things. I've gotten the game to crash several times! Fun. "When is this out. I can't wait to play it so I can talk at length about how bad it is." - Gorgon.
Oerwinde Posted November 18, 2006 Author Posted November 18, 2006 Planetouched are muppet races and should not be allowed to be playable races. Stupid 3.x rules. <{POST_SNAPBACK}> ^_^ <{POST_SNAPBACK}> Scooter is an Aasimar. The area between the balls and the butt is a hotbed of terrorist activity.
Maria Caliban Posted November 18, 2006 Posted November 18, 2006 Good news guys, from the BioBoards... Custom TLK support in the toolset will be in the next patch. In addition, specifying string refs as hex values in 2DAs will also work. This works similarly to how it did in NWN1 -- flipping the high bit on a string ref signifies usage of the module-specific TLK. The talk tables are indeed UTF-8. "When is this out. I can't wait to play it so I can talk at length about how bad it is." - Gorgon.
Maria Caliban Posted November 18, 2006 Posted November 18, 2006 Woot! "When is this out. I can't wait to play it so I can talk at length about how bad it is." - Gorgon.
Oerwinde Posted November 18, 2006 Author Posted November 18, 2006 (edited) Heres a shot I like. Makes my city actually look populated. Its the temple of Reim. The people of Reimar are so dependant on the Reim river that ages past they began to revere it as the physical manifestation of a goddess. As the rules of my world deem that gods are birthed from belief, the goddess Reim was born from this. Its the dominant religion of Reimar. I found the conversation editor to be less simple to use. Likewise, creating original NPCs isn't as easy. <{POST_SNAPBACK}> Editing items and such isn't as easy either. Mostly because of the interface. In the old toolset once you had a field selected, you could easily scroll between appearances with the arrow keys or mouse wheel and quickly preview the different parts on say a weapon, or NPC head. In the new toolset you have to click manually like 3 times just to check each one. Its irritating. Edited November 18, 2006 by Oerwinde The area between the balls and the butt is a hotbed of terrorist activity.
Llyranor Posted November 18, 2006 Posted November 18, 2006 Hmm, from what I saw of the convo editor, it seemed to be more efficientlin terms of applying scripts, while still giving you the option of scripting the old way if you wanted. (Approved by Fio, so feel free to use it)
Dark_Raven Posted November 18, 2006 Posted November 18, 2006 You can even place creature items down... I'm kinda tempted to see what a Balor's whip is like in game. " <{POST_SNAPBACK}> Like the Balrog in LotR. Hades was the life of the party. RIP You'll be missed.
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