NWN campaign?
Moderator: Thanas
NWN campaign?
So, lately I've kinda gotten into NWN. I rather like it. Graphical D&D, it is. I'd like to design my own SDN-themed module, but, while I have boatloads of imagination, I have ZERO technical/graphical ability.
Any takers on some module development collaboration?
Any takers on some module development collaboration?
Plots are easy with the handy plot generation.
The ingame tutorials should help you get setup as there is one for every basic function ingame.
Once you can do something basic let set up a 2x2 room with a few NPC's with a talking tree you should be able to do a basic story.
The ingame tutorials should help you get setup as there is one for every basic function ingame.
Once you can do something basic let set up a 2x2 room with a few NPC's with a talking tree you should be able to do a basic story.
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stupid question but what is NWN?
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Neverwinter Nights, a RPG by Bioware, using 3.0 rules. It was designed to be about as close as you can get to pen n'paper using a computer. It had full support for DMing online as well, who could take manual control of npcs and chage the module on the fly.
Neverwinter Nights 2 will be out this year and looks to be leaps and bounds above its predecessor, with a more powerful and easier to use toolset.
Id consider waiting till it comes out before doing anything grand.
Neverwinter Nights 2 will be out this year and looks to be leaps and bounds above its predecessor, with a more powerful and easier to use toolset.
Id consider waiting till it comes out before doing anything grand.
I wonder if perhaps there will be some backwards compatibility? like, load your module layout and NPC's, and then going through adjusting this, that, and the other thing?Acidburns wrote:Neverwinter Nights, a RPG by Bioware, using 3.0 rules. It was designed to be about as close as you can get to pen n'paper using a computer. It had full support for DMing online as well, who could take manual control of npcs and chage the module on the fly.
Neverwinter Nights 2 will be out this year and looks to be leaps and bounds above its predecessor, with a more powerful and easier to use toolset.
Id consider waiting till it comes out before doing anything grand.
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They say the underlying scripting language will be the same, but I'd wait if I were you, it's not too far off and it should be way better.
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It's officially backwards incompatible.
There wouldn't be any harm in playing with the NWN 1 toolset for practice before NWN 2 comes out, especially if you've never done anything like this before.Jason Keeney of NWN2 developer Obsidian wrote:"The terrain/environment system we have in place for NWN2 is so wildly different that what existed in NWN1 that there is basically zero hope of being able to re-use any kind of tilset or module data. With the amount of effort it would take to make NWN2 backwards compatible in this regard we could be halfway done with NWN3..."
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Actually, that's only half the story. The map designs and such don't convert, but the scripts and dialogue do, and that's where most of the work going into a module lies.Acidburns wrote:It's officially backwards incompatible.
There wouldn't be any harm in playing with the NWN 1 toolset for practice before NWN 2 comes out, especially if you've never done anything like this before.Jason Keeney of NWN2 developer Obsidian wrote:"The terrain/environment system we have in place for NWN2 is so wildly different that what existed in NWN1 that there is basically zero hope of being able to re-use any kind of tilset or module data. With the amount of effort it would take to make NWN2 backwards compatible in this regard we could be halfway done with NWN3..."
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