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Neverwinter Nights Forum News (Jun. 10, 06)

Discussion in 'Game/SP News & Comments' started by chevalier, Jun 10, 2006.

  1. chevalier

    chevalier Knight of Everfull Chalice ★ SPS Account Holder Veteran

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    Here are today's Neverwinter Nights forum highlights, collected by NWVault. Please take into account that these are only single parts of various threads and should not be taken out of context. Bear in mind also that the posts presented here are copied as-is, and that any bad spelling and grammar does not get corrected on our end.

    Rob Bartel, Senior Designer Live Team

    Cancelled Premium Module Project -- "Tyrants of the Moonsea" Announced
    Thanks for announcing, Alazander, and all the best as you tie up any remaining loose ends in preparation for a Vault release.

    To everyone in the community, I strongly recommend downloading this module once Alazander makes it available. It was definitely a favorite of the QA dept (ask Stan about it sometime!). Thanks to its strong central story, encyclopedic knowledge of Realms lore, and consistently high level of polish, it was one of my favorites as well.

    While we regret all of the cancelations that did occur, we're all very excited to see these modules released to the community. Excellent work, Alazander!

    *SPOILER* Preferred Infinite Dungeon Settings - your ideas here!
    Cool stuff, guys. Don't forget that you can export your dungeons and share the database files with each other on the Vault as well.

    *SPOILER* Definitive ID Nethack dungeon management
    Thanks for posting the hak, Benjemimah

    ID: Token of Mastery console command
    Meh. Personally, I don't feel strongly either way. I just want people to have fun. I think we made the right decision in implementing the token of mastery the way we did and also making sure that the token was available via the console command for those who want early access to it.

    I also think NWNWiki is the right place to make that information available rather than directly on these forums. Thanks for handling it in that manner.

    So go, have fun. :) Peter designed the module with customization in mind. The module's in the community's hands now, so tweak, explore, and share it as only you guys can.

    Chris Priestly, Quality Assurance

    Infinite Disappointment

    The loot with generated properties suck, the items with storys are wonderful. And there is a simple solution. Remove the generated items and have 2 people manually add stuff with description and background. It's one or two days work and would have been much better in my opinion.
    Well, since it took 1 guy about 3 weeks to get the "sucky" random system in and working, I think your "2 people manually add stuff with description and background. It's one or two days work..." statement is just a little incorrect. Based on previous experience, the writing alone for the heer number of individual item descriptions is more along the lines of 1 person taking 3 months. Then, once they are all described, you then still have to impliment a system for making them appear, adjusting for level, interacting with recipes, etc.

    The system you propose as a 1-2 day solution is more like multiple months. Just so you know. ;)

    Cancelled Premium Module Project -- "Tyrants of the Moonsea" Announced
    Sweet monkey butter, but I enjoyed what I played of Alazander's mod. It's a really tight story that's already got my armadillo of approval (seals were too pricy). If you play one mod this summer, make sure it's DLA's Wyvern Crown. Then immediately, if not sooner, get Tyrants of the Moonsea!

    Alazander can attest to how much I enjoyed it!

    More:
    After having to re-format my hard drive, I wasn't going to reinstall NWN but you aren't giving me a choice, are you? ;)
    There is no choice, only Zuul! And NWN!

    Quote: Thanks for releasing the mod despite the corporate annoyances.
    Well, I can't take all the credit. I suppose I have to thank all the little people who made this all--

    ...What do you mean, he's talking to Alazander? That monkey?! Fine! *grumbles* Way to go, Alazander. Yay. Yippee. Yeeha. Happy?

    Brian Chung - Technical Artist

    *Spoilers* ID: I didn't see some creatures!
    I think Todd was just referring to the imp in the ID wallpaper, as its not one of the boss creatures.

    Peter Thomas, Designer

    *SPOILER* Preferred Infinite Dungeon Settings - your ideas here!



    Anyone willing to give out the `command for generating a new journal and map?

    Talk to Timmie again. Should fix your issue.
    Unfortunately it doesn't work.
    When you enter a dungeon (actually on any level transition), it cycles through each party member to see if they can be transitioned. While it does this, it checks to see if they have a map and journal and if they don't, gives it to them.

    If you feel the need, the specific items are:
    itm_id1_map - Dungeon Map
    itm_id1_journal - Dungeon Journal

    More:
    I assume the gems and reciepes are "miscellaneous"? What else would be in this category?
    Gems are completely separate from gold and items. They do not have a category. Every time a creature dies, if it can have gems, it checks against the percentages and drops one.

    Recipes replace items in treasure drops. Every time the treasure system determines that an item would be in the treasure, it checks the percentage and replaces the item with the recipe if the random number is low enough. You could use this to get rid of all item drops by setting the recipe percentage to 100%. It would be interesting since you'd have the default weapons, armor, potions and scrolls in the stores, then everything else would be customized by recipes found everywhere. Of course, you'd need enough gems as well.

    Neverwinter Nights: Infinite Dungeons

    1) It would be awesome if the player could customize the loot amount (I also think it's too over-the-top, even for a dungeon crawl. Especially all the armor. It makes us anal-retentive treasure collectors focus too much time on inventory management). Having the option to cut the loot in in half would be awesome!

    2) Personally, I didn't think enough chests were locked, or hidden (even just tucked away in the corners, behind pillars, etc). Just tons and tons of loot sitting out in the open, unlocked, seems too easy for Undermountain.
    Adjusting settings with the Token of Mastery allows these things.


    Quote: 3) I have a pet peeve about the dialogue. It seems like just about everyone is trying to be a comedian. The smarmy, anachronistic one-liners from NPCs, merchants, Timmy, et al, gets old pretty quick. I'm not saying everyone needs to speak in Old English, but jeez, after meeting a few merchants, I feel like I need a shower ;)
    Actually most of the dialogue for generic NPCs is random. You can find the following 2DAs in the id1_dialog.hak file which puts lines into conversations:
    random_lines.2DA - these are generic lines for plotgivers
    random_pleasant.2DA - lines for friendly plotgivers
    random_neutral.2DA - lines for neutral plotgivers
    random_fearful.2DA - lines for scared plotgivers
    random_hostile.2DA - lines for hostile plotgivers
    merch_hostile.2DA - lines for hostile merchants
    merch_friendly.2DA - lines for friendly merchants
    hireling.2DA - lines for hirelings
    random_caster.2DA - lines for spellcasters
    random_seller.2DA - lines for monster sellers
    random_combat.2DA - random combat one-liners
    dungeon_name.2DA - pieces for making dungeon names


    Quote: 4) What's up with all the green-skinned humanoids?
    It's random. :p


    Quote: 5) And yes, please, I would like to know my hierling's name!
    Hireling's were always intended to be temporary assistance, though you can try and keep them around for a long time. They were defined by what abilities they would bring to the party. We went with having the creature's type being displayed in the name field, since that would let the player know exactly what kind of abilities they should expect at a glance.
     
    Last edited by a moderator: Jan 3, 2018
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