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Neverwinter Nights: Enhanced Edition What we need and want.

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jjglvz

Grym, hand over your copy of Nwn ee to me. Now.

Also, I have a question about fog/viewdistances. I've been using nwnshader to turn the fog off but will that still work in nwnee, or is there any new option to increase view distance?

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CalSailX

This was a reply to comment #44... by Proleric not #52!

 As much as I hate how poorly the old toolset runs on my current software, even a new toolset that is heads and shoulders above that old dog appears. It isn't going to have my interest unless it can generate a version for 1.69.  If that means not using 1.74 function calls, and short circuiting the build and then using another compiler for the build so be it. 

What would be nice is a single .ini setting that would hide any 1.74 function calls in the tool set and throw warnings if they are used. I can alway use another compiler to build with. They could save me a extra step if their toolset doesn't insist on altering the Mod_MinGameVer found in the module.ifo to above 1.69  while that .ini switch is set. 

 Maybe the pathfinding is broken on the tile, but my theory is she's beating her head against the wall because I added that last line to her dialog!

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sherincall

If you're sure your module, created by 1.74, doesn't use any of the features not present in 1.69, you can manually tag it as 1.69-compatible. There's a field in module.ifo (for some reason a CExoString) that contains the "minimum required version". Just edit that in any GFF editor, or convert to text, edit, convert back. There's a lot of tools around.

 

Other than the new scripting functions, I don't think there's anything you in the toolset can do that will break 1.69. For extra safety, probably best if as a final step you recompile all your scripts with a 1.69 compiler (either built in, or one of the community ones), in case there were subtle changes to the VM.

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sen

Hey lads anyone in contact with beamdog developers? I'd like to address the fixes I've been dreaming for years!

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shadguy

Sen,

 

Check out the links ShadowM placed in the initial post of this thread.  Beamdog looks pretty engaged with the community at this point.  

 

-Dave

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Grymlorde

I'm happy to report that the patch hak method still works!

For those of you who don't know, you can loak haks like Zwerkules' facelift haks through the patch process before the module loads. That gives ancient modules new life by giving them high resolution/high quality appearance to their tilesets and placeables. There are also creature override haks that can be loaded as well. Basically anthing you would dump into an override can go into a hak and pre-load through the patch process.

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Fester Pot

Hit the Neverwinter Vault Discord chat. A number of them in there already with other community members just as excited as you are in returning and building tilesets!

https://discord.gg/pWVqMRX (link is external)

FP!

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sen

Yes I'll check it thanks to both. If they fix and improve what I am asking I may return but only if they do :)

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kamal

While these are things I am aware of from nwn2, they are probably also limits in nwn1.

Removed hardcoded limit on ammo types (even arrow/bolt/bullet) to allow us to define additionL non-overriding new ammo types so we can have arrows, sling bullets, crossbow bolts, gun bullets, and laser gun ammo all at the same time for instance

Access to the UI to allow us to implement custom UI such as implementing an onscreen roulette table UI, preferably in xml (nwn2 allows this, though it uses non standard xml)

Remove limit on # of spells a character can know

Remove hardcoding of find/remove traps skill, to allow us to implement things like rubber coated thieves tools (even bonus to removal of electrical traps only) or longspoon thieves tools (bonus vs spike traps only)

Detection on object is entering/in/exiting light spheres to allow dynamic bonuses to hide skill.

Removal of hardcoding generally :)

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kevL's

Xoreos!  lol

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kamal
Toolset support for tintmaps and resizing objects, so we can have purple orcs and/or giant pink chairs without having to create unique models for them.
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Jedijax

Wouldn't that be beyond the scope of the engine? I mean, you would need tinting texture, and if so, you could also add normal and specular ones, right? I thought the Aurora wasn't able to handle those.


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BelowTheBelt

I posted this over at beamdog's forums, but wanted to add it here:

1)  Scripting to create more triggers, beyond just CreateTrap.  Let us be able to create generic triggers via scripting

2)  Enable scripting to change the appearance of a placeable.  Allow us to access all the appearances of placeables by referencing the 2da line without having to create the placeable in the palette

3)  Since they're adding area instancing, it would be fantastic to be able to specify a specific tile location, id, orientation, and height in the grid through scripting.  Just imagine the possibilities of being able to customize specific tiles in areas to create unique areas without having to pre-build them.  Unlimited areas!

 

 

www.arenthyor.com  | Arenthyor - a challenging and immersive roleplaying world.  Come join and fulfill your destiny!
Joined: 02 Jul 2005

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kamal

Yes but this thread is also for things we want.

 

edit: meant to be replying to jedijax

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ShadowM

Second on the traps. I have found a away around finding traps with a custom search system, but love them to unlock remove traps.

Oh on the tint maps, I read up on some of the changes they made/making that it is possible for them to add support for tinting (I do not think we will get it though).

THIRD ANNOUNCEMENT ANOTHER TWITTER STREAM TODAY IN 1 Hour. I post it on top head.

Normal maps confirmed from stream.

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WhiteTiger

My suggestion to Enhanced Edition: Blind-, Lowlight- & Darkvision adjustments

https://neverwintervault.org/project/nwn1/model/blind-lowlight-darkvisio...

 

And also: fix darkvision feat in items added after the character creation that doesnt work

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verilazic

Darkvision improvements would be nice. Here's my wishlist. I suppose I should post it to Beamdog's forums too.

  • Any and all AI improvements possible. I'd prioritize combat AI first, and then pathfinding. As long as it can be improved to something better, I don't really care about making it less hardcoded, personally.
  • Would be helpful if Aurora could get some love just in terms of stability.
  • Remove caps to number of spells you can memorize.
  • Allow the character level limit to be customized, with a higher hardcoded limit (if any), at least 60. I understand that doesn't make sense from a D&D perspective, but the idea is modability, not rules.
  • A conversation function like GetLastSpeaker() that identifies the last object that spoke in a conversation, not just the PC.
  • More custom animation slots per phenotype.
  • Already saw mention of higher head limit. Would also be nice to have higher limit on all bodypart pieces, or at least robes.

 

 

-Verilazic/Jadyn

"Do you have to go around being calm, reasonable and sensible all the time? It's really offensive. Please stop."

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Jedijax

Kamal, you read that? We're getting normal maps! Perhaps tinting isn't as hard as I initially thought!

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ShadowM

27:05 of video. Will the game support normal maps?: They both answer yes and go into some details related to it and water.

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CaveGnome

Wonderful news !  A new Neverwinter EE era is upon us !!! I love the fact Beamdog includes original devs from the old Bioware days of glory. Not to forget, they are (hiring?) consulting well respected community members. And they probably got the game sources and the legal aspect tamed !!! So Christmas time i say...

 

As this thread is some sort of Santa wishlist angel, here i go:

 

- Increase (or better let the builder choose) the distance where a creature (way too short with NWN classic) or a placeable disapears from view.

- Would it be possible to "builder choose" the range a placeable or creature can be selected and activated (inventory, dialogue, action) by the player PC. Not only in distance, but also in height. I am dabbling with pseudo-flying creatures and stuff, and the detect/activation range is too short (hardcoded?) and very limited in height.

- Implement full unlocked camera (with Nwn classic presets?) like what the existing vault patch does.

- Increase maximum skybox size (when using very big ones, i get visual artifacts).

- Real Bumpmapping

- Repair the dynamic lighting. It would be nice to have lamps, braseros, fires that you can really ON/OFF with script control without jumping throu hoops to mitigate the "don't go black/residual light" problem.

- Improve the shadow system. Those weird problems with concave patterns or under floor level objects... If you have time, improve the fadding upper tile system (When fadding is on, the invisible parts still cast shadows, maybe create a new flag "no shadows when fadded"?).

- Include, right from the box: climbing, jumping, swiming, taking something high, taking something on the floor, slipping, additional falling/crashing, horizontal sleeping animations. And add more creature animation slots, please...

- More animation slots in tiles.

- A script command to activate/make selectable, a static placeable loaded with scripts.

- A script command to put an useable/selectable placeable in static mode.

- Correct the item placing bug (try to put a vertical bottle on a table and move it).

 

Well, whatever can be done. It will be a great joy to get this new shining EE thingy cool

Cheers!

 

CG

 

 

 

CG

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Clangeddin

Probably not everything I wish for can be implemented (even theoretically), but these are the things I'd like to see:

1) Combat Modes should be proper toggles like in NWN2. You activate them and stay on, until you deactivate them or activate another combat mode. In NWN1 combat modes suck because they are removed when combat ends, when you move, when you perform certain actions, ecc. While there are scripted workarounds to this, it would be nice if we didn't have to fix this by ourselves.

2) Several system functions should be imported from NWN2 if possible. Stuff like SetBaseAbilityScore (STR, CON, DEX, ecc..), SetBaseSkillRank, SetSkillPointsRemaining  would make 100x easier to make fully customized rulesets even for single player games. And would make their implementation much smoother for multiplayer/persistent worlds as well.

3) This one might be far fetched, but even a function to call custom GUIs (from custom XMLs files) in override or haks. In NWN2 it's DisplayGUIScreen (along with several other functions), in NWN1 I don't think there's something like this. It would help replacing lots of conversation-based custom systems.

4) Arguments for conversation conditions and action scripts!!

5) It would be nice if we could directly control followers as if they were full fledged party members like in NWN2.

6) Defensive stance not hardcoded.

7) Increasing the engine's level cap way beyond 40 (ideally infinite, but I suppose a finite number has to be there, so I suppose 9999 would do lol) so we can adjust what we want the max level to be without using custom scripts and systems that offer a much worse progression system (based on conversations, ugh). It can still be capped on module per module basis of course (so not like you can hit level 41+ in official campaigns)

8) Tied to the one above, probably even hardcoded limits for HP, ability scores, skills, AB eccc should all be raised to much higher values if the above change is supposed to have full impact.

All I can think of right now...

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Tarot Redhand

They addressed number 7 in last nights twitch stream and said they had no plans to do so. Level 40 in D & D terms is nigh on godhood in the PnP game.

edit

Someone has posted a recording of last nights stream here.

TR

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Surek

I know this had been stated several places but I want to voice my opinion as well.

I can't stress this enough, please some how make it easy to add custom classes, spell books, this was one of the biggest draw backs for me with original NWN and one of the fundamental aspects of D&D  

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kamal
Removing the stat cap of 255 would kind of fix the level capping. Didn't one of those unlimited level servers run into an issue with stats wrapping to 0 from 255, making an effective level cap for "unlimited" levels.
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Clangeddin

I hope they didn't give that "lore" related answer as it shows a lack of knowledge and understanding of what the NWN community has actually done over the years.

NWN and it's engine go beyond the D&D lore and, de facto, the community itself has shown that, in certain aspects, 40 levels are simply not enough. Aventia, Higher Ground, Awakening, Necronomicon are just some of the action servers I can think of that had to use the legendary/paragon level scripts or implement something else (Aventia does not use them, they use something "homebrew") to go beyond 40 levels.

I hope that they're gonna take a look at that with a wider perspective and realize that NWN is more than just D&D (where, btw, you can go as high as you want if the DM allows you to, no DM is compelled to stay under level 40 and no amount of lore can force him in that aspect).

I also do not think that this would be something technically difficult for them to implement, theoretically it should be as easy as changing the value of some variables...

The 255 cap on stats, while nice, on its own it wouldn't fix the biggest issue, which is the levelling process (for the player) during those post 40 levels, which is clunky as it's generally handled by conversations. Can you imagine handling the standard 1 to 40 levels via conversation choices? That's what post 40 have to go through.

There is also another problem, most of those systems work only on multiplayer/PW in conjunction with NWNX. For single player you're way more limited, unless you tell the player to setup his own NWNX and host his own solo game online, but why should they go through all that trouble when a simple change could spare it?

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thirdmouse

I suggest watching the stream (maybe on fast forward!), as there's some nuance that doesn't come through in the snip :) They didn't so much immediately shoot down 40+ levels with a "not lore-friendly" answer; the first response was that there hadn't really been any discussion about that, and their own first reactions about levels beyond 40 were you are basically gods... and that the challenge in providing higher levels is in also providing higher level content to serve those levels. They also said that there were always options and it could be something to talk about. Don't get me wrong, that's still a no, but it's not really a "no on basis of lore", y'know?

Overall, there were a lot of things they have "no immediate plans for" but were interested in down the road, and also emphasized that they aren't the ones implementing ("empty figureheads", they joked), and that they're working closely with modders to open up the possibilities for user addons. 

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NWShacker

While I doubt most of above wishes will be ever fulfilled, the only thing I'd like to really see is:

The ability to pass parameters to scripts from dialogue (few ints and at least two strings).

Like Obsidian did in TSL. This would decrease the number of generic scripts from hundreds to handful.

EDIT: oh, and a DVD, DRM-free realease.

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Andarian

The ability to pass parameters to scripts from dialogue (few ints and at least two strings).

The value of this cannot be overstated.

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NWShacker

And it can be easily made backward-compatible:

  1. Add boxes for parameters in dialogue editor
  2. Add GetScriptIntParameter(int number) function, where number = 1...5
  3. Add GetScriptStringParameter(int number) function, where number = 1...3
  4. Modify ExecuteScript() to allow passing those parameters from other scripts too
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Thunderstorm Witch

As already mentioned, when working with string variables or Tags, it should be possible to have more than one working script of the same type.

What I, personally, wish for the most won't ever happen. It would be additional versatile soundsets. Something you could use for mayor NPCs or henchmen for any custom setting. 

I also would wish for more head and body part models, particularly for kids and elderly people. Not everyone is a young adult after all...

It would be nice if it could be possible to copy-paste text when writing dialog, without having to use an external tool...

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Tarot Redhand

Are you on a Windows PC? If so have you tried the universal keyboard commands - ie ones that are used by almost everything? These are [CTRL] + C for copy, [CTRL] + V for paste and [CTRL] + X for cut.

TR

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Thunderstorm Witch

Windows, yes... and I know the shortcuts, of course. And I have no idea why I did not try these with the dialog editor instead of the right mouse button, when writing documents or copying files I use the shortcuts... stupid me... lol...

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meaglyn

Most of what I'd want has been covered.  But I did not see :

1) Toolset that works on Linux.  It sucks having to use wine for it.

2) Better in-box compiler  (especially fixing the symbol limit).

I haven't checked out the beamdog forums or faq yet so maybe these are addressed...

 

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Tarot Redhand
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Symmetric

It'd be nice to have support for bumpmaps. It would open up some options to improve graphics. Txi files already have a "bumpmaptexture" option but it does nothing or just add a new option directly to mdl files. Maybe the new shader support takes care of this, but I doubt that because one would need access to the bumpmap somehow.

 

Support for different armor classes/ dex modifiers would be nice. There is the armor.2da which defines the armors, but it's limited to one armor type per ac bonus, i.e. one armor with AC 8 + Dex 1  and a second AC 8 + DEX 2 are not possible.

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Mecheon

Oh man, I remembered the stupidest thing


Someone over there please request that the in-flight dark and shurikan models actually notice what you're using, so we don't have to use all sorts of crazy dart/shurikan replacements if we want throwing spears or the like

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3RavensMore

NWN:EE?!?!?  I'm away for a month and THIS happens?  Doing a happy dance here. 

As someone said above, passing vars in conversions to scripts would be fantastic--for me it's at the top of my wish list for new features. Some shine on the old engine is nice, but this would be so spectacular.

Well, that and better pathfinding and getting rid of head limits.

I also want a pony for Christmas.

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Cleitanious
You can sortof do this already using the journal.
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Andarian

How?

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Cleitanious

The other actions menu in the conversation window has a drop down to make changes to the journal. You can set journal entires using this menu without a script.  You can use one script to read those journal entries and perform other functions based on that data. You can use one script for an unlimited number of things in dialogue this way.

This is how I built my dialogue based crafting system using only two scripts for 50 some odd recipes with an unlimited amount of potential for more, or my dialogue based collectibles and questing that works much the same way.

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Andarian

That's a clever workaround. I'll have to give that a try. :)

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Cleitanious

Let me know if you get stuck or have any questions.

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3RavensMore

Tried that out tonight.  Works like a charm.  I'm gazing at 400 mostly 3 line scripts and realizing that I could have used 4 or 5.  Why oh why didn't I ever think of that?

Better late than never! Thanks Cleitanious!

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sport
If they are really looking for suggestions, what come to mind is portraits, can the game just index the directory and make them available not just for PCs but for NPCs as well? and is it possible to auto convert textures(size wise) so that you can have all the generally human centered models (heads etc) for elves half orc dwarves etc.. without having to manually resize and rename? maybe thats to much to ask or release a real tool for this purpose, I'm just spit balling here and it's all about my problems... also a decent 2da editor with a gui and merge etc etc just make tools to fix common problems and make it pretty.
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Cleitanious

A tool to make the sizes for portraits could be done by anyone really, we dont need Beamdog to do that. When I was making portraits, I simply made a script in Paint Shop Pro, which is what I was using, to automatically make and name all of the different sizes I needed.

I think asking for the portraits folder to be availible in the toolset is a bit of a stretch though. The reason why theyre supposed to be in a hak file is because they would be invalid in everyone elses' game unless they were in some archive required by the module.

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sport
yes but that is only because of the way the game recognizes them that could be changed, it should be possible to make a dynamic per game 2da based on the directory since they will all presumably have unique names if they are CC I mean this is already basically true for PC's so..
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Cleitanious

I mean, you could probably do that if you wanted to. But how would an NPC know which portrait to use if the 2da is dynamic?

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sport
I see what your saying but the simple answer is by file name the same way it knows for PC's that have custom portraits generated with ConvertPortrait from the console at least that how I assume it's handled
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sport
Isn't this already possible, as in if I create a function in a library with whatever void blah(oObject, blah); can I not declare oObject in the additional actions and pass that value to the library? or do you mean dynamically where there is no associated script but it reads that box as a parameter?
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Cleitanious

It sounds like youre asking why do we use 2DA files at all instead of just using strings for everything?

You want to be able to assign portraits to NPCs without them being in the 2da, but the parameters of the portrait and it's inclusion in the toolset depend on it being in the 2da. The portraits race, gender, category, npc or not information all of that is in the 2da and so is how its indexed by the game. If you want to just generate a 2da with all of the names of all of the files iny our portraits folder I suppose you could do that. It wouldnt have anything to do with beamdog's changes to the game though, you'd just be writing a batch file or an excel file.

You could probably do this without too much trouble with NWN2DATOOL.xlsm if you really wanted to.

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