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Continuing to build my old module?

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Ardak
Continuing to build my old module?

Hey folks

When I saw the new EE version of NWN coming, it got me thinking about continuing my old module for NWN. Unfortunately it seems, that as of EE does not support CEP haks, and I was wise enough to infuse every version and every backup version of my module with CEP haks, so I need to reinstall original NWN to open the module. So I was thinking that should I develop it further, how active is the community of NWN nowadays, I mean would it be worth developing and trying to get it out there? It's years and years when I last time modded or played NWN. Or should I just use the mod as a base and port it into NWN2? There's like 500+ areas and what not.

Also, what kind of mods I should be having in the module? The CEP is the obvious choice, then I did some short reading on PRC (which adds gazillion races and classes), and something about Project Q which is a quality upgrade if my assumption is correct? Then I remember vaguely downloading a whole bunch of housing and banking and whole kinds of things. I kinda feel an itch to start developing it again, the story arcs and settings continued on after the development stopped as a form of written stories, and I could see how I could infuse the existing campaign with the stories I've been written over the years, and maybe develop them in co-existence.

Any feedback you could give me on the feasibility of continuing the project, and maybe a list of mods/haks/scripst that all the cool cats nowadays use in their mods, I would be super, super grateful. Thank you all!

Best regards
Ardak

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Grymlorde

EE works just fine with Project Q. Haven't tested CEP. I can't imagine that it causes any problems if Q works fine.

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TheBarbarian

Considering that there's likely to be an influx of new and returning players due to the EE, now is probably the best time to modulebuild in a long time, so if you've a hankering for it, why not? Try blogging about it as you go along; I'm sure the new arrivals would enjoy seeing the activity, and maybe reading about your progress and exploits in the toolset will embolden some of them to try modulebuilding themselves.

Also, all the cool cats in singleplayer modules pick and choose their custom content as they please. Not following trends is what makes them cool. They are rebels. They just don't give a damn! Fashion has no nothing on them!

Just go with what your story needs. Don't attach giant haks if 90% of the content therein isn't going to be used in your module. Check out Zwerkules' tilesets, like Medieval City and Early Winter.

And as a builder, keep an eye on the CCC. If you've got a need for something that fits an ongoing theme and doesn't already exist in NWN, dropping off a request/suggestion in the CCC thread is an option. Not guaranteeing anything (especially if it's something complex), but it's always doubly nice to craft stuff that's actually going to be used.

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Tarot Redhand

Re. the ccc. please use the suggestions thread and then only if it is for a generalised theme. For single item requests create your own thread and cross your fingers.

TR

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Andarian

Ardak: Who said the EE doesn’t support CEP haks? Why wouldn’t it, if it’s hak and mod compatible?

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Ardak

Hey there, let me fix my statement by saying that I don't know hot to use haks in EE :D. I tried to put them into the hak folder as usual, but I can't load anything in the Module Properties tab cause it's empty.

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sherincall

Did you put them in the user directory hak folder? i.e. the one under "My Documents"? Don't use the game's hak folder (hk/) for custom content.

Also, if you change your user directory, you need to run the toolset with the -userDirectory parameter as well, like the game.

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Ardak

Sweet I got it working thank you!

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