Pavlos Posted June 10, 2007 Share Posted June 10, 2007 I'm wondering how other people have been doing with the NWN2 toolset, while a little frustrated by the interface issues, I'm pretty much used to the beast and the power to create areas is... unbelievable. I'm currently messing around with evil swamp areas: It's still incomplete (gone are the days when you just slapped down some tiles - module creation is more demanding than ever) but I quite like the evilness - despite the fact that there is no real background scenery. What are your toolset experiences like? Link to comment Share on other sites More sharing options...
Emperor Devon Posted June 11, 2007 Share Posted June 11, 2007 I've been doing a ton of modding with the NWN2 toolset in recent months. In case anyone isn't familiar with my sob story, I've been modifying the NWN2 OC since about January or so, doing things like making monsters tougher, changing the environments, the dialogue, granting XP for resolving situations diplomatically, and pretty much polishing everything up. Then, the literal minute I'd finished adjusting the KoS' template and had finally finished modding the OC after about 5 months of work, the toolset crashed, and deleted the entire contents of my modules folder. Yes, the literal minute I'd finished it with a contented smile on my face. Now I'm redoing all that lost work, but it's feeling a bit more chore-like than fun... Anyway, that's my experience. Once I finish re-doing the OC I'll probably tweak MotB to my liking once it's out, and maybe any other modules that strike my fancy (such as the Planescape Trilogy). Maybe I'll try making a module of my own sometime. Link to comment Share on other sites More sharing options...
Pavlos Posted June 11, 2007 Author Share Posted June 11, 2007 Then, the literal minute I'd finished adjusting the KoS' template and had finally finished modding the OC after about 5 months of work, the toolset crashed, and deleted the entire contents of my modules folder. Yes, the literal minute I'd finished it with a contented smile on my face. Ouch... I'm pretty glad that never seems to happen to me . Creating pretty areas in the toolset is pretty tough... and by the time they look pretty they are unplayable due to the framerate issues that are still present in the game, even after 1.03. But I am enjoying the "tree seed" feature, it allows you to make every single tree in your area unique in some way, though admittedly (at least on my dated computer) if you have over three tree types in an area then things start to get unplayable. I'm actually surprised by how much potential was left untapped in the official campaign - there are loads of nifty features (like the falling leaves placeable effect) which can help to bring modules to life. Link to comment Share on other sites More sharing options...
Emperor Devon Posted June 16, 2007 Share Posted June 16, 2007 I'm actually surprised by how much potential was left untapped in the official campaign - there are loads of nifty features (like the falling leaves placeable effect) which can help to bring modules to life. The OC is fairly complete as it is, so I guess it was to give modders the sense of having extra toys to play with. With NWN1 practically half the monsters on the creature list weren't seen in the game. More tweaking... Kudos to anyone who can even tell what I've changed. More fun and games, a pretty area... Which naturally is not complete without a visit with friends from Baator... Link to comment Share on other sites More sharing options...
Pavlos Posted June 16, 2007 Author Share Posted June 16, 2007 Nice... what sort of lighting settings do you have on the middle area? Looks ideal for a clear midday - if a little bright . Link to comment Share on other sites More sharing options...
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