Feature proposals/requests
Soren
Member, Developer Posts: 48
This might seem a bit quick but I've been waiting for this for ten years!
These are all based on my mere 15 year experience of modding, meddling with and messing up NWN. From my understanding of the engine, it should all be relatively feasible to add.
Oh, and everyone else is free to also propose stuff in this topic (in fact I encourage you to!), but I hope though that we can stick to what's realistic - after all it's NWN EE not NWN3.
Without further ado, from the top of my head:
General:
- Improve pathfinding (both performance and ability to navigate) perhaps even with the possibility of placeables allowing elevation or even making places walkable that were not.
- Make more of the equipment worn adjusting character appearance (bracers and boots would be obvious choices, perhaps even open face helmets)
- Make creatures scaled using the "tail" slot properly highlight when tabbing/hovering (ideally supplemented with walkdist and rundist modifiers in tails.2da for individual walk/run animation adjustments)
Custom content:
- Bumpmap or even normal map support.
- Expand the amount of heads supported per race.
- Expand the amount of item appearances supported per item type.
- Expand the amount of custom animations supported.
- Make skinmesh natively support shadows.
- Add support for setting a diverging ambient and diffuse map on a model (odd request I know, but have needed it!)
- Make a custom content downloader.
- Make haks load on character creation. (already done!)
- Make the scrollbar texture load from haks (all other gui stuff seems to work fine.)
- Make placeable node naming more flexible.
- Make cubemap and regular environment maps work alongside each other in one scene (currently one of them turns transparent).
Scripting related:
- Scripting functions for setting area wind, fog clip distance and even lighting setting.
- Make VFX applied to the ground with duration support length longer than 10 seconds and make it appear for people entering the area.
- Add support for setting all PC event scripts as a module setting (the game engine seems to already support it).
- Add support for more customized effects (setting an apply script, hb script and end script, along with setting some form of ID)
- Add another custom item property that allows setting two or more parameters.
- Make SetName work on PCs.
-Make items sold at merchants with the unlimited flag not clear variables. (already done!)
- Add scripting support for creating and manipulating sound objects.
- Make a scripting function for setting a timer bar (like with resting and unlocking)
Not that long a list, eh? I'm sure I'll think of more. And so will everyone else!
Rock on!
Søren aka. Zarathustra217
These are all based on my mere 15 year experience of modding, meddling with and messing up NWN. From my understanding of the engine, it should all be relatively feasible to add.
Oh, and everyone else is free to also propose stuff in this topic (in fact I encourage you to!), but I hope though that we can stick to what's realistic - after all it's NWN EE not NWN3.
Without further ado, from the top of my head:
General:
- Improve pathfinding (both performance and ability to navigate) perhaps even with the possibility of placeables allowing elevation or even making places walkable that were not.
- Make more of the equipment worn adjusting character appearance (bracers and boots would be obvious choices, perhaps even open face helmets)
- Make creatures scaled using the "tail" slot properly highlight when tabbing/hovering (ideally supplemented with walkdist and rundist modifiers in tails.2da for individual walk/run animation adjustments)
Custom content:
- Bumpmap or even normal map support.
- Expand the amount of heads supported per race.
- Expand the amount of item appearances supported per item type.
- Expand the amount of custom animations supported.
- Make skinmesh natively support shadows.
- Add support for setting a diverging ambient and diffuse map on a model (odd request I know, but have needed it!)
- Make a custom content downloader.
-
- Make the scrollbar texture load from haks (all other gui stuff seems to work fine.)
- Make placeable node naming more flexible.
- Make cubemap and regular environment maps work alongside each other in one scene (currently one of them turns transparent).
Scripting related:
- Scripting functions for setting area wind, fog clip distance and even lighting setting.
- Make VFX applied to the ground with duration support length longer than 10 seconds and make it appear for people entering the area.
- Add support for setting all PC event scripts as a module setting (the game engine seems to already support it).
- Add support for more customized effects (setting an apply script, hb script and end script, along with setting some form of ID)
- Add another custom item property that allows setting two or more parameters.
- Make SetName work on PCs.
-
- Add scripting support for creating and manipulating sound objects.
- Make a scripting function for setting a timer bar (like with resting and unlocking)
Not that long a list, eh? I'm sure I'll think of more. And so will everyone else!
Rock on!
Søren aka. Zarathustra217
Post edited by Soren on
12
This discussion has been closed.
Comments
Like bodaks or water elementals.
It was one of the worst ideas in an RPG to include insta-kill abilities to creatures who otherwise posed to threat.
Ohh i dont remeber what the world map looks like, but update the world map to a 5e map including the updsted areas???
Ah well, perhaps it would have made better sense to wait until after the official announcement and twitch live stream, but I'm just too excited!
Assassin's Death Attack - Make it be UNAFFECTED by Mind-Influencing Protection. Prot Vs. Evil really comes to mind lol. The idea behind Death Attack does not warrant it being blocked by such spell. Frankly nothing short of a Fort Save should prevent it.
Cleric's spell Implosion - make it be unaffected by Death Ward. Same principle as Death Attack, the way the spell works Death Ward should not block this spell either.
Thanks!
1. Treating companions as basically full party members with their own equipment, inventory and level up customisation
2. Fade distance dramatically increased
3. Difficulty scales number of mobs and size of encounters, not HP/ dmg
4. More Crafting recipes and expanded into a single easy to parse recipe list
5. Boobs less pointy
6. Improved In engine community module manager
7. Seamless shiting between campaigns > HotU without character importing
8. Break down of every stat modfyer as part of the UI, in the same way that BGee does it
9. Equipment swapping other than armour reflected on character models
10. More precise movement controls and ability to manually move companions and summons
-no 3-class limit maybe?
If that was the case, i'll just re-do all the custom heads that I made a month ago.
Also I wanna see Beamdog add a bunch of new, crazy ass prestige classes because that'd be super fun. (C'mon, Frenzied Berserker. Plz. Plz Beamdog.)
-> Multicore support. This would be huge, but I guess that is almost impossible. As far as I know all the code would need to be written again.
-> D&D 3.5 Ruleset update. Really, it's similar but much better. Most great RP servers implemented it one way or another, having it official and perfect would be fantastic, and while it's quite a lot of work, it's not like doing it from scratch.
-> New Head/helmet system. Something to allow transparency on helmets. Or at the very least, some kind of glamour option to hide the helmet....
-> Custom Content downloader. Should be quite easy and It would make things easier for players that are not good at computers, expanding the player base.
2. Dragonborn race
I've tried (we got it actually working) to play the current one with a friend and it was quite a hassle to get it working.
So the way armor worked in this game is that it would replace the entire chunk of the body so adding opened face helmets would involve making the game place the helm over the head instead of replacing it which would probably lead to a lot of clipping issues with certain heads and ears. It would be worked around but it would involve lots of reshaping of helm pieces.
The braces they would have to separate from the armor as it was a full body replacing thing. It can be done, they just have to find a way to split it off from the armor sets. It would lead to a lot of bare forearmed armor though.
*ahem* Hello. I am typing on behalf of one interested customer (myself). First, I would like to congratulate you on a job well done, and thank you for enhancing and rereleasing this gem of a game. Second, I would like to wish you a happy holiday. And finally, I have a simple (well, maybe not) request for a new companion/henchman character.
Now, everybody knows of course that of all the DnD races, the ferret is the most overpowered. Super shorty saves, 12x backstab modifier, innate Stinking Cloud ability, etc. However, I would ask that you not let that knowledge affect any decision regarding a possible ferret companion for the EE of NWN. Now, I understand you may have some reservations about adding such a fierce hero to the game, but I would point out that you have done such a thing before. Remember Wilson the bear? Yes, of course you do.
Now, I’m not saying that you should add an overpowered companion that makes all other companions seem like jokes by comparison. If you feel the need to reduce their abilities somewhat to add them, then by all means, do so. I just really, REALLY want a ferret companion.
Sincerely,
The Ferret Lord
I guess I'm assuming that Beamdog will also be working on the engine itself, and not just polishing the official campaigns.
Friendly fire for enemies was patched out of NWN many years ago. I hope to see it restored.