NWNEE looks great with new shader effects!
Ancarion
Member Posts: 155
Sorry, no screenshots... Any time I take one, it shows up without the shaders displayed. If anyone has a solution for what I'm doing wrong, I'd appeciate it. Anyway, I've been playing with ReShade, and after adding a bit of HDR, Bloom, and MXAO it really does look almost like a new game. Even things like the blocky, segmented body parts look vastly improved (to me) with the addition of a few shader effects to smooth things over. I really think people will be pleased when they see what this game can look like even now, now that Beamdog has gotten these things working properly. Again, I really wish I could figure out how to get screenshots of it.
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Comments
I occasionally got very minor lag during my last run on the GoG version, (about 2 or 3 months ago), during the battle in Chapter One with Robert Black and his army. I can't remember if I got any lag during any of Chapter Two, but I probably didn't since I don't remember any. I stopped playing that particular run right at the beginning of Chapter Three.
I can tell you that on the GoG version, on my particular machine, there was a bug where, at random intervals, the interface would all of a sudden start displaying white blocks where there should be something, and that if that happened, the save game would be corrupted at that point. So, I got into the habit of keeping multiple rotating save files against that possibility, especially since the G quicksave file would also be corrupted if that particular bug hit it.
Also, upon any death, there was a chance that Dante and Nelise would be pulled into the gold dragon's dimension with me, and if that happened, they would be permanently lost when I returned to the prime material plane. So, again, I learned to keep multiple saves against that eventuality. Also, on my last computer, any death and subsequent script to travel to the gold dragon's plane would result in an instant crash and corruption of save file.
Whether NWN:EE will somehow remove these stability dangers from Aielund, I don't know.
I love your work so much, I am tempted to offer to start playing Aielund just to let you know stuff that might happen on NWN:EE Head Start. Let me know if you want me to do that. I would have to download the CEP and all the haks again into the new game folder, so the undertaking to test for you is not a small deal for me.
One more thing - years and years ago, when I first played Aielund, I got very, very frustrated by the scarce placement of Heal potions in the final chapter, since you decided to create one and exactly ONE place to get them, and I wound up in the final battle without enough of them. Since I was sadly drunk at the time, I made a very disrespectful post to you on the Vault, and Magic Master has never forgiven me for it. I have always regretted that. If you remember it at all, I beg you to forgive me. Your Aielund is qualitatively better than any OC Bioware has ever released, and it has a permanent rotation in my gaming cycle. You pretty much created a separate game in its own right, that is superior to just about any other D&D game.
My druid characters who cannot wear any metal grudgingly agree, , although the fact that they can simultaneously cast buffs on both themselves and their animal companions thanks to your custom spell hak are an enormous compensation for that. I've often searched in vain for a way to put your druid implementation into the OC.
I realized that the screenshots were being saved in the bin/win32 folder. Here are a couple as an example. Keep in mind that the visual impact is much greater in the game, and screenshots just barely do it any justice.
Ok, Beamdog, you'll have my money.
Soon.
I don't think I ever read your drunken post @BelgarathMTH (I've been out of the loop for a long time) so don't even worry about it. I'm always happy to hear suggestions for improvements, so I'll make sure there are more healing potions available in the final mod.
I've done some bug fixes and tweaks for the next update to aielund, fixing most things except for the act 3 battle which, yes, I'll have to play through to test properly. I think I know how to fix it though, it's all coming back to me If you want to run through it and make notes about things you'd like to see improved or fixed, go right ahead - I plan to spend a couple of months working on dialog for the most part. I'd also like to add any new effects/content that will improve the experience. Currently, I've revised 'The Dockmaster Mystery' from act 1 and improved the way you can get access to the royal chambers in stonegaard, in act 2.
Oh, a good location to test for choppy play is Culdeny, in act 1. I've been working in there quite a bit this week and it's very choppy indeed (on my quad-core 64 bit machine with 8gb of ram), and I'd love to know how it runs on EE. It'd be a good test for it!
Edit: Just noticed there's a whole lot more CEP hakpacks to add to my modules, probably a whole lot of stuff I can include!