Improvements to the NWN forum section
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This discussion was created from comments split from: No category for mods? ...and a little shameless self promotion. :-).
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We used to make module announcements in General Discussion.
In the absence of guidance, there's no right or wrong, though.
TR
As for the "sub section on the forum to chat that wasn't full of people shouting for feature requests", it's really difficult to separate requests from anything else for an ungoing project. So General Discussions NWN:EE should be fine.
"NWN is all about the community!"
"We wouldn't be doing an EE if it wasnt for the community!"
"The NWN Community is amazing and has kept this game going for 15 years!"
"We don't see the value in growing the community and don't want to moderate a forum subsection not dedicated to people arguing over feature requests."
Rebuilding NWN involves more than some fancy shaders and bug fixes. Beamdog needs to invest the the NWN Community in a way that allows community members to invest in one another. Not just use us as a resource to crowdsource ideas and focus test features.
I also highly doubt a subforum dedicated to community building would be too much of a burden at this stage. It's something that needs to grow a few threads at a time but right now any attempt to do so is drown out 30+ threads of people clamoring to make their opinion heard about X, Y or Z feature.
Interacting with Beamdog is nice. Interacting with each other in a non-confrontational manner would be even better.
Heck, you don't even have a sticky in the general forum dedicated to the community simply being a community.
I'm all for improving the forum!
Never said what you write in the italics part. We actually try everything to make this place home for all NWN players!
Name it something attractive and eye catching.
When the thread gets enough traction to no longer serve it's function, open a sub forum?
The community will do all the rest. You just need to give them the opportunity. It may be slow in the beginning but it will eventually blossom.
Thanks for the idea!
I will do my best to keep it going as I am sure will many others!
- Jamie
If you are ok with it, I'll create a "NWN:EE Compatible Mods" thread in General Discussion and will start updating the first post there with links each modder provides.
See, for example, https://forums.beamdog.com/discussion/50340/bg-ee-2-0-and-siege-of-dragonspear-compatible-mods/ to get a feeling of how it looks like.
It's been decided to create a new category for modules.
I’m struggling to understand what this thread is for. Isn’t one of the stated pillars of NwN:EE that essentially ALL mods are EE compatible?
Given the volume of mods vs the Infinity Engine games this list will be hundreds of pages long. You could get a read out from the Vault and list it by category I suppose.
I get not linking directly to downloads, of course. How about linking directly from this thread to the module's vault page? That would save the overhead of making new threads for each module.
How the thread works is up to the moderators. Listing the link to the mod on the vault is fine with me. But this is for modules not custom content. They have their own sub forums for that. At least that is how I thought it would work.
I agree, a list of all the custom modules makes a lot of sense. That's very different from a list for each portrait pack, hak pack, etc.
@JuliusBorisov May I suggest renaming the thread to "NWN:EE Compatible Modules?"
-JFK
The only incompatible mod with NWN:EE is community patch 1.70/1.71/1.72 as it is also the only mod that uses unique way of installation into *.bif files. But there is special version of community patch compatible with NWN:EE already,
Theoretically any mod - be it a module or set of hakpack that uses installer might not work for NWN:EE as it won't find the installation path, but the mod itself will work if you copy the files to new nwn installation manually.