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Welcome to the NWN:EE Trello Board Discussion

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  • Dark_AnsemDark_Ansem Member Posts: 992
    edited February 2018
    @JuliusBorisov , could you please make Trello card of the following feature requests? I don't think I have seen 'em

    https://support.baldursgate.com/issues/35447 (this one could actually go with the "allow game to pre-load adjacent areas" card?)

    https://support.baldursgate.com/issues/35446

    https://support.baldursgate.com/issues/35144

    The dynamic lights one already exists, yes? I think I proposed it.
  • JuliusBorisovJuliusBorisov Member, Administrator, Moderator, Developer Posts: 22,723
    @1varangian and @raz651

    Is it possible to arrange the trello cards by date rather than votes?

    The new cards without votes get lost in the bottom. I only found out about the indoor ceiling card by reading the forums, I would've missed it otherwise.

    raz651 said:

    You can click on menu to view activity to see what has be recently added cards to the board and who added them. Vote order is more beneficial to me.

    The solution is that we added the "New" filter category (to signify cards less than a month old). The columns are still resorted by vote count, but the plan is to keep the "New" cards at the top of each column in their own independent sort by vote.
  • SymphonySymphony Member, Developer Posts: 142



    The dynamic lights one already exists, yes? I think I proposed it.

    Your dynamic lights link is pointing to the third redmine feature request.

  • JuliusBorisovJuliusBorisov Member, Administrator, Moderator, Developer Posts: 22,723
    @Dark_Ansem I'd vote to leave tickets on the Redmine. They are not lost there. If anyone wants to add any information to the Redmine tickets, just comment there - you can add your suggestions to other users' Redmine tickets.
  • Dark_AnsemDark_Ansem Member Posts: 992
    Symphony said:



    The dynamic lights one already exists, yes? I think I proposed it.

    Your dynamic lights link is pointing to the third redmine feature request.

    I haven't been sleeping properly for the better part of a week, forgive me.

    @Dark_Ansem I'd vote to leave tickets on the Redmine. They are not lost there. If anyone wants to add any information to the Redmine tickets, just comment there - you can add your suggestions to other users' Redmine tickets.

    You mean, suggestions?
  • JuliusBorisovJuliusBorisov Member, Administrator, Moderator, Developer Posts: 22,723
    I mean you can add what you think is important to existing Redmine tickets of other users.
  • SymphonySymphony Member, Developer Posts: 142

    Symphony said:



    The dynamic lights one already exists, yes? I think I proposed it.

    Your dynamic lights link is pointing to the third redmine feature request.

    I haven't been sleeping properly for the better part of a week, forgive me.

    I probably could have been clearer, I wasn't teasing you, I wanted to read what you were trying to link to.
  • shredstallionshredstallion Member Posts: 21
    Ugly_Duck said:

    Sorry about reposting this. I thought that ideas would "only" be evaluated only on the trello boards, so I copied my post here:

    1.) Is it possible to make Override folders work like they do in NWN2? Where you can have the game read from folders in the Override directory and not dump stuff into the main override folder. This would be a great help for me.

    Thanks guys!

    I personally would like to see it to where we no longer need haks for NWN and have all the resources available through the development team. After all, using haks is all about cosmetics we need to make the game less hard to look at being over 15dean hears old and all.
  • TarotRedhandTarotRedhand Member Posts: 1,481
    edited February 2018
    have all the resources available through the development team.

    So @shredstallion all we modders can just pack up our bags and go home. Oh and bye, bye NwN as we know it. You would have it that a good proportion of what has kept this game alive for 15+ years should just dry up and blow away, is that it.

    Forgive me but this is one suggestion I could happily rofl if you weren't being serious.

    TR
  • shredstallionshredstallion Member Posts: 21
    @TarotRedhand Lemme back up a bit, I have not played this game since NWN 2 release. If the NWN team had a bigger variety of character models, armor, weapons, and all things D&D 3.0 related..I think more time would be spent on the quality of modules rather than cosmetics.
  • LaputianBirdLaputianBird Member Posts: 107
    edited February 2018

    @TarotRedhand Lemme back up a bit, I have not played this game since NWN 2 release. If the NWN team had a bigger variety of character models, armor, weapons, and all things D&D 3.0 related..I think more time would be spent on the quality of modules rather than cosmetics.

    You are completely missing the point of custom content though. It is not about cosmetics, it's about new art resources and custom functionalities, and for that, there is no better way than using self-contained hakpacks or set of hakpacks. It can be argued that replacing the .hak format with more standard .zip or even .7z would be better under many regards, but that's a different story.

    A large part of NWN existence and longevity is its custom content, anything that harms that is harming the game as a whole
  • TarotRedhandTarotRedhand Member Posts: 1,481
    edited February 2018
    @shredstallion I don't think you quite understand how things actually work. In order to make this a viable product BD will have to update the graphics to (at least) something approaching modern standards otherwise it will have only a niche market. Even if that were not the case there is a good probability that any modules that they may produce in the future will be created in the toolset. Now there is also a very good probability that these people will not be the programmers who are working on updating the code for the graphics of the game. It is a matter of specialisations and the roles of the people in the company.

    On the custom content side. You will find that the people who make the new graphics assets tend on the whole to be different from the people who say create new modules. There are exceptions but that is normally how it goes. This shouldn't be that surprising. People will tend to make what they enjoy making no matter what sphere of life you are talking about.

    So as a generalisation module quality does not depend on what you so quaintly call cosmetics.

    TR
  • raz651raz651 Member Posts: 175

    @TarotRedhand Lemme back up a bit, I have not played this game since NWN 2 release. If the NWN team had a bigger variety of character models, armor, weapons, and all things D&D 3.0 related..I think more time would be spent on the quality of modules rather than cosmetics.

    Like the way games are made. Programmers doing code, artist doing the graphics, writers doing the story. and those who build the game. The community exist of coders, artist, writers, and modders providing these functions. So the artist in the community are going to continue making cosmetics, new tilesets, monsters, ect. Coders are going to create new scripts for many purposes, writers creating stories, and modders building. While some are one in the same, others group together to create these new mods or PWs. The community is what has kept this game alive for 15 years.

    BeamDog's plan is to up grade the graphic over time as they have specified in the live streams but before they can do they they have to upgrade the graphics engine to be able to support said graphics thus opening it up for the community to create better assets for the game, they are going add new script functions so they can create new content, this in return is going to allow the community to create better scripts for the game. They are going to open up the hard coded rules setting up for when and if they will be dropping a updated ruleset, whether it be 3.5e or 5e rules, this is going to allow the community to create rulesets, spells, classes etc. There is most likely going to be updates to the UI, AI, to help writers write better stories.

    The goal is to keep this game alive for another 15 years. The community will have to remain alive also, so we need our community artist and coders as well as the modders and writers.
  • Dark_AnsemDark_Ansem Member Posts: 992
    I would like to request the addition of a "disguise" armor property, which attached to the armor allows for quick and immediate change of appearance, reverting to the original one on unequip. Like KOTOR games do, in short.
  • HunterRayder93HunterRayder93 Member Posts: 266

    I would like to request the addition of a "disguise" armor property, which attached to the armor allows for quick and immediate change of appearance, reverting to the original one on unequip. Like KOTOR games do, in short.

    Yes, I would like it ... in this way we can customize our apses for us poor mortals who are not able to put their hands on the game scripts. So I can have a unique look on my character.
  • Dark_AnsemDark_Ansem Member Posts: 992

    I would like to request the addition of a "disguise" armor property, which attached to the armor allows for quick and immediate change of appearance, reverting to the original one on unequip. Like KOTOR games do, in short.

    Yes, I would like it ... in this way we can customize our apses for us poor mortals who are not able to put their hands on the game scripts. So I can have a unique look on my character.
    That is one reason and, more importantly, such an item property would be carried out across all content.
  • Dark_AnsemDark_Ansem Member Posts: 992
    I would like to request, when new modules are out, more and improved weather types and module control: in addition to more proper weather types such as thunderstorm, pollen air, earthquake and a mixture of the above, I would love for the toolset to allow for more area manipulation: more options similar to "spot bonus, listen bonus"
  • raz651raz651 Member Posts: 175
    We could also use a smoky weather to simulate an area that is on fire, especially the forest.
  • JuliusBorisovJuliusBorisov Member, Administrator, Moderator, Developer Posts: 22,723
  • Dark_AnsemDark_Ansem Member Posts: 992
    I would also like to request the possibility to attribute special bonuses to "item sets", as per certain PnP rules. Perhaps directly via the editor and/or 2da?

    Example: "Mantle of the necromancer" grants you Animate dead 1/day. "Hood of the Necromancer" grants you +3 hide. However, if you use them together Animate dead is boosted to 3/day and the Hide bonus soars to +7. If you add "Robe of the necromancer" (+2 AC), the set is completed and "animate dead" is boosted to unlimited uses per day, AC bonus is boosted to +9 and hide bonus to +10.
  • Dark_AnsemDark_Ansem Member Posts: 992
    edited March 2018
    A different request of sorts: please allow the toolset to support ability scores lower than 3 and higher than 100, up to 255, as the engine should already allow.
    Post edited by Dark_Ansem on
  • Dark_AnsemDark_Ansem Member Posts: 992
    I would also like to request two extra columns in racialtypes.2da: level adjustment and racial hit dice. if both not possible, I'd say that LA is likely the most important one. PRC does this via a significant workaround, which works but it is a bit clunky. Of course, it would work wonders with a higher level cap.
  • Dark_AnsemDark_Ansem Member Posts: 992
    edited March 2018

    A different request of sorts: please allow the toolset to support ability scores lower than 3 and higher than 100, up to 255, as the engine should already allow.

    Actually I would like to elaborate on this request; not just lower than 3 and including negative values, also for saving throws and AC. There are limits that the toolset can't go beyond.

    I think HP is fine.

    For monster abilities, caster level can only go up to 15, we can't set DC/attribute and there is still the issue of not being able to set unlimited uses of certain ones. Please a status update on these?
  • NotsonobleNotsonoble Member Posts: 6
    I'll make an additional vote for making the toolset work on linux. I'm happy that nwn:ee runs on linux so far but would like the toolset as well. Even the original didn't ever really behave if memory serves.
  • virusmanvirusman Member, Developer Posts: 173
    edited March 2018

    I'll make an additional vote for making the toolset work on linux. I'm happy that nwn:ee runs on linux so far but would like the toolset as well. Even the original didn't ever really behave if memory serves.

    Toolset works with Wine now. If you set up symlinks for nwn.ini and other files, it'll work just fine. Rewriting it from scratch just so it works natively would be an overkill IMO.
  • XorinaXorina Member Posts: 138
    Was looking at comparison screencaps of the post processing and there's a depth of field comparison, yet, is it just me, but I noticed no difference with that one...
  • Dark_AnsemDark_Ansem Member Posts: 992
    I have a question: are the AC mod types (dodge, natural etc) hardcoded? If so, could they please be unhardcoded?
  • D3V11_D3V11_ Member Posts: 69
    Would it be possible to have an easier way to add 'srtref', icons... Etc (mainly strref in my case). If new classes are not added (or even if they are), would be nice for one to make them ourselves without touching the install files so though override folder only. I have made an Eldritch Knight and I'm happy with it but can't assign a 'strref' properly. Would be nice to have the same thing done to races one wants to add, so an easier way to add races, I have heard the buttons for that are hard coded though so not sure what you can do... Would be nice.

    If adding strref is already possible through the override folder, pleas point me in the right direction on how to do this, thank you.
  • LaputianBirdLaputianBird Member Posts: 107
    I think the "strref" you mention is not what you believe it is. There was a trend in local vault servers to hack your character by adding properties and effects present in the engine but not properly supported (or not supported for that specific use). It was done through the use of 2da files in the override or by direct editing of the .bic files. The result is that the UI displays a "bad strref" message every time it cannot find the required tlk string ID.

    IN other words, "strref's" are not a thing themselves, they're just a symptom that something in the hacked character or item isn't legal and supported.

    If you want to extend the classes and race ranges there is the proper way to do so, which would require proper 2da and tlk editing, and which is easy enough to learn.
  • Dark_AnsemDark_Ansem Member Posts: 992
    1. I would like to request the addition of a "disguise" armor property, which attached to the armor allows for quick and immediate change of appearance, reverting to the original one on unequip. Like KOTOR games do, in short.


      Yes, I would like it ... in this way we can customize our apses for us poor mortals who are not able to put their hands on the game scripts. So I can have a unique look on my character.

    2. I would also like to request two extra columns in racialtypes.2da: level adjustment and racial hit dice. if both not possible, I'd say that LA is likely the most important one. PRC does this via a significant workaround, which works but it is a bit clunky. Of course, it would work wonders with a higher level cap.


    3. A different request of sorts: please allow the toolset to support ability scores lower than 3 and higher than 100, up to 255, as the engine should already allow.


    4. I would also like to request the possibility to attribute special bonuses to "item sets", as per certain PnP rules. Perhaps directly via the editor and/or 2da?

      Example: "Mantle of the necromancer" grants you Animate dead 1/day. "Hood of the Necromancer" grants you +3 hide. However, if you use them together Animate dead is boosted to 3/day and the Hide bonus soars to +7. If you add "Robe of the necromancer" (+2 AC), the set is completed and "animate dead" is boosted to unlimited uses per day, AC bonus is boosted to +9 and hide bonus to +10.

    5. A different request of sorts: please allow the toolset to support ability scores lower than 3 and higher than 100, up to 255, as the engine should already allow.


      Actually I would like to elaborate on this request; not just lower than 3 and including negative values, also for saving throws and AC. There are limits that the toolset can't go beyond.

      I think HP is fine.

      For monster abilities, caster level can only go up to 15, we can't set DC/attribute and there is still the issue of not being able to set unlimited uses of certain ones. Please a status update on these?
    6. I have a question: are the AC mod types (dodge, natural etc) hardcoded? If so, could they please be unhardcoded?

    Any update on said cards/requests, @JuliusBorisov ? Could some be attached to other cards?
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