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NWN2 IDEAS

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Name  Dance with rogues
Author  Hunt4u2366 (original author of modules is Valine)
Submitted / Updated  07-16-2009 / 08-22-2009
Category  Other
Type  Request to be created
NWN2Game  All
Description
Could anyone change the original NWN modules Dance with rogues 1 & 2 to NWN2.

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Comments (38):

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Posted by Muric at 2011-10-25 02:20:50    
I too, would like to see this happen, but, I also share JaciaSinger's fear that the NWN2 gameplay style might hurt the mods enjoyability a tad bit. I think it'd be a bit too complex to do effectively without completely redoing everything.
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Posted by JaciaSinger at 2011-06-06 11:40:00    
The idea itself is rlly good! But actually I don't like the gameplay of nwn2 as much as nwn1. I don't think adwr will be as fun in nwn2 as it was in nwn1 .
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Posted by hobbit_of_the_shire at 2011-05-01 23:47:41    
Is anyone working on this anymore?

Posted by Valth at 2011-01-18 18:55:56    Voted 10.00 on 10/13/09
How far along are you?

Posted by Balgin Stondraeg at 2010-04-24 11:43:52    
So far I'm remaining incredibly loyal. I haven't done any work for a while because of the scripting block (some of the scripts will need to be redone for NWN2 as one of the expansions broke the camera controls so the scripted camera controls during the original ADWR cutscenes break the game). Something they didn't used to do in my first draught.

Posted by casadechrisso at 2010-02-03 16:50:45    Voted 10.00 on 02/03/10
Replaying part one now I considered doing a conversion myself, however seeing that Balgin already seems to have made a lot of progress I don't want to interfer... if that project has died though, I might look at the options again.
The main problem I think is that everyone is seeing ADWR differently, and while staying true to the original, many small things that are simply part of the NWN1 to NWN2 conversion might either improve or ruin it, besides the personal view of the builder. I'm looking forward to see how Balgin's vision looks like. :)
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Posted by Valth at 2009-10-13 14:40:57    Voted 10.00 on 10/13/09
I would love this to happen, I saw this idea awhile back when it had 2 comments, came back and it looks like someone is doing this, if you ever need a tester let me know I would definitely love to help you out.

Posted by Balgin Stondraeg at 2009-10-05 06:57:51    
Well I'm coming up against a small issue. The arrival cutscene at the Bear Pit. The Storm of Zehir camera modes tend to break most of Valine's cutscene camera controls (turning it into pointblank, top down). The way NWN2 handles cutscenes is much simpler. They're conversations.

Now that's all well and good but the arrival cutscene is actualy part of a larger script that does other things as well (it's used at least 3 or 4 times in different chapters). I might be able to get away with it with two separate triggers.

The other problem is that Nathan isn't speaking his lines and Chella isn't moving. I'll probably need to set some waypoints for her. The easy option is to make it separate from the big script, turn it into a conversation and have Chella already in the room but concealed by camera angles untill she "arrives". I'd then need to attach some scripts to the beginning and end of the conversation 'though and my scripting experience is nonexistent. Editting out the "set cutscene mode" part of the conversation might work and I think I know what might be stopping Nathan too.

His study's looking quite nice by the way :).

Posted by Jenova at 2009-10-04 02:33:09    Voted 10.00 on 09/11/09
Cheers! I hope everything will go smoothly for you ^^

Posted by Balgin Stondraeg at 2009-09-30 08:18:43    
Unfortunately half an hour after my last post my telephone line died. No telephgone, no internet access. However progress is looking good (if somewhat lazy). I'm going to start dropping in more furniture and stuff soon but I just need to iron out afew snags and the intro stuff should all be working well.

Posted by Balgin Stondraeg at 2009-09-18 09:58:04    
Problem fixed (sort of). The princess now runs but the player might have control, so best not to try anything while she flees for her life.

I'm working on The Bearpit Restaurant areas now. While I'm blocking them out and getting things working I'll go back to the atmospheric work on the castle.

Posted by Balgin Stondraeg at 2009-09-15 07:37:11    
I know what the issue is (the script uses map coordinates to tell the npc's where to stand and they're different in the NWN2 toolset). I can't remember how I fixed it last time (might've just used a load of waypoints). I'll probbaly give the waypoint solution a try in a bit.

Posted by Balgin Stondraeg at 2009-09-11 17:01:00    
Well it's nearly 1 in the morning and I seem to have run into a problem. The Dhorn no longer attack the princess before they should. However, when she breaks free, one of the Dhorn who entered her room runs away instead of her. It looks like ascripting issue I certainly didn't have before when I made almost half the first module in the toolset and I doubt I'll be fixing it tonight. Best to leave it 'till tomorrow as I really can't see what's causing the problem (unless the Princess isn't moving because there's Dhorn blocking her way but that doesn't explain one, and only one, of them running away 'though).

Posted by Balgin Stondraeg at 2009-09-11 12:37:41    
Trust me, I'm basicaly doing creature and item appearances. Everything else can pretty much be copeid across parrot fashion (and then a load of the scripts can be deleted : the give 5 xp script, the give 25xp script etc, with the NWN2 scripting system they'd all just use the give xp script with a number entered in and no duplicate scripting involved).

The area's nearly working now (there's still an issue with Dhorn Armsmen trying to attack Shira and the Princess during the introduction stuff and there's one thing I haven't done to the area yet that might fix it. After that it'll be all geusswork. Pretty much everything else in the starting area is working 'though. It just needs a few more tweeks to try to make it more functional and then I can think about making it look right.

If there was a utility for turning a pc into an npc that'd be really helpful (and help me make them quicker). I've been running certain key npc's through character creation because some of them clearly didn't have enough skill points and/or had missing feats (I'm referring to the companions here).

Posted by Jenova at 2009-09-11 11:36:21    Voted 10.00 on 09/11/09
Good to hear the work is progressing! :)

Wish I could help, but apart from area/creature design there is not much I can do with the NWN2 toolset being so un-userfriedly as it it ;)

Posted by Balgin Stondraeg at 2009-09-11 10:23:43    
Oh, things to do: create and place the 3 Dhorn soldiers who burst in with the captain. Finish making Vico's gear look nice/nasty (why Vico? I never really liked him much but I'm doing npc's in order of apeparance and he is in the area). Check qualities on the princess' door. Check all doors. Set dressing. Lots of set dressing. Something big in the middle of that room because there's no swimming pool to set into the floor to hamper the Dhorn in hot pursuit. I'm thinking maybe somnething like museum display cases.

Add in the captain's conversation (a few seconds, tops) and then the first area should be good to go (after lots of ruined and broken furniture has been added in, tapestries on the walls and assorted other stuff to make it look like there's lots of fighting going on).

Then I can start on Nathan's room upstairs in the Bear Pit and once the Bear Pit kitchen and Nathan's room are done, it should be good enough to let people look at it (and to approach Valine about permission to continue).

Posted by Balgin Stondraeg at 2009-09-11 10:16:26    
Okay, so here's the news: the Castle Under Siege area is very close to working now. The problem I'm having is twofold. Firstly the Dhorn and the Guards begin fighting each other as soon as the area starts loading. COnsequently, the Princess typicaly finds herself under attack by 2 or 3 hostile Dhorn soldiers before her openning cutscene even begins. This is not good. I tried a few solutions (such as making her bedroom door plot marked and un selectable. Should've probably locked it too as the Dhorn somehow got inside her room again even 'though the door was marked as static.

The second part of the problem is related. Something (either Storm of Zehir or Mysteries of Westgate) uses a new AI which makes the Dhorn soldiers start attacking from rooms away. That'll probably be harder to sort out than the battle beginning before the area's loaded problem.

Anyway, Today I experimented with lighting the Princess' bedroom and I'm not entirely happy with it just yet. There's a window (cunning created with one of the paintings and some curtains) and some tall candle sticks. I want to give the candles a more yellowy colour.

Anyway, when I have arranged it so the princess isn't getting killed by Dhorn as soon as she spawns in I'll try to take a screenshot or two of the Princess' half furnished bedchamber for you fgolk to oggle (it's alright but not too pretty yet).

Posted by Jenova at 2009-09-11 10:09:30    Voted 10.00 on 09/11/09
It is a wonderful idea, this mod was the only reason I clinged to NWN so long and come back to it once in a while.

Cheers and free muffins to people that can make it happen! :)

Posted by Balgin Stondraeg at 2009-09-09 08:17:17    
No. This isn't awsome. When I've got the first 3 areas ready, and fully working, ready to show off, then it would be worth approaching Valine for her blessing. Then it would be awsome. Untill then, it's slow work.

Posted by hunt4u2366 at 2009-09-07 12:38:19    
Balgin this is truly awesome.

Posted by greencherry at 2009-09-06 17:55:50    
Lokking forward to this.

Posted by Balgin Stondraeg at 2009-09-06 07:37:12    
Don't worry, I'm not happy with the guard's helmets either. There's a few other stock helmets I'd like to use instead but every time I tried using one of them, it begged for a different armour scheme that didn't quite look heavy enough. So I settled on that helmet as a temporary measure 'till I've finalised the design. I toyed with the idea of giving them a more blue colour scheme but blue tinted metal would've looked too anime and anything with a surcoat wouldn't have loked heavy enough for the guard's armour (statted as half plate in the original). It might just be possible to get away with a mail bse with lots of plates on but that'll take some experimentation.

I'll start adding waypoints and conversations in while I fiddle with the armour designs some more.

Posted by greencherry at 2009-09-05 15:34:14    
I am going to go on a limb and give my first impressions on the armors. It it meant to be constructive criticism.
I think the armsman looks good..I like the helmet and the color scheme is right.
honestly I do not like the guards armor.There should be more blue, and the helmet looks too dark and bland, and makes him look like a space alien of some sort. I know there are helmet packs on the vault that might get you a similar helmet but not one that looks like an alien from some distant galaxy. I was looking at it today. It has one that has a similar helmet but it looks better.You would have to put it into the hak though. Or we could just live with your helmet for one small section. Who looks for helmets when you are running for you life right?

Posted by Balgin Stondraeg at 2009-09-04 18:59:48    
Oh, that and the fact that the palace guards in 1.30 have Crusader helmnets and the Dhorn in the palace have somewhat arabic looking helmets kind o reinforced my former impression but currently it's all still flexible.

Posted by greencherry at 2009-09-04 16:14:19    
Arabian is a interesting view.I always saw them as Romans, But I guess I can see how you might see Arabian. Their ac was chain wasn't it? Screen shots would be good yes.

Posted by Balgin Stondraeg at 2009-09-04 06:54:54    
They all have different resrefs but the tag is always the same. The tag and the resref get used for different things and I think it's the tag that gets used by scripts for spawning stuff in. They also used to have minor physical differences. Additionaly, they're medium armour but she put them in the heavy section (I think they used to be heavy).

I'll take a few Dhorn Armsman and Palace Guard screenshots later this evening if you'd like to see them so far. They're still very much work in progress but I think the armour they've got looks okay. I'm also considering changing the Dhorn longswords for scimitars as they've always seemed somewhat Arabian to me. I'm keeping them as straight swords for now 'though.

Posted by greencherry at 2009-09-03 18:01:59    
I do not know why they look the same but it appears to be related to differing soldiers. Like in the castle under siege,, the arms man, soldier, and captain all have a different ResRef numbers at the end, but the same tag.
It looks like the new under siege area is the one to go with. the old one has no creatures or items or anything.it has some placable though. maybe Valine was just making sure the new would work ok?
I like the idea of keeping the companions like the nwn1 style,I do not know about others.
Also..a lot has changed in classes and armor and stuff. Like tower shields in nwn 2 give +4 ac while in nwn 1 it is +3, and the trickery domain is different.
I suppose we should put together a list and ask some these questions? I could if you need that.
I think I understand what you mean. on the area continuity tool..I do not think there is one on the vault yet.

Posted by Balgin Stondraeg at 2009-09-03 09:46:05    
I'd actualy set it up as a Campaign (so the two modules could be run together). In fact, with the campaign structure it might be able to rbeak it up more with the temple of Hyath being a separate module etc. I'm currently baffled by 19 different copies of Dhorn Mail on the palette each with the same tag that all look the same. I'm sure it was only 6 or 7 different copies in previous versions and they all had minor differences in apeparance but in 1.30 they're all the same. Likewise there are two copies of the starting area (the new one and the old unused one which is still there). It makes rebuilding it harder.

That being said I've got the first area blocked out, placed most of the npc's and haven't even worked on it for the last two days. All I'd need to do is set waypoints, add in the small group of soldiers who burst through the scret door, add in Vico and do some set dresisng and the first area would be ready for testing. Set dressing can take some considerable time but is a lot of fun and I'm currently focussing more on getting things working than making the areas look as pretty as they can be (broken vases and stuff can come in later).

As for the companions, would people prefer them to be companions (single classes, class changable with conversation and staying true to the old design) or the slightly more freeform approach of making them Storm of Zehir type companions (who can multiclass without a clunky converstaion driven class control)? That would make things flow more smoothly but would allow for some odd class combinations that might not fit the character concepts quite as well.

I'd be more intersted in an area continuity tool (so when I'm doing the city I don't need to rebuild adjoining areas on the horizon around the edges of any area currently being worked on).

Posted by Balgin Stondraeg at 2009-08-29 07:30:44    
Hmm. I've just taken a look at the latest build of ADWR 1 in the NWN1 toolset and it won't be as easy as last time. For some reason Valine saw fit to recreate many of the npc's and instead of editting the existing ones, she's simply added new ones to the palette so I can't just copy everything over like last time because now I need to work out if it's an unused npc or not. The same goes for items.

Posted by Dwayne at 2009-08-27 14:12:55    
It would be like a dream come true for this to happen. I know that Valine considered it but she does not like the nwn2 toolset.

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