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NWN Forum Update

Discussion in 'Game/SP News & Comments' started by NewsPro, May 26, 2002.

  1. NewsPro Gems: 30/31
    Latest gem: King's Tears


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    (Originally posted by Z-Layrex)

    Derek French, Assistant Producer

    Will there be ground fog?: What you are referring to is volumetric fog. Sorry, but we don't have volumetric fog in the game.

    Will there be joypad support?: No, no joypad support in Neverwinter Nights.

    David Gaider, Designer


    Wands/Rods: Wands and rods can't be equipped in the hand like weapons can. We considered it at one point (I think that's why they have 3D models), but it was cut. They are used via their radial menu (and can be put on the quickbar, as well).

    Autosaves: Autosave exists in single-player games. In multiplayer games, it's up to the host to save.

    Large Weapons: I don't think weapons re-size to their wielder. Armor does, but that's because each race has modelled versions of each armor type. I believe there's only one model for each weapon, though I could be wrong. At any rate, when we want to simulate a larger weapon we simply use the item properties to add the difference in damage... the base damage doesn't change.

    Menus: I think the idea was to keep it simple but functional... and to spend our time doing other stuff. Like providing as much content as possible. Sorry about the plain menus. I hope you stay awake through them long enough to play the game.

    Scripting Weapons: You cannot attach a script to a weapon. Look on the inventory items that you create... do you see events to place scripts in, like as with objects and creatures? The only scripting you can easily do with items is with the OnItemAcquire/OnItemUnAcquire in the module events and with the OnItemActivate event combined with the Unique Power item property. There is no OnHit or OnEquipped module event... and that will restrict the type of properties you can script an item to have outside of the item properties in the editor. It's not impossible to do them (you can place scripts to watch for these items on the creature events or the module's Heartbeat), but it does make them far more difficult.

    Custom Portrait in Multiplayer: I'm no expert on how this is supposed to work in NWN... but wasn't it similar in BG2? You could select a custom portrait, but in MP if someone else didn't have that portrait they just saw a default? I believe that's all that's being suggested, here, is that everybody has the same 'menu' of portraits in a module so it is recognized. As any custom content has to go into the hak pak, that's where the extra portraits would have to be. Naturally it would be nicer if each user could have his own database of custom portraits and could select one and this was seen by the server and other players. I don't know what's involved with that, however, and it certainly hasn't 'been around' since BG1.

    Will we be able to change attack rounds for creatures?: It would have been cool had this been included right on the statistics page of the creature editor. Unfortunately, that's going to have to be something we write down to add later. As it is, you do have control over both. The base # of attacks and BAB of a creature are based on the levels assigned to them. If you give a creature 20 levels of Fighter, for example, it's going to have 4 attacks per round and a BAB of +20. Monster classes also have similar advancement as per pg. 13 of the Monster Manual. While you can't adjust # of attacks after the levels have been assigned, you do have control over everything else. They can be adjusted in the editor... and, as well, you can make a creature 'hide' item which goes in their creature inventory. On this item you can add bonuses/negatives to attack bonus, saves and many other properties. This is where we put many 'creature properties' when we build our own creatures.

    Could we hide the mini-map through scripting?: No, I don't believe there's any way to do that, currently. Though that's not a bad idea.
     
    Last edited by a moderator: Jan 4, 2018
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