I guess, if I had a Wacom tablet or something, it'd be easier, but those things ain't cheap. TerraGen, all sorts of tools to create and import heightmaps into NWN2 for building modules, but creating any of the details just wore me down - especially with just having a mouse. ![]() They look great and hills are smooth, rather than terraced dirt faces, but it is really hard to do. But, like you said, creating maps in NWN2 is a pain. NWN2, I was told, had been deliberately coded to facilitate persistent world development and was far friendlier to manage in that role. This is a really cumbersome method - it can be done, but it's simply a major headache to control and organize, let alone the job of ensuring every-little-thing is indexed and managed. Then, in the next session, run a whole new module as in place of the one in action, but script in the database tables to modify the new launch to replicate the old and add in any new content as needed. Then, as the game is played, do automatic updates, saving the items in a database. The method that seems best to create a persistent world - in NWN1 - that I've read about is to give every single item and character in the game a database identifier. There's no way to modify a module, once it's started. But, the problem is in adding new content once the modules have been launched. I already have Judge's Guild's Citystate of the Invincible Overlord mapped out as well as Tegel Manor. But I never got into any of that.Thanx for the links, but I think those - or, ones like them - were what I was using long ago when I first got NWN1. ![]() I think a lot of the greatness of NWN was its potential for user-created content, with modular scenario creation, multiplayer, server hosting, and the ability to DM, like something in between a graphical text MUD and an online D&D session. There's much more content than the main campaign though: official expansion packs, premium content modules, tons of user-created content. My main reason for playing a rogue was so I could disarm traps myself, get a different henchman, and not have to listen to Tommy's prattle. Tommy "What Can Tommy Do For Ya, Eh?" Undergallows and Lady Aribeth had really annoying voices. It wasn't short, but I don't think it fully realised its potential, and the climax wasn't climactic enough for me. Ok writing, although the original campaign had quite a few D&D cliches, and I was still expecting something more when it ended. So-so characters - definitely not a strong point, especially compared to Baldur's Gate and Planescape: Torment. Once I got over my misplaced expectations, NWN was ok. Instead I got a 3d game that looked like Runescape, which was a shock that made it hard ro get into. When I played it all I knew about it was the name, and I was expecting the next Baldur's Gate: another Infinity Engine game with beautiful hand-painted backgrounds and isometric charm. They fixed a lot of the problems with how bad it was when it was new, but i never felt the connection to it like I did with the first one. The original IGN vault on which all the original custom content was hosted was taken down a year or two ago, but a few dedicated individuals actually archived all the content and are now hosting it on a new vault! That says a bit how dedicated people are to a now 13 year old game and modding scene. And the best part yet, it's pretty easy to learn how to use the creation kit yourself, and there's TONS of player-made content you can add into a campaign of your own design! I adore TES games as well, which are also known for their big modding and customization scenes, but most of the player-created content for those games seems very small in scope compared to what people were capable of with NWN. ![]() ![]() Thousands upon thousands of wholly-original player-made campaigns, and more than a few of them were on par with the quality of the official campaigns, if not better. The creation kit that came with that game was legendary. If you like RPGs and you don't care about having the fanciest graphics, you're really doing yourself a disservice by not checking the game out. One of my all-time favorites, and it was what turned me on to D&D when I played it when it was new as a teenager. The first NWN is a positively fantastic game, and (imo of course) the last classic Bioware title.
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