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Tallima: Yes. And it's one reason I bought -- after I read the trello page.
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Leroux: Tarot Redhand sent me a link to trello as well; I'm a bit embarrassed I have to ask, but how do you read that page? Where do I have to look or click to see what they're actually working on or what they're planning?
On the page, check out the right-side where it shows what they're actively working on. You can click each item for more info and history. You can scroll with your middle mouse wheel.

Interesting ones for me right now:
New tilesets
Updating character models
64-bit
Separate "hearing" from render
Improve audio system

And when I ran my own persistent world, these would be incredibly invaluable:
More data in character .bic of persistance support
RFC builtin database replacement
Improve visibilty of class and race selection

I had a lot of long-winded scripts to manage the above stuff.

I also had a very complex player-store where you could build a store clerk, stock your shelves and set overall % profit on all items. I'd love to see something that automated that a bit more. Mine had some vulnerabilities that, with a lot of time, people could generate a lot of gold. I had a small regular user-base, though, and most of them didn't abuse the system. And those that did found themselves regular targets of pickpocketing DMs. :)

Anyway, I've given it a try with single player and playing on Aribeth. Aribeth is still horrendously laggy. So it's still not able to cope with really large groups of people. I was hoping the new efficiencies would kill all of that. Dialog windows still have major pauses in them during high use periods.

That said, I found more fun in the smaller servers anyway. There's nothing like a DM and three to six players interacting in a story.
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What I would like to know is whether the extra modules being sold have actually been enhanced in any way at all.

Are these just the same old module files re-released for the enhanced edition of the game or has there actually been any meaningful work done to improve them beyond simply taking the old modules and loading them into the base game?

I recall one module that was going to be premium but never completely finished was released to the community, did they just re-release that or complete its content as per the original design?
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Mark-Mark: What I would like to know is whether the extra modules being sold have actually been enhanced in any way at all.

Are these just the same old module files re-released for the enhanced edition of the game or has there actually been any meaningful work done to improve them beyond simply taking the old modules and loading them into the base game?
I think "Pirates of the Sword Coast", "Wyvern Crown of Cormyr" and "Infinite Dungeons" are the same old modules as before, so if you've already bought them or downloaded them when they were "abandonware", and you don't feel like replaying them, you can just skip those.

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Mark-Mark: I recall one module that was going to be premium but never completely finished was released to the community, did they just re-release that or complete its content as per the original design?
Yes, that was Darkness Over Daggerford. The free version is still available here.
For the commercial release, the authors did a lot of changes and added a ton of voiceovers. You can see the changelog here.
Post edited October 13, 2018 by Leroux
I think I'll skip the Un-enhanced modules then!
Post edited October 13, 2018 by Mark-Mark
The short answer is, "no." The EE probably isn't worth the $20 price tag for most users BUT...

NWN is the best game ever made AFAIC, so I paid it willingly.

Do NOT expect a face-lift. There is no significant change to the look and feel of the game, although the high resolution support is nice it doesn't add much to gameplay.

The multiplayer functionality destroyed by the failure of Gamespy is back. This is huge (but not $20 huge for a 15 yo game).

Beamdog has a shady rep, and it's well earned. The game IS overpriced and the DLC is doubly so.

Full disclosure... I bought it and don't regret it.
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Mark-Mark: What I would like to know is whether the extra modules being sold have actually been enhanced in any way at all.

Are these just the same old module files re-released for the enhanced edition of the game or has there actually been any meaningful work done to improve them beyond simply taking the old modules and loading them into the base game?

I recall one module that was going to be premium but never completely finished was released to the community, did they just re-release that or complete its content as per the original design?
The original modules are the same. New scripting, deeper customization, and in probably a year or so new graphics, will enhance new modules and servers beyond what could have been done previously.
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Mark-Mark: What I would like to know is whether the extra modules being sold have actually been enhanced in any way at all.

Are these just the same old module files re-released for the enhanced edition of the game or has there actually been any meaningful work done to improve them beyond simply taking the old modules and loading them into the base game?

I recall one module that was going to be premium but never completely finished was released to the community, did they just re-release that or complete its content as per the original design?
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Tallima: The original modules are the same. New scripting, deeper customization, and in probably a year or so new graphics, will enhance new modules and servers beyond what could have been done previously.
So if I have the original modules, offline authenticator and the EE version then that is as good as it is going to get?

I mean there is no official roadmap to build upon or bugfix the extra modules being sold simply them being resold?
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Tallima: The original modules are the same. New scripting, deeper customization, and in probably a year or so new graphics, will enhance new modules and servers beyond what could have been done previously.
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Mark-Mark: So if I have the original modules, offline authenticator and the EE version then that is as good as it is going to get?

I mean there is no official roadmap to build upon or bugfix the extra modules being sold simply them being resold?
There's talk, but no hard plans. The main thing was making them multiplayer, which isn't done yet.

Thanks graphics will be better once they finish that section (they'll be making pc characters better - likely nonmonster npcs too. Hopefully monsters come, too.)

I think this is the cheapest it'll be for a while, so I got it. The online community is still strong. And the game loads a little easier and nicer (though I haven't figured out how to get to the toolset yet).
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Mark-Mark: So if I have the original modules, offline authenticator and the EE version then that is as good as it is going to get?

I mean there is no official roadmap to build upon or bugfix the extra modules being sold simply them being resold?
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Tallima: There's talk, but no hard plans. The main thing was making them multiplayer, which isn't done yet.

Thanks graphics will be better once they finish that section (they'll be making pc characters better - likely nonmonster npcs too. Hopefully monsters come, too.)

I think this is the cheapest it'll be for a while, so I got it. The online community is still strong. And the game loads a little easier and nicer (though I haven't figured out how to get to the toolset yet).
I thought some of the originally released premium modules were already multiplayer, there were a bunch of forums threads I remember people complaining that one no longer was after master servers closed down and thought at the time perhaps there was some server side reason for it rather than the client end modules.

I've run the original with varous mods, I assume what your refering to is things like removing some of the hard coded limits on texture map sizes and arbitary mesh limits which were just a hang-up from nobody thought they needed to be bigger than that when the game was originally released.

Has there actually been any modders actively working on things to utilise the EE graphics limits changes though?

Ultimately you can add all the flex you want into the EE version but unless there is a bunch of folks prepared to spend the time and hard work improving textures and meshes it doesnt amount to much. I'd argue the modding work for an enhanced enhanced mod pack just for the original game is more work than beamdog have put into all of their remasters to date.
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Mark-Mark: I've run the original with varous mods, I assume what your refering to is things like removing some of the hard coded limits on texture map sizes and arbitary mesh limits which were just a hang-up from nobody thought they needed to be bigger than that when the game was originally released.

Has there actually been any modders actively working on things to utilise the EE graphics limits changes though?

Ultimately you can add all the flex you want into the EE version but unless there is a bunch of folks prepared to spend the time and hard work improving textures and meshes it doesnt amount to much. I'd argue the modding work for an enhanced enhanced mod pack just for the original game is more work than beamdog have put into all of their remasters to date.
Yes. People are beginning to build interesting things. A team had remade lots of tiles that look like a fairly modern game. Someone used the advanced animation sets to build a bunch of undead doing the full thriller dance. It's just a matter of time until we see some mods with their quality..
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Tallima: I think this is the cheapest it'll be for a while, so I got it. The online community is still strong. And the game loads a little easier and nicer (though I haven't figured out how to get to the toolset yet).
Right now, you'll need to create your own shotcut to the toolset. The location is at <NWNEE Install Dir>\bin\win32\nwtoolset.exe.

Edit: The server module is in the same location and is nwserver.exe.

At the moment there's no link in either the Start menu or Galaxy. Seems an update is in order, heh.

Flynn
Post edited October 14, 2018 by FlynnArrowstarr
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Tallima: I think this is the cheapest it'll be for a while, so I got it. The online community is still strong. And the game loads a little easier and nicer (though I haven't figured out how to get to the toolset yet).
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FlynnArrowstarr: Right now, you'll need to create your own shotcut to the toolset. The location is at <NWNEE Install Dir>\bin\win32\nwtoolset.exe.

Edit: The server module is in the same location and is nwserver.exe.

At the moment there's no link in either the Start menu or Galaxy. Seems an update is in order, heh.

Flynn
Thank you Flynn!

On Neverwinter vault, it looks like someone is adapting Two Worlds' assets to Neverwinter nights ee. But with time, u think we'll see some great assets coming out. I'd love to see great animations, too.

Was knights of the old republic built on Aurora? If so, I wonder if those arts could transfer over. I'll have to check that out.

Edit: I found it was made in Odyssey, which was built off of Aurora. I wonder if some things would transfer.
Post edited October 14, 2018 by Tallima
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FlynnArrowstarr: Right now, you'll need to create your own shotcut to the toolset. The location is at <NWNEE Install Dir>\bin\win32\nwtoolset.exe.

Edit: The server module is in the same location and is nwserver.exe.

At the moment there's no link in either the Start menu or Galaxy. Seems an update is in order, heh.

Flynn
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Tallima: Thank you Flynn!

On Neverwinter vault, it looks like someone is adapting Two Worlds' assets to Neverwinter nights ee. But with time, u think we'll see some great assets coming out. I'd love to see great animations, too.

Was knights of the old republic built on Aurora? If so, I wonder if those arts could transfer over. I'll have to check that out.

Edit: I found it was made in Odyssey, which was built off of Aurora. I wonder if some things would transfer.
I could get behind Rwo Worlds art in NWNEE. I really like that game. :)

Thw Witcher was also done in a modded Aurora engine. Wonder if someome will pull some of those assets across.

Flynn
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Tallima: Yes. People are beginning to build interesting things. A team had remade lots of tiles that look like a fairly modern game. Someone used the advanced animation sets to build a bunch of undead doing the full thriller dance. It's just a matter of time until we see some mods with their quality..
That's where I'm less optimistic, but maybe that's because my perspective is focused on single player modules, and on the multiplayer side it might be different, no idea. I only know that during the last 4-6 years or so, the modding community has produced a lot of really epic stuff, graphically (tilesets, models etc.), but most likely you won't ever see any of that in (single player) modules, because hardly anyone still produces those, and when someone does, they're just using the default or CEP content. I don't really believe the narrative that the EE will bring in a flood of new module authors and significantly revive the community either. But we'll see.
Post edited October 14, 2018 by Leroux
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Leroux: That's where I'm less optimistic, but maybe that's because my perspective is focused on single player modules, and on the multiplayer side it might be different, no idea. I only know that during the last 4-6 years or so, the modding community has produced a lot of really epic stuff, graphically (tilesets, models etc.), but most likely you won't ever see any of that in (single player) modules, because hardly anyone still produces those, and when someone does, they're just using the default or CEP content. I don't really believe the narrative that the EE will bring in a flood of new module authors and significantly revive the community either. But we'll see.
We'd probably get a new wave of singleplayer modules if NWNEE added full party control, but as far as I know, Beamdog hasn't said anything about that in months, so I don't know if they're working on it or not. I don't have any interest in playing multiplayer, so right now, NWNEE doesn't seem like it would be worth it for me.