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Why the fuck don't we make a NWN2 module or something?

Pastel

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I mean, some people here do make their own, but I mean a big Codex project or something. Everyone here has tons of ideas for making RPGs and shit - couldn't we come up with some that fit within the constraints of a small module and design it with Codex philosophies in mind?
 

Andhaira

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LEAVE NWN2 ALONE.

Its been raped and raped and raped...let it go. The engine was dated in 2003...its a fucking corpse now that you insist on raping!!

Use blades of avernum if you want to make your own game though.
 

Wyrmlord

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Well, what particular D&D settings are good but not been used much?

I say this because if we are to make something with NWN2, it should be an existing D&D setting. NWN2 is not meant for non-FR modules, not with entire spells and deities based on D&D setting.

But there should be some scope of doing something cool and hitherto unseen. Like what MotB did with Rashemi. It's traditional D&D and FR, but it's a different part of the continent, in a land where barbarians and spirit-worshiping locals exist.
 

OSK

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This would just result in topics of arguing about how things should be done with nobody volunteering to do any of the actual work.
 

Andhaira

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@Pastel: I point you to my fundraiser thread for making an rpg from scratch.
 

Pastel

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Wyrmlord said:
Well, what particular D&D settings are good but not been used much?

I say this because if we are to make something with NWN2, it should be an existing D&D setting. NWN2 is not meant for non-FR modules, not with entire spells and deities based on D&D setting.

But there should be some scope of doing something cool and hitherto unseen. Like what MotB did with Rashemi. It's traditional D&D and FR, but it's a different part of the continent, in a land where barbarians and spirit-worshiping locals exist.
Modding new gods ought to be easy, and besides, that's just a superficial aspect. The Planescape Trilogy team don't seem to be having much trouble, anyway.

Besides, you could just disregard setting entirely and set the whole module within a confined space, like an inn or a carnival or something like that, and disregard geographical location and all that.

OldSkoolKamikaze said:
This would just result in topics of arguing about how things should be done with nobody volunteering to do any of the actual work.
That's pretty much the current situation anyway.
 

Jaesun

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Admiral jimbob said:
Because NWN2 is really a pain in the ass to make mods for.

I was working on a remake of Serpent Isle for the NWN2 engine, and to be honest it's not really a pain in the ass, it just takes a while to get to know and understand the toolset. Hell following vast tutorials that are available and the helpful people on the bio forums I picked it up quite easily.

I think a Codex Mod for NWN2 would be EPIC. I's say start with a good story (tons of choice and consequence, skill checks etc...). Once you have a good solid story to build from, then you can start working on the mod.

I'd be glad to offer my help. I can script, and I can re-skin placables, tilesets etc...
 

Murk

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Jan 17, 2008
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I know Crichton made his own mod for the game and it was well enough. Get enough people, like 5+ who know how to use the toolset and I think they'd be able to churn out something pretty worthwhile, but I doubt they'd want to go into what could possibly take months and result in only "hey man that was pretty cool".
 

Pastel

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Jaesun said:
I think a Codex Mod for NWN2 would be EPIC. I's say start with a good story (tons of choice and consequence, skill checks etc...). Once you have a good solid story to build from, then you can start working on the mod.
Also, if we were to get the design part done we could implement it in whichever moddable game is popular and easy to use at that time.
 

Luzur

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take the discussions of the General Discussions forum and make an RPG out of it.

kingcomrade and Cleve can be hidden ultra though bosses.
 

Silellak

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Jaesun said:
Admiral jimbob said:
Because NWN2 is really a pain in the ass to make mods for.

I was working on a remake of Serpent Isle for the NWN2 engine, and to be honest it's not really a pain in the ass, it just takes a while to get to know and understand the toolset. Hell following vast tutorials that are available and the helpful people on the bio forums I picked it up quite easily.

I think a Codex Mod for NWN2 would be EPIC. I's say start with a good story (tons of choice and consequence, skill checks etc...). Once you have a good solid story to build from, then you can start working on the mod.

I'd be glad to offer my help. I can script, and I can re-skin placables, tilesets etc...

Not to be rude, but why would anyone remake Ultima 7 or 7.5 in NWN2, or any other engine for that matter? The engine fits those games perfectly, and still looks decent by 2D standards. Even Exult simply improved the engine, rather than replace it.

I saw someone remaking Ultima 7 in the NWN1 engine, and I had the same response. Though both of U7 and U7.5 have fairly crappy combat, I still don't think any other engine is necessary or could do those games justice. Especially not a 3D engine designed specifically for a DnD ruleset with area-based loading - Ultima games need to be seemless.
 

Andhaira

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Volourn has made a NWN 1 mod, ask him for advice.

(btw the mod sucked)
 
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Steve gets a Kidney but I don't even get a tag.
made said:
Because Codexers can only destroy, not create?

This perhaps?

Seriously though, there are so many different viewpoints about what constitutes a good cRPG that it would probably blow up, and be forgotten in a month or two.
 

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