Author Topic: nwnE questions  (Read 532 times)

Legacy_meaglyn

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nwnE questions
« on: November 20, 2014, 12:20:36 am »


               

Hi folks,  I've been looking into NWNE a bit and have a few questions. Since there appears to be no web presence for it and the RPGModding site, where the forum link points to, is gone there is not much information available other than the details in the readme (which is a nice lot of technical detail but only goes to 1.1).    


 


Does anyone know what, if any, of the overrides and fixed content in here is now in Q?  The new armor parts? Placeables? Creatures?


 


What about the tileset override? Are they in Q?


How does this relate to the pending Q2.x override project?


 


I have not looked in detail but is this actually compatible with Q?  If that's the case the all the new parts and such are in Q already, yes?


 


I assume this is not compatible at all with CPP. 


 


Does anyone have the 1.2 and 1.3 release files? They did not seem to make it to the new vault.


 


 


There looks like some interesting new spells and a few other nice things to use here.  I'm wondering if there is any point in looking too hard at the overrides and fixups at this late date? I'll probably pull what I decide to use of it into module haks rather than expect people to have installed it locally.


 


 


Thoughts?


 


Cheers,


 


meaglyn


 



               
               

               
            

Legacy_Pstemarie

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nwnE questions
« Reply #1 on: November 20, 2014, 02:16:11 am »


               

The person you're looking for with all the answers is me. NwnE is - with the exception of several creature and other models by Cervantes and others - my work. to answer several of your questions...


 


1. NwnE is not compatible with Q. Numerous pieces of NwnE have already been incorporated into Q and more may follow. When? - I can't say for sure as I'm pretty busy atm and don't see that changing for a long time. NwnE assets will have no impact upon the Q override project Henesua is working on. All that will be contained in that project are files that do not require 2da modifications to implement.


 


2. NwnE is not compatible with CPP. However, CPP is compatible with NwnE. What this basically means is that NwnE would overwrite elements of CPP, which I wouldn't advise. CPP has all the fixes included in NwnE and, TBH, implements them in a much better manner. NwnE greatest strength is the new classes, spells, and feats which could be added over the top of a CPP installation. Personally, I would pick out what you want to add then modify the scripts to use the CPP spell engine as necessary. I'm sure Shadooow could help with this.


 


3. The tileset overrides are not in Q. Cervantes and I have been working on and off on the city override but its a slow process.


 


4. I have a ton of files on my other computer that I'll gladly share with you this weekend. These files include v1.2 and v1.3 and a v2 beta that was never released. The v2 uses the same assets but dramatically overhauled the NwnE script base. 


 


5. NwnE is abandon ware. Do with it what you want. However, don't expect much help on my end as far as scripting goes. I can barely remember what most of the stuff was I was working on back then and certainly don't have the desire to reverse engineer something I no longer use or support. I'll get the files in dropbox on Sunday and you can chip off pieces of it to your heart's content.



               
               

               
            

Legacy_meaglyn

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« Reply #2 on: November 20, 2014, 02:55:45 am »


               

Thanks for taking the time to give such a detailed response Pstemarie! That makes sense. Even that, ending in 2010, was before my (nwn) time '<img'>


 


I'll look at the spells and feats and such and see what I can use. I'm not concerned about doing the scripting.  It's all the art assets that I have a harder time with. I don't have a good tool chain for that on Linux and really don't know my way around a 3d model to save my life...


 


I look forward to the files you can dig up, especially the reworked code base v2, might as well start there.



               
               

               
            

Legacy_Shadooow

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« Reply #3 on: November 21, 2014, 01:07:32 pm »


               

As for any content, CPP is compatible with anything as it has lowest priority, meaning that in case of conflict the script/*.2da/*.set from CPP will be supressed and version from override/module/hak/patch-hak will be used.


 


As some of the resources conflict it means that you will loose these fixes/changes from CPP of course. NWNE was created long time before CPP so it can't even be fully compatible (not that there would be any new CC fully compatible with CPP).



               
               

               
            

Legacy_Pstemarie

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« Reply #4 on: November 26, 2014, 05:09:32 pm »


               

https://www.dropbox....ion 2.0.7z?dl=0


 


Link for the v2 NwnE alpha that was never finished. Couldn't find 1.2 or 1.3. I hope Rolo has them in his archive somewhere.


 


EDIT - Found the other two files.


 


https://www.dropbox....tch_1_2.7z?dl=0


https://www.dropbox....tch_1_3.7z?dl=0



               
               

               
            

Legacy_meaglyn

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« Reply #5 on: November 29, 2014, 11:51:51 pm »


               

Thank you sir. I look forward to some interesting archeology in there '<img'>


               
               

               
            

Legacy_Pstemarie

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« Reply #6 on: November 30, 2014, 12:06:09 am »


               

Yeah, its a real archive of mine and Cervantes' early skill - or lack thereof as the case may be in some cases. Its nostalgic for me to poke through and see all that stuff. I've even been mining it for my module.



               
               

               
            

Legacy_Mecheon

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« Reply #7 on: December 01, 2014, 10:14:38 am »


               The worst part about having to scavenge is just how much stuff is there and how long it takes to extract individually

That's why I'm just going to dump it all on my portable hard drive. I saw some variety of starfish in there from a glance though...
               
               

               
            

Legacy_Carcerian

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« Reply #8 on: December 01, 2014, 10:33:24 am »


               

Basically you have to look at most projects as assets that you can harvest and merge, once you learn how to isolate everything.


 


Make a modern base, then add as you go, but few large modern projects are compatible, as a general rule, as they are constantly evolving and adding new material.


 


(At least post CEP 2.4 and 169 patch material, project Q beta tends to update weekly...)



               
               

               
            

Legacy_meaglyn

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« Reply #9 on: December 02, 2014, 12:48:47 am »


               

Yep, and ShadowM just updated HR, from which I have also harvested some bits... One of these days I'll build an area with monsters '<img'>