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Any scripters out there?

This forum is to be used for all discussions pertaining to BioWare's Neverwinter Nights, its Shadows of Undrentide and Hordes of the Underdark expansion packs, and any user-created or premium modules.
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Xyx
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Any scripters out there?

Post by Xyx »

Hah! First post. :D

Anyone fancying working on some nice mod that involves lots of scripting?
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Xandax
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Post by Xandax »

Well - I'm trying to learn C++, so I can script when the game comes (well not the only reason for my C++), but thus far I don't try to do it.
But as mentioned ealier in the other forum, I'm planning on trying mod.building also.
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Post by Tamerlane »

Cool, new forum.

As for scripting, well that depends on how user friendly the game will be. Probably be too busy playing the game to learn how to script.
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Post by Craig »

I've scripted b4
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Post by Manveru »

Hmm, I will probably scripting and editing something as well in the time,............

For now workig on Infinity Engine games.....

I intend also to make Aurora Engine Structures Description Project.
So sayeh

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Post by KensaiRyu »

And I shall follow Manveru in whatever projects he works on, no doubt =). And do some scripting for NWN on the side.
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Post by Garcia »

I am working on a script right now...it is just a bit hard when you dont have the game yet but I am planing on having one or two small sripcts ready when the game is out. I just took up C(++) so things are going slow.....but I am getting there :D
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Post by Xyx »

Garcia, what are you scripting? Party AI?
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Post by THE JAKER »

I'm going to be starting on the scripting lessons - it's so hard to hypothesize what the game will actually be like and what will be required....sigh....I am interested in trying to make some simple capture the flag/save the prisoner/protect the wagon kind of module but I would be interested in figuring out how to scale it properly to make it challenging, and also how to make the npcs cool. I'm imagining a module that sort of "thinks like a dm" automatically - NO idea how it would work or anything. For download single player type play.


All the planning that people are doing - no game yet - sigh....
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Post by Xandax »

I'm also waiting for the game untill I'll start duing serious scripting.

I think my force would be party/monster AI, since I'm not very much into DM's - but I'll try to make modules and script all in these.

On the good note is I'm getting pretty good at Java, so I think the trasition to NwN Script (TM) would be somewhat easy :D
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Post by THE JAKER »

I'm wondering what would be required for a group of people (say 25 to 60 people) to play a module - let's for instance say the BOTB wanted to get together and play a big mission together as an event, using one-time characters. What resources would we need to put something like that together? I know I read 64 players max per server can play so that would be ok, but when they say "per server" does that mean a real server or can anyones fast machine and DSL line work as that server?

Do you guys think that this would be something we could put together? Maybe something like the D'Arnisse keep but with more monsters :) It would be really fun, but I imagine there would be a lot of scripting involved.
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Post by Xandax »

Well this would depend much on the demands on hardware that NwN will place.
Currently I have a 256/64 dsl line, wich I maybe will upgrade to 512/128 if money allows.
But I know that there are members out there with better lines then me, but still mine should be fast enough to host (at present Bioware statements) some meetings.

I don't think what we need to worry about yet, is the hardware - we'd better start writing modules, script NPC, convesations, quests, maps etc. Unfortunllay I have no experience with RP other than BG/BG2 and others CRPG, so it'll be a bit hard for me :D


(EDIT: BTW by a server they mean the machine hosting the game, so it can be anybodys)

[ 11-08-2001: Message edited by: Xandax ]
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THE JAKER
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Post by THE JAKER »

@Xandax: good reply - that's about what I imagined on the technical end. As for creating modules it definitely should not be hard to create some very simple skirmishes, battles with NPCs or groups of monsters - fun "one time" settings to help everyone get used to the interface, tactics and coordination, and also to get an early look and test out of feats, weapons and combat effectiveness. I know that this kind of thing hardly even qualifies as scripting, it seems that the toolset should be able to set up something like that very quickly.

because the control will be real time I imagine us Baldur's Gate players will take a while to adjust.
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Post by Xyx »

You don't need any scripting or modules to familiarize yourself with the game; that's what Single Player is for! ;)

Don't underestimate the amount of work needed to make a good mod. If you want to make a mod that others will actually love, it has to be near-perfect in every detail.

Building the terrain will probably be the easiest. The hardest will be coming up with a good story that allows for freedom, and scripting the creatures in it to act intelligently and respond to the party's tactics and attempts at negotiation.

BG has some fun stories and a lot of freedom, but lacks severely in the AI department.
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Post by THE JAKER »

Of course you're right, Xyx. I am thinking more of how to get group tactics together for a group that one might be adventuring with, including communication techniques. Of course for learning how to control your character the shipped adventure will be fine. Also a group of friends could go through parts of the single player module together to work on tactics.

But what I perszonally REALLY want to work on is a mod that recreates the world of Donkey Kong - you know, with a giant gorilla throwing barrels at you, and all these ladders to climb up (j/k :) )

[ 11-09-2001: Message edited by: THE JAKER ]
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Post by Tamerlane »

Originally posted by THE JAKER:
<STRONG>But what I perszonally REALLY want to work on is a mod that recreates the world of Donkey Kong - you know, with a giant gorilla throwing barrels at you, and all these ladders to climb up (j/k :) )

[ 11-09-2001: Message edited by: THE JAKER ]</STRONG>
:o
For a second there, you really had me excited. :p
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Xyx
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Post by Xyx »

How about Pac Man?

You have to pick up gold pieces in a maze, but get chased by Ogres. Every now and then, you find a Potion of Fire Giant Strength. :D
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Post by THE JAKER »

Xyx, I actually was going to mention Pac Man and some of the other classic arcade games like "centipede" in my post :)

And it wouldn't really be a bad idea either. It seems the more and more you think about it that the NWN toolset/scripting language is going to be a truly amazing resource, the possibilites are not exactly endless but they are certainly intriguing. For instance - I know that they have not finalized module designer access to cutscenes, but it seems that they might go for a system like in BGII where the interface fades away, and all the actions and dialogue are scripted. Well wouldn't a long, scripted cutscene of this type basically be a computer animated play?
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Post by Tamerlane »

Don't forget you can add your own sounds.

Any one still have access to Pac Man.

Would be a weird gaming experience, playing an 3D RPG Pac Man with the old music playing in the background.
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Post by Xyx »

Originally posted by THE JAKER:
<STRONG>wouldn't a long, scripted cutscene of this type basically be a computer animated play?</STRONG>
LOL! Yes, kind of like Final Fantasy VIII then, which seemed to be more cutscene than anything else. :D
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