So, who's working on a module, then?

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RogueOne

Guest
The official campaign in NWN may be all well and good, but I think that the toolset is where the game's real potential lies. I've been working on a module myself recently, which incorporates a few of the plot-elements from the Baldur's Gate games and I was wondering if anybody else on these boards is planning anything?

With not knowing any C, I've struggled a bit with the scripting for modules, but I seem to have much of it sorted out now, due to liberal theft of scripts from the official campaign :)
 
L

Louster

Guest
Gnngh the editor is in fact really restrictive. It seems near-impossible, without ugly hacks and clunky code, to change the gameplay completely, like it is with the Starcraft editor.
It seems that the Aurora toolset is no more than a map and plot editor, really.
 
L

Louster

Guest
Like, using the toolset alone, it would be completely impossible to create a total-conversion modification.

Uh but anyway. What I'm trying to say here is, yes. I am trying to make a module, sort of. Except the editor seems to foil my every inspiration.
 
N

Nightchill

Guest
I'm writing a campaign and decided in the end to limit single player testing since most of what I'd like to accomplish is so much easier by DMing than scripting.

Even something you might think is simple, like an NPC taking an item off you after a quest, is a fair bit of scripting. Starting to annoy me when I realise I've only done 3 or so playing hours and put in 10 times as much work. :p
 
R

RogueOne

Guest
That kind of thing gets a lot easier to do once you learn that you can pinch scripts from the official campaign. The tutorial on the NWN site also has a bit of guidance there.
 
O

old.D0LLySh33p

Guest
Will be writing some at uni. when I get back (plot stuff, etc.).

Buffy will be the one coding.
 

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