I haven't had much free time this past week but the little I have had I played around with some long term fun projects. Hopefully after this weekend I'll get back to full steam here on NWN2 content. In the meantime, here are the two screenshots for the project:
A blog for me to track content generation for NWN2 outside of any particular server. I'll eventually get to where screenshots of in-development content are shown off as well. My custom content ideas are covered under http://creativecommons.org/licenses/by-nc-nd/4.0/
Wednesday, July 29, 2015
Wednesday, July 22, 2015
Teasers
I found some very old project files and some teasers to go with them. No promises that they will ever be finished but here you go...
Weapons slightly delayed
Worked an 11 hour day and didn't feel like dealing with the toolset so it will be tomorrow or Thursday depending on what happens for dinner tomorrow.
The VPS looks to be good to go but I want to finish 1.46 before I get the temptation to start screwing with setting up a server. LOL
The VPS looks to be good to go but I want to finish 1.46 before I get the temptation to start screwing with setting up a server. LOL
Monday, July 20, 2015
Weapon release tomorrow
Tomorrow night I'll be releasing the new weapons from 1.46. They won't have the script support for my content (like oversized TWF, etc) until 1.46 hits but they will work in general (and without the rest of my content).
I almost pulled the trigger on the VPS till I read something about them not being great for NWN2 so I'm going to wait till I get a response back before going for it.
I almost pulled the trigger on the VPS till I read something about them not being great for NWN2 so I'm going to wait till I get a response back before going for it.
Sunday, July 19, 2015
A birthday and two migraines
One year older, a few parties, and a couple of migraines pretty much polished off the week. I've obviously had little time to mess with NWN2 but I'm back at it today.
One thing I was playing with is expanding my NWN2 utility to export raw text straight from the game for all of my custom descriptions. That means I can automatically export all the descriptions I'll need for feats, spells, classes, etc for every version without having to do any of that crap manually. I can even have it export into a format that plays nice with the Wikidot format with a few caveats (game tags that wikidot doesn't support will still be there).
I'll probably wrap that project up after I get 1.46 done since I'll need to update all of those descriptions anyway.
WeBeHostin didn't work out so I'm looking at the VPS for a test server though it's a low priority compared to getting 1.46 finished.
One thing I was playing with is expanding my NWN2 utility to export raw text straight from the game for all of my custom descriptions. That means I can automatically export all the descriptions I'll need for feats, spells, classes, etc for every version without having to do any of that crap manually. I can even have it export into a format that plays nice with the Wikidot format with a few caveats (game tags that wikidot doesn't support will still be there).
I'll probably wrap that project up after I get 1.46 done since I'll need to update all of those descriptions anyway.
WeBeHostin didn't work out so I'm looking at the VPS for a test server though it's a low priority compared to getting 1.46 finished.
Wednesday, July 15, 2015
Kaedrin's Super VFX Set
These
are some of the possible VFX skins I have done that are now available
to the community. The current count is 222 skins and the pack is 133
megs in size (7zip format).
They are in the VFX list on the creature's properties. It's just like picking a normal spell vfx, ghost vfx, stoneskin vfx, etc. They can also be applied via script. You will find them in the sp_skin_1 to sp_skin_222 range of the visual effects dropdown when editing creatures.
This thread has about 60 of the skins displayed: http://forum.bioware.com/topic/369765-kaedrins-supervfx-pack/?hl=kaedrin#entry11424807 (link is external)
The images below show the process and three of the skins being demonstrated.
The first shows where you pick the VFX. VFX2 is the original mindflayer. VFX3-5 are just 3 of the skins/vfx applied to the same mindflayer to give it a different look/purpose.
Using these you can make plantlike creatures that are using a different model, partially shadow or elemental creatures, various types of stone creatures, etc etc. All of the skins I did start with sp_skin_ so you can just paste that into the VFX_ line and you jump straight to my skins. I think the sheer variety and amazing look these can add would really punch up the game for a lot of players without even getting new models (just by re-using the models we do have).
I can also generate new skins in about a minute a piece once I get the tool set back up again. I just need a high resolution image (the sky, metal textures, web textures, leaves, ANYTHING) and I can turn it into a skin. The original format (jpeg, TGA, BMP, etc) doesn't matter as I convert them to TGA and then into DDS files. There are 3 files per skin (1 tga, 1 dds, and 1 sef).
The bigger the model, though, generally the worse the skins look *unless* the models were neatly broken into subpieces. It's hard to explain but as you experiment you will see. What looks great on one model can look like crap on another.
I hope you enjoy it and if folks want more I enjoy creating these as a nice creative diversion. You can download the VFX pack from either http://neverwintervault.org/project/nwn2/other/visual-effect/kaedrins-supervfx-pack or http://www.nexusmods.com/neverwinter2/mods/1007/?
They are in the VFX list on the creature's properties. It's just like picking a normal spell vfx, ghost vfx, stoneskin vfx, etc. They can also be applied via script. You will find them in the sp_skin_1 to sp_skin_222 range of the visual effects dropdown when editing creatures.
This thread has about 60 of the skins displayed: http://forum.bioware.com/topic/369765-kaedrins-supervfx-pack/?hl=kaedrin#entry11424807 (link is external)
The images below show the process and three of the skins being demonstrated.
The first shows where you pick the VFX. VFX2 is the original mindflayer. VFX3-5 are just 3 of the skins/vfx applied to the same mindflayer to give it a different look/purpose.
Using these you can make plantlike creatures that are using a different model, partially shadow or elemental creatures, various types of stone creatures, etc etc. All of the skins I did start with sp_skin_ so you can just paste that into the VFX_ line and you jump straight to my skins. I think the sheer variety and amazing look these can add would really punch up the game for a lot of players without even getting new models (just by re-using the models we do have).
I can also generate new skins in about a minute a piece once I get the tool set back up again. I just need a high resolution image (the sky, metal textures, web textures, leaves, ANYTHING) and I can turn it into a skin. The original format (jpeg, TGA, BMP, etc) doesn't matter as I convert them to TGA and then into DDS files. There are 3 files per skin (1 tga, 1 dds, and 1 sef).
The bigger the model, though, generally the worse the skins look *unless* the models were neatly broken into subpieces. It's hard to explain but as you experiment you will see. What looks great on one model can look like crap on another.
I hope you enjoy it and if folks want more I enjoy creating these as a nice creative diversion. You can download the VFX pack from either http://neverwintervault.org/project/nwn2/other/visual-effect/kaedrins-supervfx-pack or http://www.nexusmods.com/neverwinter2/mods/1007/?
Tuesday, July 14, 2015
A VPS server for testing content
I'm looking into getting a VPS server for testing content (which might be used as a PW later) and I've got my eye on one company but if anyone has any experience with this and would like to let me know I'd love to hear about it.
Currently I'm looking at http://www.vps-mart.com/Windows-VPS.aspx#Datacenter and their Professional Windows VPS version specifically.
You can email me at Kaedrin.nwn2@gmail.com if you have any insights you want to share.
It has to be a US company that does the VPS hosting. I'm also looking into http://webehostin.com/ as a possible place to rent a server that already has NWN2 set up but I'm not sure they meet the requirements (RDP, SQLite/MySQL, server patches, etc).
Currently I'm looking at http://www.vps-mart.com/Windows-VPS.aspx#Datacenter and their Professional Windows VPS version specifically.
You can email me at Kaedrin.nwn2@gmail.com if you have any insights you want to share.
It has to be a US company that does the VPS hosting. I'm also looking into http://webehostin.com/ as a possible place to rent a server that already has NWN2 set up but I'm not sure they meet the requirements (RDP, SQLite/MySQL, server patches, etc).
Monday, July 13, 2015
Fun fact: Feral Shifter is functionally complete! I was going over my work in progress projects last night and realized I had finished it for a single form. I may polish it up and finish it since it shares a lot of the forms with the new Beastmaster pets.
I also found early progress I did on an Artificer (golem servant), a Necromancer (4 pets), the elementalist (elemental warlock style), and the Songblade. I knew I had a few base classes sitting around 50% I shelved to work on other stuff. LOL
I also found early progress I did on an Artificer (golem servant), a Necromancer (4 pets), the elementalist (elemental warlock style), and the Songblade. I knew I had a few base classes sitting around 50% I shelved to work on other stuff. LOL
Sunday, July 12, 2015
Beta testing the new weapons
If anyone would like to beta test the new weapons from 1.46 please send me an email at Kaedrin.nwn2@gmail.com and I'll send you a dropbox link to the new TLK and the blueprints.
You will not need to have my content installed but you will need to use the command console found in the game (~ key). The email will have the brief description of how to spawn the item you need to access the store that sells all of the new gear.
As an FYI, I've updated the 1.46 section of the changelog post with the last of the details on the new weapons: http://kaedrin-nwn2.blogspot.com/2015/07/146-and-147-changelogs.html
You will not need to have my content installed but you will need to use the command console found in the game (~ key). The email will have the brief description of how to spawn the item you need to access the store that sells all of the new gear.
As an FYI, I've updated the 1.46 section of the changelog post with the last of the details on the new weapons: http://kaedrin-nwn2.blogspot.com/2015/07/146-and-147-changelogs.html
Saturday, July 11, 2015
Small update today, tons of free time tomorrow!
I spent a few hours working on the warlock caster level issue and testing the new weapons in the 1.46 update. Tomorrow I'm hoping to wrap up the BM fears and a couple more bug fixes and then I'll finish removing the DB content. That may take me a little more time but I expect the update to be released before next weekend!
Thursday, July 9, 2015
Updates for 1.46 and 1.47
Heavy Pick and Pickaxe have been added to 1.47 after I found the new models that NiceThugBert did a few years ago. I'm going to push the Mattock from 1.46 to 1.47 to use these models as well. To make up for it, I added the Broadsword to 1.46. LOL I've updated the weapon descriptions to include how many hands you need to use for the weapon.
It's scary how much time has passed since I started doing this content. I cleaned up the Nexus a few years ago to where it didn't list the argument I had with one of the servers and I thought I did the same with the new NWVault when it launched. Turns I didn't for whatever reason. I cleaned it up last week. Years. YEARS have gone by. Scary. Scary, Scary. C'est la vie
It's scary how much time has passed since I started doing this content. I cleaned up the Nexus a few years ago to where it didn't list the argument I had with one of the servers and I thought I did the same with the new NWVault when it launched. Turns I didn't for whatever reason. I cleaned it up last week. Years. YEARS have gone by. Scary. Scary, Scary. C'est la vie
1.46 comprehensive change notes
You can find a draft version of the changes that have happened since 1.42.1 here: http://nwn2customcontent.wikidot.com/146-comprehensive-update This is for the upcoming 1.46 update that is nearly finished.
In addition, here is a status on the new base classes that are currently in development:
Beastmaster: 95%
Knight: 80%
Armiger: 70%
Tactician: 50%
Marshal: 30%
Alchemist: 5%
Feral Shifter: 40%
Dark Necromancer: 15%
The rest of the base classes on my New Base Class post are possibles for now. It depends on how fast I get the ones listed above finished and how well they are received on how many more I do.
In addition, here is a status on the new base classes that are currently in development:
Beastmaster: 95%
Knight: 80%
Armiger: 70%
Tactician: 50%
Marshal: 30%
Alchemist: 5%
Feral Shifter: 40%
Dark Necromancer: 15%
The rest of the base classes on my New Base Class post are possibles for now. It depends on how fast I get the ones listed above finished and how well they are received on how many more I do.
Wednesday, July 8, 2015
Marshal and other melee base classes..
While finalizing the description of the Knight today I was strongly debating adding the Marshal to the list for the melee base class update. Decisions, Decisions. Knight + Marshal + Skald + Armiger + Tactician + Fighter. The perfect sixpack of melee death? Maybe Gladiator or Tempest instead of Fighter?
I've been toying with a few ideas during lunches as well about how to build a solid necromancer that isn't really a spellcaster (more "Dr Frankenstein for the Undead" than caster_10001 that summons undead).
I've been toying with a few ideas during lunches as well about how to build a solid necromancer that isn't really a spellcaster (more "Dr Frankenstein for the Undead" than caster_10001 that summons undead).
Updates to the new weapons in 1.46 and 1.47
They now have details on the main post. Tonight and tomorrow I'll be working to wrap up the Practiced Invoker issue and then I'll get back to finishing up Beastmaster and stripping out the Dalelands content.
Tuesday, July 7, 2015
More items for 1.47 and a critical bugfix for 1.46
A critical engine bug was found with Practiced Invoker that I'm trying to fix. The flaw is that the engine sets the caster level to 0 and only lets you get 2d6 damage total when practiced invoker is used to stack eldritch blast for your character sheet. For some reason the engine loses the fact you have 17 levels of warlock when you add extra dice beyond what warlock normally gets. It actually defaults to a 0 CL returned from the GetCasterLevel function. POS!
As for 1.47: I'm actually am trying to keep it from bloating too big! With a focus on martial classes it makes sense to look into some additional love for them. This of course doesn't include the new armor and shield fields that will be part of the Knight/Armiger yet. Those will be added to the list soon enough.
As for 1.47: I'm actually am trying to keep it from bloating too big! With a focus on martial classes it makes sense to look into some additional love for them. This of course doesn't include the new armor and shield fields that will be part of the Knight/Armiger yet. Those will be added to the list soon enough.
Monday, July 6, 2015
Some additions to 1.47
I was looking over the Nexus and saw a few items I really want to add in to the pack to make them available on PWs using my content. Credit to the authors is listed in the 1.47 update bullets with the actual items added.
New items: Whips, Dire Flails, a vfx for sleeping (Z's floating above the head. I'll try to make it a new emote but it will be a free epithet feat if not), and a vfx for playing music (music notes above the head, same as the sleeping vfx for implementation).
I'll be looking at some new item properties as well both to expand the set that is there and to try and add my new base classes to the class restriction set of item properties.
Something for 1.48 and beyond is I'll finish the tool I wrote a few years ago to auto-generate all the needed caster levels for scrolls/potions and finish the project where I put some of my spells onto scrolls/potions. For the record, the bulk of my content will NOT be put onto scrolls/potions because scrolls/potions/wands are already abused to hell and back. I'll document the "How" for servers/module authors.
Edit:
Tuesday, July 7th, 2015
I may look into adding a few new feats for two-handed weapons. Powerful Grip, Powerful Blows, Spinning Halberd, etc
New items: Whips, Dire Flails, a vfx for sleeping (Z's floating above the head. I'll try to make it a new emote but it will be a free epithet feat if not), and a vfx for playing music (music notes above the head, same as the sleeping vfx for implementation).
I'll be looking at some new item properties as well both to expand the set that is there and to try and add my new base classes to the class restriction set of item properties.
Something for 1.48 and beyond is I'll finish the tool I wrote a few years ago to auto-generate all the needed caster levels for scrolls/potions and finish the project where I put some of my spells onto scrolls/potions. For the record, the bulk of my content will NOT be put onto scrolls/potions because scrolls/potions/wands are already abused to hell and back. I'll document the "How" for servers/module authors.
Edit:
Tuesday, July 7th, 2015
I may look into adding a few new feats for two-handed weapons. Powerful Grip, Powerful Blows, Spinning Halberd, etc
Thursday, July 2, 2015
1.46 and 1.47 changelogs
This will track what is planned for the 1.46 and 1.47 update.
Green is done. Blue is in testing.
1.46 Update
1.47 Update
Green is done. Blue is in testing.
1.46 Update
- New Base Class: Beastmaster
- New Background Feat: Pack Hunter
- New Feat: Spirited Pack Warfare
- New Feat: Companion Shielding
- New Feat: Greater Nature's Gift
- New Feat: Improved Natural Attack
- New animal companions available (optional download)
- Ashbound feat now accepts Telthor Companion and Beastmaster Companion
- Changes to existing scripts that check for weapon types to support the new weapons.
- Critical fix for engine bug with Practiced Invoker causing Eldritch Blasts to only deal 2d6 regardless of what your blast die should be/shows on the character sheet.
- Fix for Hexblade's Mirror Image shorting out after one hit
- New Weapon: Bec de Corbin (Martial, Halberd, Blunt or Piercing Damage, d10, 20, x3, Two-Handed)
- New Weapon: Bardiche (Martial, Halberd, Slashing and Piercing, d10, 19-20, x2, Two-Handed)
- New Weapon: Guisarme (Martial, Halberd, Slashing only, 2d4, 20, x3, Two-Handed)
- New Weapon: Fauchard (Exotic, Halberd, Slashing and Piercing, d10, 18-20, x2, Two-Handed)
- New Weapon: Lucerne Hammer (Martial, Warhammer, Blunt or Piercing Damage, d12, 20, x2, Two-Handed)
- New Weapon: Dwarven Longhammer (Exotic, Warhammer, Blunt, 2d6, 20, x3, Two-Handed)
- New Weapon: Shortspear (Martial, Spear, Piercing, d6, 20, x2, One-Handed)
- New Weapon: Pike (Exotic, Spear, Piercing, d10, 20, x3, Two-Handed)
- New Weapon: Hooked Spear (Martial, Spear, Piercing, d8, 20, x4, Two-Handed)
- New Weapon: Ranseur (Martial, Spear, Piercing, 2d4, 20, x3, Two-Handed)
- New Weapon: Elven Curve Blade (Exotic, Greatsword, Slashing and Piercing, d10, 18-20, x2, Two-Handed)
- New Weapon: Maul (Martial, Warmace, Blunt, 2d6, 20, x3, Two-Handed)
- New Weapon: Great Flail (Martial, Flail, Blunt, d10, 19-20, x2, Two-Handed)
- New Weapon: Broadsword (Martial, Longsword, Slashing and Piercing, 2d4, 20, x2, One-Handed)
- New Weapon: Heavy Flail (Martial, Flail, d8, Blunt, 19-20, x2, One-Handed) (Added in 1.41, default Flail now)
- New Weapon: Flail (xyz, some flails use this baseitems rule)
1.47 Update
- New Spell: Heal Light Wounds (level 2 ranged Cure Light Wounds)
- New Spell: Heal Moderate Wounds (level 3 ranged Cure Moderate Wounds)
- New Spell: Heal Serious Wounds (level 4 ranged Cure Serious Wounds)
- New Spell: Heal Critical Wounds (level 5 ranged Cure Critical Wounds)
- New Spell: Heal Wounds (level 7 ranged Heal)
- New Feat: Healer of the Land ((Add spell's level x2 to the amount of healed on others)
- Augment Healing now correctly affects all healing spells (such as Mass Cure spells)
- Fiery Fist and Fiery Ki Defense are now instant feats
- New Feat: Mystical Healer ?
- New Feat: Healing Touch?
- New Ranger Combat Style: Combat Insight
- New PrC: Arbalest (Marksman with Heavy Crossbow)
- New Ranger Combat Style: Crossbow
- New Ranger Combat Style: Shield
- New Feat: Shield Evasion ?
- New Base Class: Knight
- New Base Class: Armiger
- New Base Class: Tactician
- New Feat: Powerful Grip ? (Additional 1/2 Str bonus for damage with Two-Handed Weapons)
- New Prestige Class: Hulking Hurler (throwing weapon specialist)
- New Weapon: Spiked Chain (Courtesy of 4760) http://www.nexusmods.com/neverwinter2/mods/995/?
- New Weapon: Bladed Whip (Courtesy of 4760) http://www.nexusmods.com/neverwinter2/mods/995/?
- New Weapon: Whip (Courtesy of 4760) http://www.nexusmods.com/neverwinter2/mods/995/?
- New Weapon: Dire Flail (Courtesy of 4760) http://www.nexusmods.com/neverwinter2/mods/987/?
- New Emote/Ability: Sleeping (Z's appear above you) (Courtesy of Tchos, pending permission) http://www.nexusmods.com/neverwinter2/mods/237/?
- New Emote/Ability: Music (Music notes appear above you) (Courtesy of Tchos, pending permission) http://www.nexusmods.com/neverwinter2/mods/237/?
- New Item Properties
- New Weapons: Mattock, Pickaxe, Heavy Pick http://neverwintervault.org/project/nwn2/hakpak/original-hakpak/picks
- New Weapon: Heavy Pick (Martial, Piercing, d6, 20, x4, One-Handed)
- New Weapon: Pickaxe (Martial, Piercing, d8, 20, x4, Two-Handed)
- New Weapon: Mattock (Exotic, Warmace, 2d4, 20, x4, Two-Handed)
- New Weapon: Whip (Exotic, Slashing, d3, 20, x3, One-Handed)
- New Weapon: Bladed Whip (Exotic, Slashing, d8, 19-20, x2, One-Handed)
- New Weapon: Spiked Chain (Exotic, Piercing, 2d4, 20, x2, Two-Handed)
- New Weapon: Dire Flail (Exotic, Double-Weapon, d8, 20, x2, Two-Handed)
Currently in progress...
I'm taking a break from the Dalelands server. In the meantime, I'm working to remove the DB specific changes from my baseline so that I can create a new SP and MP release of my 1.46 release. It will include the Beastmaster, a revamped Cure spell system (augment correctly working, new feats, new spells), support for an Arcane version of the Sacred Fist, a Heavy Xbow version of the Marksman, and all of the changes since the 1.42.1 update was released.
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