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NWN2 ALFA basemod: what should it include?

Posted: Tue May 29, 2007 9:38 pm
by AcadiusLost
The ABR releases, at a minimum- Creatures, Doors, Placeables

The current ACR (with bleeding/dying/resting/spawning/ATs)

A working Morgue (with optional autorez)

A generic, customizable start area.



Anything else? I end up making 80% of that every time I prepare an ACR release, since I have to test the import to make sure everything goes in properly, so I should be able to assemble one if it's useful to folks. With a little assistance, we might be able to add things like:

1. A generic inn with working scripts for keys, resting zones (persistent storage?)

2. Placeholder journal entries

3. example conversations with preset scripted skill checks

Other ideas, suggestions, contributions? Would this be useful and/or worth the effort for current teams, or are most of you already beyond this point?

Posted: Tue May 29, 2007 10:22 pm
by indio
I think the basemod ought to target the builder who has never built in the NWN2 toolset before.

- Inn system (rooms, keys, NPCs, convo)
- Healer/NPC (with convo)
- Persistent Quest NPC (convo containing well-documented steps to adapt to their quest)
- Area Templates (replete with script handlers)
- Plugin Links (the essentials are PowerBar, Sin, Item Creator, TerraCoppa, YATT)

When I've got more time I'll add more. All of the above I can provide with the exception of the healer.

Posted: Tue May 29, 2007 10:30 pm
by AcadiusLost
Sounds great, Indio- I'm clueless on working with the plugins, haven't touched them thus far, so your experience is invaluable in that area.

How does that quest plugin look so far? Should we direct folks into that from the start?

Any volunteers for scripting/coversing/tooling a Default Healer? If it comes to it I can put one together, just not going to top my list of priorities.

re: template inn, there are quite a few ways to handle these as we've seen in NWN1- maybe we should arrive at an agreed preference for the one we bob into the basemod, as it may tend to predominate once servers get going. I'll start a discussion on this in "NWN Brainstorming".

Posted: Wed May 30, 2007 2:25 am
by Dorn
I was waiting for cipher and co to do their little tekonojikal magic so i could then start developing lots of items to be dropped into the ABR.

Is this stuff that needs to be done for the Base Mod? Or is it stuff that can be added to the basemod/abr as and when it's done (ie in chuncks)?

Posted: Wed May 30, 2007 4:03 am
by Rotku
Can't the healer/priest just more or less be copied across from the NWN1 one? Or were there some issues with that?