NWN2 Baldur's Gate 2.00
Moderator: ALFA Administrators
- ayergo
- Penguin AKA Vile Sea Tiger
- Posts: 3518
- Joined: Sun Jan 11, 2004 8:50 pm
- Location: Germany (But frequent world travels)
NWN2 Baldur's Gate 2.00
After a marathon toolset session this weekend, i have finally put together 2.00 of Baldur's Gate. It has enough stuff now that i would feel comfortable taking it live. There is more to do before it is live, bug fixes, tech fixes, standards fixes, etc, but this is in essence "it". Module should be up for you to start testing for this.
PWC is found here courtesy of the very helpful Zicada:
http://x3mkungen.mine.nu/alfa/BaldursGate_2_00.rar
Entire mod will be up later for those who wish to contribute or peruse it.
A few public thank-you's before i continue though:
First to JLF2N for his awesome work on exteriors. I can't express it enough, simply wonderful work and i hope you read this.
Second Mr Duncan, who took my crappy areas and not only made them much, much prettier, but also did it in such a memory efficient way that it deserves special mention.
Thirdly to Kest, who has helped put the "soul" in the module with conversations.
Fourthly to the contributors on the vault whom i found a lot of helpful areas, scripts, etc from.
Finally to folks like Mick, FI, JM, and Wynna who would simply ask "is it done yet?". Sometimes in the wee hours while toolsetting you begin to wonder "does anyone care if i'm doing this?" and when someone asks you repeatedly about it you're reminded that they are really saying "i care". So thank you.
More in a bit about whats new...
PWC is found here courtesy of the very helpful Zicada:
http://x3mkungen.mine.nu/alfa/BaldursGate_2_00.rar
Entire mod will be up later for those who wish to contribute or peruse it.
A few public thank-you's before i continue though:
First to JLF2N for his awesome work on exteriors. I can't express it enough, simply wonderful work and i hope you read this.
Second Mr Duncan, who took my crappy areas and not only made them much, much prettier, but also did it in such a memory efficient way that it deserves special mention.
Thirdly to Kest, who has helped put the "soul" in the module with conversations.
Fourthly to the contributors on the vault whom i found a lot of helpful areas, scripts, etc from.
Finally to folks like Mick, FI, JM, and Wynna who would simply ask "is it done yet?". Sometimes in the wee hours while toolsetting you begin to wonder "does anyone care if i'm doing this?" and when someone asks you repeatedly about it you're reminded that they are really saying "i care". So thank you.
More in a bit about whats new...
There's a place I like to hide
A doorway that I run through in the night
Relax child, you were there
But only didn't realize and you were scared
It's a place where you will learn
To face your fears, retrace the years
And ride the whims of your mind
A doorway that I run through in the night
Relax child, you were there
But only didn't realize and you were scared
It's a place where you will learn
To face your fears, retrace the years
And ride the whims of your mind
- ayergo
- Penguin AKA Vile Sea Tiger
- Posts: 3518
- Joined: Sun Jan 11, 2004 8:50 pm
- Location: Germany (But frequent world travels)
Re: NWN2 Baldur's Gate 2.00
The "big" new stuff revolves around the two D's of DnD.
1) More dungeons. One requires some search ability and to poke your head in the right location, the other requires listening to a song, a donation (and for the deeper levels) winning at arm wrestling.
2) More Dragons. Oh yes, there is an actual dragon in the module now, in addition to a (slight) chance you'll see a Saltwater Crocomonster or even a seamonster while diving.
3) Diving. When trying to think of fun stuff for your characters to do, i found myself looking to my own adventures for inspiration. One of my hobbies has recently been dubbed "The most dangerous sport in California", abalone (giant snails) diving and spear fishing.
Now you too can test your (characters) meddle against the sea. There are some areas that are more difficult (but more fruitful) than others. Beginners should definitely stay more inland and closer to shore as even the most hardy folk can quickly be overcome by the brutal powers of the sea. You may find it very rewarding though (particularly if you have some skill with herbs and can identify seaweed). You might want a special fishing spear from the weapon salesman and a set of goggles from the Gond temple before heading out. Oh, and you'll need to be carrying less than 30 pounds if you hope to survive your jaunt. The friendly area to dive west of town will remind you of this. The other areas where you can dive will not.
Not recommended for spellcasters, as the cold and waves are brutal to your hps. Still those dungeon crabs and scallops are popular back in town, there are occasional fish, and even chances of getting a pearl.
4) Helm and Cloak offers a couple rooms to rent. Resting also possible in front of the Ilmater Shrine for free.
5) More herbs and spell components added, including some expensive ones. They'll not just grow in normal locations though...
Enjoy!
1) More dungeons. One requires some search ability and to poke your head in the right location, the other requires listening to a song, a donation (and for the deeper levels) winning at arm wrestling.
2) More Dragons. Oh yes, there is an actual dragon in the module now, in addition to a (slight) chance you'll see a Saltwater Crocomonster or even a seamonster while diving.
3) Diving. When trying to think of fun stuff for your characters to do, i found myself looking to my own adventures for inspiration. One of my hobbies has recently been dubbed "The most dangerous sport in California", abalone (giant snails) diving and spear fishing.
Now you too can test your (characters) meddle against the sea. There are some areas that are more difficult (but more fruitful) than others. Beginners should definitely stay more inland and closer to shore as even the most hardy folk can quickly be overcome by the brutal powers of the sea. You may find it very rewarding though (particularly if you have some skill with herbs and can identify seaweed). You might want a special fishing spear from the weapon salesman and a set of goggles from the Gond temple before heading out. Oh, and you'll need to be carrying less than 30 pounds if you hope to survive your jaunt. The friendly area to dive west of town will remind you of this. The other areas where you can dive will not.
Not recommended for spellcasters, as the cold and waves are brutal to your hps. Still those dungeon crabs and scallops are popular back in town, there are occasional fish, and even chances of getting a pearl.
4) Helm and Cloak offers a couple rooms to rent. Resting also possible in front of the Ilmater Shrine for free.
5) More herbs and spell components added, including some expensive ones. They'll not just grow in normal locations though...
Enjoy!
There's a place I like to hide
A doorway that I run through in the night
Relax child, you were there
But only didn't realize and you were scared
It's a place where you will learn
To face your fears, retrace the years
And ride the whims of your mind
A doorway that I run through in the night
Relax child, you were there
But only didn't realize and you were scared
It's a place where you will learn
To face your fears, retrace the years
And ride the whims of your mind
Re: NWN2 Baldur's Gate 2.00
Help This Server Get Live!
Thank you, Ayergo, for your work, and for that of your team. Looking forward to seeing BG Live.
Thank you, Ayergo, for your work, and for that of your team. Looking forward to seeing BG Live.
Enjoy the game
- Nalo Jade
- Githyanki
- Posts: 1407
- Joined: Thu Dec 23, 2004 1:27 pm
- Location: Paso Robles, CA (-8 GMT)
- Contact:
Re: NWN2 Baldur's Gate 2.00



"The reasonable man adapts to fit the world. The unreasonable man adapts the world to suit him. Therefore all progress is achieved by the unreasonable." - unknown
removed self from forums, contact via E-mail. Adios.
removed self from forums, contact via E-mail. Adios.
- dergon darkhelm
- Fionn In Disguise
- Posts: 4258
- Joined: Fri Jul 08, 2005 1:21 pm
- Location: Cleveland, Ohio, United States
Re: NWN2 Baldur's Gate 2.00
HELLZ YEAH!
PCs: NWN1: Trailyn "Wayfarer" Krast, Nashkel hayseed
NWN2: ??
gsid: merado_1
NWN2: ??
gsid: merado_1
- Teric neDhalir
- Githyanki
- Posts: 1495
- Joined: Mon Jan 05, 2004 10:04 pm
- Location: Manchester UK
Re: NWN2 Baldur's Gate 2.00
Very sweet mate! I'm logged on running around checking out the scenery.
Pretty sweet, just gotta get used to the interface. The camera keeps swinging around like crazy.
Pretty sweet, just gotta get used to the interface. The camera keeps swinging around like crazy.
"The God of the Old Testament is arguably the most unpleasant character in all fiction: jealous and proud of it; a petty, unjust, unforgiving control-freak; a vindictive, bloodthirsty ethnic cleanser; a misogynistic, homophobic, racist, infanticidal, genocidal, filicidal, pestilential, megalomaniacal, sadomasochistic, capriciously malevolent bully." -- Richard Dawkins
- darrenhfx
- Beholder
- Posts: 1982
- Joined: Fri Jul 30, 2004 5:35 pm
- Location: Halifax, Canada GMT -4 (AST)
Re: NWN2 Baldur's Gate 2.00
Great news! Looking forward to seeing it 

Re: NWN2 Baldur's Gate 2.00
sweet
looking forward to working on this again
looking forward to working on this again
Re: NWN2 Baldur's Gate 2.00
great new

yes that cam should be replace with nwn1 cam.zicada wrote: Pretty sweet, just gotta get used to the interface. The camera keeps swinging around like crazy.
Current Character: who knows 
Former Character: Gorash the mighty gnome and Mallos the Imp
Tassletine-gem"borrow's"-Tweeg and his flying friend Tink.

Former Character: Gorash the mighty gnome and Mallos the Imp
Tassletine-gem"borrow's"-Tweeg and his flying friend Tink.
Re: NWN2 Baldur's Gate 2.00
Are we going to be using the Baldur's Gate music for this server?

What happened to the bugtester ring?
What happened to some of the convos I made? Like for Ulgoth's Beard, the NPCs are all back to the old versions. Street merchant in Beregost is unchanged, etc.

What happened to the bugtester ring?
What happened to some of the convos I made? Like for Ulgoth's Beard, the NPCs are all back to the old versions. Street merchant in Beregost is unchanged, etc.
Last edited by Kest on Tue Nov 11, 2008 8:55 am, edited 2 times in total.
Re: NWN2 Baldur's Gate 2.00
Hit the * key in game and it changes to the NWN1 (or something similar).

Re: NWN2 Baldur's Gate 2.00
The new BG is really impressive