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Jay Watamaniuk
Community Manager


Joined: 19 Nov 2001
From: Edmonton, Alberta
Posted: Wednesday, 19 January 2005 08:06PM
No monkeys?! Curses!

Click Here

Edited By Jay Watamaniuk on 01/19/05 20:14

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Talrias
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Joined: 25 Feb 2003
From: :morF
Posted: Wednesday, 19 January 2005 08:20PM
Coolios! But is NWN 2 really going to be a hit without monkeys? Even NWN has monkeys (Torias' cameo appearance in Shadows of Undrentide).
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True_Cavalier
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Joined: 28 Mar 2003
From: Greece
Posted: Wednesday, 19 January 2005 08:28PM
Great, I hate monkeys!

3.5 edition is also sweet. Mostly.
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LdyShayna
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NWN 2


Joined: 18 Oct 2001
From: Colorado
Posted: Wednesday, 19 January 2005 08:30PM
Nifty! I can't wait to see more from the designers on what you have planned for the campaign. *waits impatiently for a developer to post in the singleplayer campaign forums to kick things off*

Also, some of the updates for the toolset sound very nice - both parameter passing in dialogues and the elimination of those pesky modal dialogs sound great.
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Jasperre
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Joined: 05 Jul 2002
From: UK
Posted: Wednesday, 19 January 2005 08:57PM
Woo, apart from no special details (sob)...I hope they add more moddable stuff to 2da files, and suchlike

I'll be waiting for when a monkey hakpack is released for NwN2, Jay...it'd be nice to see the tears of happyness, I bet
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Jay Watamaniuk
Community Manager


Joined: 19 Nov 2001
From: Edmonton, Alberta
Posted: Wednesday, 19 January 2005 09:03PM
Oh you'll get those tears baby if'n dat thar monkeys are in.
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Volourn
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Joined: 17 Oct 2001
From: North Bay, Ontario, Canada
Posted: Wednesday, 19 January 2005 09:23PM
I love the answer to number 2. I use skills like bluff, intimidate, and perusade a lot in my manual and having to make scripts for every single DC is annoying. Mind you, those are the easiest scripts to make; but annoying to have to waste time on 'em.
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PIPBoy3000
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Joined: 17 Oct 2001
From: Eugene, Oregon
Posted: Wednesday, 19 January 2005 09:37PM
Strangely enough, monkeys are a desired feature for my campaign. Damnit! Give me monkeys or I'll switch to Dragon Age! Sorry, it's out of my system now.

The modeless windows are extremely nice, and passing parameters is quite handy as well. And thanks again for being so available for answers - it's quite handy.
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Leigt
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Joined: 25 Dec 2002
From: The Holy City
Posted: Thursday, 20 January 2005 11:35AM
Umm, hope I don't burst anyone's bubble but variable passing is already possible in the NWN toolset. I actually came to the thread to post my disappointment that that particular feature was what they picked out to mention. All you have to do is put a variable on the creature with the dialogue. I call them "Bluff", "Intimidate" and "Persuade" and make the skill check against them.

Anyway, I can't wait to find out what other features the toolset will have beyond the current, though I've had little trouble, personally, getting it to do what I want. What I'm most interested in would be a module conversion from NWN to NWN2.
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Da'Hak
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Joined: 20 Apr 2002
From: Belgium
Posted: Thursday, 20 January 2005 11:43AM
Quote: Posted 01/20/05 11:35:44 (GMT) by Leigt

Umm, hope I don't burst anyone's bubble but variable passing is already possible in the NWN toolset. I actually came to the thread to post my disappointment that that particular feature was what they picked out to mention. All you have to do is put a variable on the creature with the dialogue. I call them "Bluff", "Intimidate" and "Persuade" and make the skill check against them.

First: Gah I wish I knew that earlier, it's been under my nose the entire time!

Second: While it's possible to do make this work for one bluff check, it isn't for two or more. One dialogue branch could use a lower bluff check then another one. (Saying "I killed a rabbit." could easily pass, but saying "I killed a god." afterwards might not!)

I hope that made some sense.


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PIPBoy3000
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Joined: 17 Oct 2001
From: Eugene, Oregon
Posted: Thursday, 20 January 2005 03:19PM
Leigt - I'm actually looking forward to the more complex variable passing features. For example, I have a menu where you can choose ten options. The only way to tell which option someone picked is to have a different action script for each item. With variable passing, you can do it with a single script.
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Asmodae1
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Joined: 29 Aug 2003
Posted: Friday, 21 January 2005 05:36AM
Quote: Posted 01/20/05 11:35:44 (GMT) by Leigt
All you have to do is put a variable on the creature with the dialogue. I call them "Bluff", "Intimidate" and "Persuade" and make the skill check against them.

Well, its not quite that simple. This doesn't allow for different checks for different nodes in the conversation, as mentioned, it also doesn't allow reuse of conversations for other NPC's, specifically some of the dynamic conversations that have been implemented like the DMFI. This would dramatically reduce the number of scripts required to make the more interactive conversation trees needed for high quality PW's.

Simply speaking, the feature as listed is a real improvement over the current options so don't sell it short.
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Edited By Asmodae1 on 01/21/05 05:38

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