Neverwinter Nights 2 Community UpdateAugust 31, 2007For this edition of the Community Update, we are going to start off with a note from Nathaniel Chapman. He is one of the Assistant Producers on NWN2 and MoTB and is now leading the effort for ongoing support with the game. This is in the patch notes, but I thought it would be good to post here as well. We will also take a look at the Invisible Blade prestige class and some great spears made by community member, Feydakin.
CITAZIONE
Hi Everyone!
There’s a word I’d like you all to keep in mind – by the end of this note, you’ll understand why. That word is Premonition.
We here at Obsidian have been working on Neverwinter Nights 2 for just over three years now. The biggest milestone in our three years working on Neverwinter Nights 2 was last October’s launch of the game. It was great to get the product out to people, so they could see the campaign we’d developed and check out what the new engine and toolset were capable of.
As with any undertaking of the scope of NWN2, there have been many challenges – but we’ve always dedicated ourselves to resolving them, pressing ahead and looking forward to the potential of what we felt a great sequel to Neverwinter Nights should be. As exciting and rewarding as it was to release the game, and as proud as we are of it, we certainly understood and in many cases agreed with some of the complaints. Even at launch, we wanted to improve the game in several ways. And so we pressed ahead, always driven to achieve that potential – driven by the vision of what both we and the community could make of Neverwinter Nights 2.
Update 1.03 saw massive performance improvements, and now Update 1.07 will include a second set of performance optimizations. We’ve worked with the community to improve some of the walkmesh and AI issues with the game, and our dedication to supporting our scriptable, customizable graphical user interface (GUI) has paid off with the community developing UI modifications that allow people to customize the game’s UI to their liking. The DM client you’re getting with this patch is a full featured tool for running multiplayer games.
Additionally, we knew when we released the game that while the Neverwinter Nights 2 toolset was much more flexible and powerful than the original game’s, it would have a steeper learning curve. Additionally, some of us were worried about whether the community would step up to the plate with the new functionality we’d given them. For instance, we knew the UI scripting we introduced was powerful – but would people take advantage of it?
I’m pleased to say that, while there certainly has been a bit of a learning curve while the community has been mastering the new engine, new toolset and new functionality we’ve provided, looking back at the past year I can point to lots of fantastic things that the community has generated – many of which were impossible in the old game. For examples, check out our NWN2 Blog, where each week we highlight some of the cool things the community has made. But, here’s a short list of examples of cool community creations within the last year:
The NWN2 DMFI, with its strong integration into the user interface and its own custom GUI.
All of the cool community generated stuff up on NWVault, including the custom Modules, prefab areas, custom GUIs, and much more.
The extremely useful toolset plugins, which extend to the community the ability to generate the tools that they want or need.
TonyK and evenflw’s AI improvements.
All of the entrants into our Module contest.
Several very cool, active persistent worlds.
All this – and people haven’t even had the new toolset and engine for a full year!
And so, we’re going to continue looking forward. This October, Neverwinter Nights 2: Mask of the Betrayer will ship, a little bit shy of NWN2’s first birthday. And, in anticipation of Mask, we’re delivering the largest, most feature rich update to NWN2 yet.
Remember when I mentioned Premonition earlier? A premonition is a sense of the future; an anticipation of what is to come. In many ways, Mask was designed to anticipate the things that you guys would like to see improved in Neverwinter 2 – better performance and new creatures, area textures, placeables, races and classes and more.
We here at Obsidian are very excited to get Mask to all of you. And, we’re excited to see what the community will do with the new stuff we’ve provided. This update contains many of the core game changes that we’ve made during the development of Mask of the Betrayer. It even contains a sneak peak at one of Mask’s new creatures. We felt that this update was big enough to warrant its own title – and so we decided on Premonition, as this Update gives you, the community, a chance to anticipate some of what you all are going to see when you pick up Mask.
Premonition is a fitting title for another reason, too. This update is a preview of our future plans to continue to improve the level of support and dedication we’ve given to the game - to continue to look forward and make Neverwinter Nights 2 the ultimate computer D&D role-playing experience.
From all of us here at Obsidian, we hope you enjoy Premonition and Mask of the Betrayer. And, as always, we’re looking forward to seeing the awesome and creative content you guys develop with the new tools we’ve provided.
Thanks,
Nathaniel Chapman
Assistant Producer
Obsidian Entertainment, Inc.
Mask of The BetrayerPrestige Class Preview: Invisible Blade
Invisible Blades are deadly fighters who prefer to use daggers and related weapons in combat. Their training and techniques with these weapons make them just as lethal as any well-armed fighter. Invisible Blades enjoy cultivating misconceptions about the level of danger they present, and they relish any chance to demonstrate that the most unimposing weapons can be the most lethal.
Requirements:
Skills: Bluff 8 ranks.
Feats: Feint, Two-Weapon Fighting, Weapon Focus (Dagger or Kukri).
Class Features:
Hit Die: d6
Base Attack Bonus: High
High Saves: Reflex
Weapon Proficiencies: Invisible Blades gain no weapon proficiencies.
Armor Proficiencies: Invisible Blades gain no armor proficiencies.
Skill Points: 4 + Int Modifier.
Class Skills: Bluff, Craft Alchemy, Craft Armor, Craft Weapon, Craft Trap, Hide, Listen, Move Silently, Parry, Perform, Spot and Tumble.
Bleeding Wound: At 1st level, when an Invisible Blade hits with a successful sneak attack, he inflicts a bleeding wound that deals 2 points of damage per round for 3 rounds. This damage stacks with previous damage caused by a Bleeding Wound attack. He must be either unarmed or wielding only light weapons in order to inflict a Bleeding Wound. At 3rd level, the damage increases to 4 per round, and at 5th level, it increases to 6 points per round. Each level of Bleeding Wound counts as one die of sneak attack damage for purposes of class and feat prerequisites.
Unfettered Defense: An Invisible Blade benefits from an increased survival instinct during combat. Because of this sixth sense, he adds 1 point of his Intelligence bonus (if any) per Invisible Blade level to his Armor Class in addition to any other modifiers he would normally receive. If the Invisible Blade is caught flat-footed, or is otherwise denied his Dexterity modifier to Armor Class, he also loses this bonus. Unfettered Defense functions only when an Invisible Blade is not wearing armor and is not wielding a ranged weapon.
Feint Mastery: At 5th level, an Invisible Blade armed with a light weapon becomes so sure of his ability to mislead opponents that he cannot roll less than 5 on his Bluff check when using the Feint feat.
Brandon Adler, one of our QA testers was integral to the development of the Invisible Blade class, so I asked him to give me some thoughts on the class. Here's what he had to say:
CITAZIONE
While the Invisible Blade is not a direct translation of the D&D version, I think we did a pretty good job of adapting the class to the Neverwinter Nights 2 engine. The Invisible Blade definitely increases the usefulness of the Feint skill and using constant bleeds and sneak attacks is a great way to cause grief to an adversary. The Invisible Blade class has a unique feel to it and - when combined with a feat like Epic Precision - can be quite devastating to your opposition
Community WorksCustom Spears
NWVault user Feydakin has created a great set of custom spears. You can download them from the NWVault here.
NWN2 Questionnaires and PollsIf you scroll down you will see a poll asking what kind of NWN2 player you are. This is the first of many polls we will be posting here. Please take a moment to give an answer in the polls. It will only help to make this Blog more interesting, and will help us make NWN2 a better game for you.
Premonition - 1.07 Beta Patch NotesThe patch is not released yet, but to tease you a bit more, here's the beta patch notes. At the beginning is a note from Nathaniel Chapman, Assistant Producer on NWN2 & MoTB.
CITAZIONE
Neverwinter Nights 2 - Premonition (Version 1.07) Beta Patch Notes
August 28th, 2007
We already posted these on the Bioware forums, but for those of you that don't get a chance, or choose not to check those forums out, here's a peek at the 1.07 patch notes:
NEW FEATURES IN PREMONITION
General
Character Mode and Strategy Mode – In advance of the release of the Mask of the Betrayer expansion pack this September, we’ve included one of the major new revisions we’ve made to the camera and control modes. Now, the four camera modes (Top Down, Chase, Driving and Free Camera) have been consolidated into two modes that are more configurable and clearer to use than the old modes – Character Mode and Strategy Mode.
These modes affect both the function of the camera and the controls for each mode, and are designed to be most efficient for the two primary styles of play – controlling a single character, and controlling a full party. Note that while the information given here refers to the default function of each mode, these modes are highly configurable. Please check out all of the options in the newly updated Options Menu. You can toggle which mode you are in by pressing the * key by default.
Character Mode: In Character Mode, the camera follows behind and over the shoulder of the currently controlled character. This mode is useful for getting a good look at your surroundings and exploring an area while focused on controlling an individual character. While in Character Mode, by default, holding the Left Mouse Button down and moving the mouse to the left or right will turn the character. You can also turn by moving the mouse to the edge of the screen. Holding down the Middle Mouse Button or pressing the Arrow keys will allow you to rotate the camera around the currently controlled character.
Strategy Mode: Strategy Mode is a top down Play Mode that is intended to make controlling a full party easier. This mode is most useful for controlling combat situations involving a full party of characters against a large number of enemies. In Strategy Mode, by default, you can click and drag to select multiple party members. You can rotate the camera either by holding the Middle Mouse Button and moving the mouse, by moving the mouse cursor to the edge of the screen, or by pressing the Arrow Keys.
New Options Menu – Patch 1.07 also introduces a new options menu that gives you access to consolidated and clear options for each camera mode, and better organization of the already existing options.
Marquee/Multi-Selection Revamp – Marquee and Multi-selection have been dramatically improved to make controlling a full party much easier. You can see the new improvements to Marquee and Multi-selection in the new Strategy Mode.
UI Improvements
Party AI On/Off Button – There is now a button on the main game UI, next to the rest button, that will toggle the entire party’s AI on or off.
Player Chat List – A list of all players on the server is now available on the Player Menu (the NWN2 “Eye” button in the lower left corner of the screen). You can select any player from this list to send them a tell.
"Handles" have been added to the chat windows to allow them to be moved more easily.
A logcommands console command has been added that allows you to dump all of the console commands to a text file.
Console commands are no longer case sensitive.
Gameplay Improvements
Darkvision and Low-light Vision are now modes that can be toggled on or off using the Mode Bar. They also have new visual effects to accompany this change.
Bronze Dragon - New Creature! The Bronze Dragon creature has been added to the Toolset, so expect him to show up in new community content as well as Mask of the Betrayer.
Stealth Improvements – Some improvements have been made to stealth to make it more effective in a Multiplayer environment. Among these, characters who are hidden will no longer show up when detected by any party member, and hidden characters should be hidden properly regardless of faction.
Toolset
A "Find a Resource" Plugin has been added to the toolset.
A Creature Appearance Wizard has been added. This will allow you to change the appearance of spawned creatures and creature blueprints, including race, gender, armor and armor attachments. This feature can be accessed by right clicking on a creature or blueprint entry. NOTE: This feature is currently in Beta, and there are plans to improve its functionality.
A Texture Swapper has been added that allows builders to swap the textures in a tileset. This feature can be accessed from a tile’s properties pane, visible by right clicking on a tile.
A new custom skydome system has been added to the toolset, allowing users to replace the NWN2 skies with skydomes of their own creating.
Areas now have additional settings under their Day/Night Stage Properties that allow builders to “de-saturate” an area – that is, remove a percentage of the color from an area, all the way to black and white.
DM Client
A UI feature has been added to allow DMs to adjust player/creature alignments using a slider bar.
Comments from the toolset (comments within the {} brackets) will now show up in the Creator.
The distance a DM can zoom out has been greatly increased.
A filter feature has been added to the DM Client player list. This will allow DMs to select specific players and filter their list down to only show those selected players.
BUG FIXES IN PREMONITION
General
The PC model during level up should be scaled to match the scaling in game
Module Debug text should now display properly.
The Dwarven Defender Defensive Stance ability now functions properly.
The game will no longer crash if a player presses the + key on the number pad in a multiplayer game.
Fixed an issue that was resulting in corrupted save games.
Typing // will now make it so that the rest of the string is not treated as a command input, allowing the character to speak the rest of the string without any changes.
Character AI should now respond to all attacks, not just attacks that result in damage.
Fixed an exploit that allowed players to increase their CON.
Neutral players should now be able to select Akadi as a deity.
The Improved Defense feats should now replace each other.
Mouse camera panning and tilting are now options in the game.
Toolset
The 2DA editor in toolset should now handle rows where the row # is 4 digits.
When viewing a 2DA in the toolset, sorting by any column other than the # will no longer renumber all the entries when saving.
Changing a placeable's OpenState property will no longer yield an Unknown.
Swapping textures in the toolset should no longer result in solid black textures.
Opening the toolset after having set the TreeLeaves option to false in the View -> Options -> Graphics menu should result in leaves not being rendered.
Builders can now select male or female model previews on the Armor Tab in the creature properties window.
Manually entering a value in the Pressure's text field should now affect brushes.
When you run the toolset a prefabs folder should be created, which becomes the default location for saving Prefab objects. Exported Prefabs will not get added to the blueprint list until the Toolset is restarted.
Ctrl-Z will no longer set height-lock in the toolset. The Z key is used now.
Turning the On? property of a light OFF and ON will toggle the light source OFF and ON.
Pasting encounter triggers with spawn points no longer crashes the Toolset.
All the effects associated with an air elemental are played in the proper place.
The name of the last conversation will no longer be missing from the conversation dropdown in the properties list.
Adding a new entry in the journal, when another entry is currently selected, will add the new entry to the parent category of the selected entry.
Red conversation nodes now show "[END DIALOG]" if they have no response nodes under them.
The DELETE key will now work properly when manually entering color values
Glow maps stay on the creatures for which they are intended.
Map hotspots will now appear in the same position in-game as they do in the World Map Editor.
DM Client
On the DM's Context menu, if you are controlling the DM avatar the non-DM heal skill will not show up. If you possess another creature, the non-DM heal skill will show up.
DM commands listed in the Keymapping tab will now function properly.
Dead players will no longer disappear from the chooser.
Possessing/Unpossessing Creatures will no longer play the creature's possession sound.
Players will no longer see the floating text from DMs unless the DM is visible.
Changing the resolution in the DM client should no longer cause the text to disappear from the chooser and creator.
DMs can change the faction of a creature using the dm_setfaction command.
Players will no longer hear the footsteps of hidden DMs.
The disable AI button in the chooser will now work properly.
DebugMode will no longer need to be active for a DM to use console commands.
The last entries in the Chooser or Creator lists will no longer be blank.
The chooser will now focus on the current area when opened.
DMs can now select dead PCs from within the chooser.
The Chooser and Creator will no longer require double-clicks on the buttons.
The + key on the number pad will now jump the DM to the location of the mouse pointer.
The toggle trap/trigger display button will now work properly.
DMs will now be able to join a server that is full, even if that puts the player count over the limit. DMs will still count against the overall player count.
When a DM saves his avatar, the custom shortcuts in the quickbar should no longer become unuseable at next login.
Player portraits in the player list will no longer be blank if a player is in a different area.
Player portraits in the player list will now have the correct portraits and names.
Scripting
EffectDeath() now has a new parameter that will make it so that any visual effects on the creature aren't purged (With the exception of mobility imparing effects, like stun, paralysis, etc).
The "GetGroupNumKiled" script within ginc_group has been renamed to "GetGroupNumKilled".
Spells
Melf's Acid Arrow will no longer be stopped by spell resistance.
The combat log will now report Disintegrate as a ranged touch attack when cast.
Disintegrate will now gain bonus damage when Empowered.
The targeting circle for Horrid Wilting has been changed to 30 feet.
Fixed a spelling error for the Glyph of Warding spell description.
Well, that's the end to this week's update. See you all next week. Keep checking back here for new polls and new articles through the week
Neverwinter Nights 2 Community UpdateSeptember 7, 2007Today's Community Update brings us a look at the Arcane Scholar of Candlekeep prestige class in the upcoming Mask of The Betrayer expansion. We will also get a look at some community-made Visual Effects packs and the Persistent World Spotlight is here again. Also, in case you didn't know, the 1.07 beta patch has been released, so we talk about that a very little bit.
Beta Patch 1.07 "Premonition" Released!The 1.07 Beta patch, which we are calling "Premonition," was released on Wednesday this week. There are a lot of great features in this patch and, being a beta, those features need testing. We would especially appreciate it if some Persistent Worlds could check it out and let us know how things go. You can find the beta patch and the thread for reporting issues here.
Mask of The BetrayerToday we will take a look at another one of the Prestige Classes for Mask of The Betrayer.
Arcane Scholar of CandlekeepArcane Scholars seek to raise the study of magic to the level of an academic discipline. Their interest is not in researching new spells or finding more specialized uses for their craft, but in understanding the fundamental processes of magic and the inner workings of the Weave, which is the fabric that underlies all magic.
The first Arcane Scholars emerged from the dusty libraries of Candlekeep, where they pored through the writings of a thousand long-dead mages, seeking the unifying principles that underlie all magic. But even the archives of Candlekeep have their limits, and not all practitioners of magic have the means or desire to record their experiences with the Art. So Arcane Scholars dispersed into the wider world, observing and recording all the various expressions of magic they could find. Their tradition has gradually spread, and some mages who have never set foot in Candlekeep have adopted their disciplined and systematic approach to magic.
By gaining a deeper understanding of magic, and by discerning its underlying principles, arcane scholars become specialists in metamagic. Their spells are more powerful, last longer and can be cast more quickly than those of their peers. Arcane Scholars have also become especially adept at explaining the workings of magic to ordinary folk. Those who travel with Arcane Scholars gain the benefit of their considerable knowledge and are better able to avoid hostile magic.
Arcane Scholars do not limit themselves to studying particular sorts of arcane magic. To truly understand the Art, they believe that one must understand all its expressions. Thus all arcane casters are equally welcome to join their fellowship. Indeed, the insights of sorcerers and bards are particularly prized by Arcane Scholars, as such casters rarely have the patience to discuss the deeper workings of magic.
RequirementsSkills: Spellcraft 8 ranks.
Feats: Empower Spell, Skill Focus (Concentration), and Skill Focus (Spellcraft).
Spellcasting: Able to cast 3rd-level arcane spells.
Class Features
Hit Die: d4.
Base Attack Bonus: Low.
High Saves: Will.
Weapon Proficiencies: Arcane Scholars gain no weapon proficiencies.
Armor Proficiencies: Arcane Scholars gain no armor proficiencies.
Skill Points: 2 + Int Modifier.
Class Skills: Appraise, Concentration, Craft Alchemy, Diplomacy, Lore, Search and Spellcraft.
Spells Per Day/Spells Known: When a new Arcane Scholar level is gained, the character gains new spells per day (and spells known, if applicable) as though he had gained a level in whatever arcane spellcasting class gave him access to 3rd-level arcane spells. If the character has more than one applicable arcane spellcasting class, he must pick one to improve.
Bonus Metamagic Feats: At 1st level, the Arcane Scholar gains the Maximize Spell feat. At 5th level, he gains the Quicken Spell feat.
Spell Knowledge: At 2nd Level, the Arcane Scholar and any party members gain a +1 bonus to their saves versus spells. This bonus increases to +2 at 8th level.
Improved Empower Spell: At 3rd level, the Arcane Scholar becomes especially adept at empowering spells. Empowered spells now only use a spell slot one level higher than the spell's actual level.
Improved Maximize Spell: At 7th level, the Arcane Scholar becomes especially adept at maximizing spells. Maximized spells now only use up a spell slot two levels higher than the spell's actual level.
Improved Quicken Spell: At 10th level, the Arcane Scholar becomes especially adept at quickening spells. Quickened spells now only use up a spell slot three levels higher than the spell's actual level.
Custom Content Contest
As many of you know, we have a contest underway for the Custom Content creators. If you are a modeller and would like to try your hand at creating buildings, clothing or whatever for the NWN2 Community, now's the time to jump in. Submissions to the contest do not need to be elaborate and there is a category for all levels of expertise.
Here's an example of one of the entries:Legion Blade, by joeboy

CITAZIONE
This is my first go at making something for NWN2, really just a trial to see how everything works.
The Legion blade is a microcosm akin to The Infernal Battlefield of Acheron.
Forged by the son of Hextor to have ultimate victory against the righteous and noble paladins who opposed him.
As he he sliced threw their mortal flesh he looked into their eyes and he saw no fear.
The paladins knew that their noble acts would give them passageway to Mount Celestia where their spirit would rest.
The son of Hextor had grown to hate Acheron. The endless, pointless warfare had made him thirst for victory.
Legion would give him his victory over the paladins by trapping their spirits within the blade for eternity.
Hextor saw the sword as an insult, to him the victory was not important, only the battle mattered and it infuriated him that his son did not see this.
Hextor destroyed his only son and the blade passed into the mortal realm.
over the ages countless spirits have been trapped within the blade. It is said that the sword derives its power from the constant battles within.
You can find this model
http://nwvault.ign.com/View.php?view=NWN2Models.Detail&id=69 at NWVault
Community Works
These placed effects are inspired by the Moongates from the old Ultima game series. They were originally intended for use in Ultima based worlds but may be of interest to anyone else looking for a different kind of portal.
Here is a little ultima lore from MokahTGS describing the significance of the different colors:
Blue - These will transport one across the world. Moongates appear in places where moonstones are buried (traditionally, there are eight moongate locations near each of the major cities), and the destination of the travel is based on the phases of Trammel and Felucca, planet Britannia's moons. One moon determines when the moongate will be visible, while the other determines the target moongate. It should be noted that the behavior of blue moongates isn't consistent in games; For example, in Ultima VII, all moongates are constantly visible.
Red - Requires an Orb of the Moons. Only two Orbs are known to exist, one carried by Lord British and the other sent to the Avatar by the gargoyles. Activation allowed for travel to any destination, which was determined by where the Orb was used. These allow the traveller to travel across worlds, most notably between Earth and Britannia. A red moongate was also used to exile Lord Blackthorn to Serpent Isle at the end of Ultima V.
Silver - A rare form of moongate. It allows time travel. The Time Lord was able to create them and they were involved in the pursuit of Minax in Ultima II. It is also possible to create them with the Orb of the Moons, as done in Martian Dreams
Black - Black Gates allows travel through space and dimensions. They can be produced by electrically charging blackrock. These moongates were needed by Guardian in order to invade other worlds.
Special thanks:
To Hellcow, whose Cobweb effects I used as an example to figure out how to package these.
To MokahTGS who encouraged me to get these on the vault, and for reminding me of the silver and black moongates
[/QUOTE]
you can find tthis VFX pack
http://nwvault.ign.com/View.php?view=NWN2V...ts.Detail&id=38Character VFX Pack

This pack of "equippable weapons and other objects was created by SilkD. You can find the VFX pack here, on NWVault.
Persistent World Spotlight: Moonlight & Shadows- By Soulfiend
Darkness descends, falling night
Walk with me in the pale moonlight.
From humble beginnings to tales of great
It is yours to discover, your blood written fate.
Over the lands above, or in the darkness below
Follow your path through moonlight and shadow.
[IMG]nwn2patch.obsidian.net/files/Update/Sept7/MomentsPeace.jpg[/IMG]
Silver Marches: (formerly known as Luruar) The confederation of the Silver Marches consists of it’s capital city Silverymoon as well as Everlund, Sundabar, Mithril Hall, Citadel Adbar, Citadel Felbarr and some minor towns and villages, including Quaervarr in the Moonwood, Deadsnows and Newfort. It is bordered by the Anauroch desert to the east, the High Forest to the south, the Savage Frontier to the west and the Spine of the World mountain range to the north.The heart of the Silver Marches is the upper and lower valley of the River Rauvin. Winding for hundreds of miles in the shadow of the Nether Mountains and the Evermoors, the Rauvin marks a narrow ribbon of civilizations and security in an otherwise inhospitable land. Along the Rauvin lie the farmsteads and settlements that feed Silverymoon and Everlund, and its swift cold waters carry trade from Sundabar all the way to Waterdeep
We use the PnP book The Silver Marches and it’s map to build against, our plan is to add as much as possible of the the towns, cities and dungeons, as well as The Underdark with Menzoberranzan in all it’s somewhat dark glory, a convenient foil for Silverymoon.
Features
DMFI 1.4
NWNX 4 (Database)
Persistent Banking.
Persistent Storage vault
PC tools implemented so you can pitch tents, start campfires, use many emotes like sitting on ground drinking beer, playing a lute and many more
A Player Guild System. Create your own guild, private guild housing available
custom spawn system to reduce lag and make spawns random location as well as type
Jasperre's NWN 1 AI semi updated to NWN2 and implemented
Lots of quests
Most, if not all of our staff are themselves roleplayers, our goal is to make a PW that brings The Forgotten Realms to life on the player’s computer, as if they were writing their own hero’s story. Despite the relatively short time Neverwinter Nights 2 has been available, Moonlight and Shadows has amassed a number of genuinely excellent roleplayers.
We have rules and regulations, but are always willing to listen to players suggestions on possible improvements on subjects we may have missed.
Moonlight and Shadows is a mature server, but we expect players to stay within the guidelines set within the server rules
When it comes to building, our goal is to produce areas that players will want to stay in rather than run through quickly to get from A to B.
Player quotes
I am but a simple player, thus I have no genuine “dog in this fight” so to speak other than this is a server I have grown to love. I once was; however, a lead DM on an NWN1 server, so I have quite a bit of experience in module building and management under my belt to draw from when evaluating this or any other module. The following is my personal review of Moonlight and Shadows:
1. This server is definitely a role-playing server. By this I mean if one wishes to simply make a character without putting a lot of thought in him or her, this is not the server one should choose. On the other hand, if one wishes to craft a story about a character using the in game happenings of Moonlight and Shadows in conjunction with a well thought out character background, then this is definitely a server worth checking into.
2. Moonlight and Shadows is indeed a “rule heavy” server. However, each rule has been put in place to enhance the tone and feel of the module, instead of simply creating rules to “control” player behavior. As an ex-server leader, I know first hand that any DM Team has to set some sort of ground rules at the forefront. Otherwise, one ends up with a server filled with juvenile acting players concerned only with l33t loot and roxxoring stats. Also, without at least a modicum of basic race and class rules, the server will quickly fill itself with Leet Drow Red Dragon Disciples built strictly for power-gaming instead of genuine role-play.
That is not to say that I personally agree with every single rule. The rule of five, for instance, is not a rule that I personally care for. My personal opinion and past experience has led me to believe that a rule of three would grant players with more personal liberty, while still stifling power-builders and power-gamers. Alas, it is not my call to make, and I am willing to abide by the rules set forth by the administration.
3. The builders, scripters, and DM’s here are constantly working to improve the overall form, function, and playability of the server. Issues such as creating a new spawn system to protect lower level characters from spawns left over from higher level characters is but one example. Another excellent example of the willingness of the team to listen to its players is the simple fact that the message board associated with Moonlight and Shadows has a Rants Section, and Raves Section, and an Other Section in plain view to all comers to give feedback and suggestions for improvement. Each post is answered in a timely manner, and explained thoroughly to the player community.
Even the loudest and most obnoxious complainers are treaded with respect and dignity by the staff when it comes to complaints. No, a player does not always get his or her way, but the player is at least guaranteed the opportunity to state his or her case. Evidence of this can even be seen on this rating session. Nay Sayers here are given frank answers to their gripes, and in most cases the staff member does so in a polite way. Most cases at least.
4. The death system, in my opinion, is one of the best I have seen in a NWN persistent world. It is based on the amount of times you have died; therefore, it deters characters blindly rushing into situation without forethought and careful planning. Combat is essential to any genuine role-playing environment, and the current death system gives a player and his or her character a healthy respect for death and dying. It is by no means a perfect system, and it probably could use a little tweaking, but all in all it is one of the best I have seen in a long while without implementing hard core rules and permanent death. With the server still in Beta; however, I fully expect this death system to be modified to work even better in the future.
5. The over all landscape of the module and its building and scripting team is excellent. It is obvious that the building team has gone though great efforts to make the tone and feel of the server as close has possible to pen and paper as possible though an online medium. It is not perfect, of course, but as previously mentioned the server is still in beta status. Improvements are being worked on daily.
6. The player base at Moonlight and Shadows is one of the better I have ever role-played with. Unfortunately, as of right now the player base is not enormous or consistent. There are evenings in which I see the player count into the teens, and there are other evenings that I am the lone player on the server. This; however, can be attributed to several different factors. Persistent worlds are in their infancy in NWN2. The vast majority of players are in a “try and see” phase right now. Players are playing on several different servers looking for the best fit for their own personal play style. I have done this, and am still doing so. I spend the majority of my playtime with Moonlight and Shadows, but if I see another server that I think may be interesting I give it a try. Thus far, I have always returned to Moonlight and Shadows. I have yet to find a better role-playing server to date.
One observation I have noticed; however, while trying other servers is that bigger is definitely not always better. There are several servers that routinely have thirty plus players. Yet the quality of role-play is very much lacking to put it politely. I prefer for the community to grow slowly if it will continue to recruit only well mannered people who can role-play their characters with forethought, talent, and realism.
If you are looking for a world set in the Forgotten Realms and are a fan of The Silver Marches, Moonlight and Shadows is the PW for you.
Moonlight and Shadows is sponsored by Scratch telecom :
http://www.scratchtelecom.com/For PWCs and HAKs visit our site. ( Be sure to register before trying to download anything.)
http://www.moonlightandshadows.com/portalRoleplay section
Mod name Moonlight and Shadows
IP: 69.42.48.41:5121
That's the end of this Community Update. See you again next week!
Neverwinter Nights 2 Community UpdateSeptember 14, 2007It's that time again. This week we look at the Sacred Fist prestige class, a couple great community mods and the Sundren Persistent World.
Mask of The Betrayer
Sacred Fist
Sacred Fists are independent organizations found within many temples. Their ascetic members have turned their divine magic inward, bringing their bodies and wills into harmony. Sacred Fists have forsworn the use of weapons and heavy armor. They consider their bodies and minds gifts from their deity, and they believe that not developing those gifts to their fullest potential is a sin. Spellcasting does not dishonor them or their deity. Sacred Fists are strong in faith, will and body.
Clerics are excellent candidates for Sacred Fist orders. Paladins may also choose to join them, but are seldom comfortable surrendering the trappings of their calling. Fighters, rogues, bards and even ex-monks may make good candidates, provided they have enough levels in a class that grants divine spells. Druids occasionally find the class's combat skills useful, but sorcerers and wizards find little to interest them.
Requirements:
Base Attack Bonus: +4
Feats: Improved Unarmed Strike, Stunning Fist, Combat Casting.
Skills: Lore 8 ranks
Spellcasting: Ability to cast 1st level divine spells.
Class Features:
Hit Die: d8
Base Attack Bonus: High.
High Saves: Fortitude and Reflex.
Proficiencies: Sacred Fists gain no proficiency with any weapons, armor or shields.
Skill Points: 4 + Int Modifier.
Class Skills: Concentration, Heal, Lore, Spellcraft and Tumble.
Spells per Day/Spells Known: When a new Sacred Fist level is gained (except levels 4 and 8 ), the character gains new spells per day as though he had gained a level in whatever divine spellcasting class gave him access to 1st-level divine spells. If the caster had more than one applicable divine spellcasting class, he must pick one to improve.
AC Bonus: When unencumbered and wearing light or no armor, a 1st level Sacred Fist gains a +1 AC bonus. This bonus increases to +2 at 5th level, and +3 at 10th level.
Unarmed Damage: A Sacred Fist deals unarmed combat as a monk of equal level. A Sacred Fist's monk level (if any) stacks with his class level for the purposes of determining unarmed damage.
Fast Movement: If the Sacred Fist has levels of Monk, his Sacred Fist level stacks with his monk level for purposes of determining Monk Speed. Otherwise he gets the equivalent of Monk Speed at 3rd level, and it progresses identically to the 3rd level monk ability Monk Speed.
Sacred Flames: At 4th level the Sacred Fist can invoke sacred flames around his fists. These flames add to the Sacred Fist's unarmed damage. The additional damage is equal to the Sacred Fist's class level plus Wisdom modifier. This lasts 10 combat rounds. This ability initially can only be used once per day, increasing to twice per day at 8th level.
Uncanny Dodge: At 6th level, the Sacred Fist retains any Dexterity bonus to AC when flat-footed or when struck by an invisible attacker.
Inner Armor: At 10th level, the Sacred Fist can protect himself from harm once per day. He gets a +4 sacred bonus to AC, a +4 sacred bonus on all saves, and a spell resistance equal to 25 for a number of rounds equal to his Wisdom modifier.
Community Works
Bastard Sword Override by Riuthamus
It looks as though Riuthamus has started a series of custom weapon models. The goal looks to be to make more accurate, and less fantastic weapons. His first weapon pack, Bastard Swords, can be found here on NWVault.
RWS Bridge Pack by Robinson Workshop
The guys at Robinson Workshop have released their bridge pack. You can have a look here on NWVault.
Persistent World Spotlight: Sundrenby Saulus Mursadus
What is Sundren?
Allow me to introduce Sundren. Sundren is a low magic Neverwinter Nights 2 persistent world, in the heavy roleplaying category. We are constantly improving our module, as well as the extensive backend we provide for the server. We also provide a community portal with forums and a photo gallery which our users can submit images to. The website is hosted on a dedicated server, as is our in-house client updater and our development server. What this means for you as a player, is that our uptime is nothing short of excellent, and that you will be able to be online when you please, independent of what time zone you just might happen to live in. Our development server and bug tracking system allows us to replicate and respond to the bugs you report much, much faster.

Storyline
Sundren is set in the Forgotten Realms, using a timeline only slightly altered from the material provided by Wizards of the Coast. The land of Sundren is located south of Icewind Dale, near the spine of the world. Encircled by imposing mountain ranges and treacherous reefs, Sundren is a very recent land in the Forgotten Realms timeline. Having never been plagued by the wars and territory disputes of older kingdoms, Sundren has recently become the focus of several organizations interested in the vast amount of precious minerals the country’s rocky soil provides. Ruthless merchant organizations converge on the ripe land, as does several much more nefarious organizations. The black hand of Bane threatens the peace of the Vale by their sheer presence, as does the terrible and powerful Bloodmaim orcs, and the Mossclaw Alliance; Kobolds and Gnolls under a common banner.
Not all is bleak, however. The paladins of Helm have recently arrived, and are taking the fight back to the Banites and lawbreakers that threaten Sundren.
The Triumvirate, those who serve Tyr, Torm and Illmater, rally even today on the battlefield, and ready to take the fight back to the enemy.
Be you from faraway Thay, or a simple Waterdhavian merchant, Sundren welcomes you.
Features
One of the first things you will notice when you log onto Sundren, is the quality and craftsmanship of our Areas. We take great pride in them, and always try to perfect them even further. They have been painstakingly created to immerse the player into the world. They convey their level of detail in a manner never seen before using the Neverwinter Nights 2 platform, and in addition to this, follow very stringent performance requirements, to make the most of every inch of your monitor, while not grinding your PC to a halt.

Sundren employs use of a completely custom loot drop system using a DB backend that allows detailed implementation of random loot generation down to ¼ billionths of a percent. Associated tables make specific drops for creatures easier, and the system also features random magic item generation. Overall this system gives much more detail to random loot method. The system is also very efficient with very little overhead.
We are currently developing one of the best and most robust quest systems possible in any CRPG, allowing us to create anything from the simple “fetch this” quests, to the multi-subquest epically scoped quests provided in the endgame phase, in the most resource effective manner possible.
Not only that, but you will also be seeing a lot of unique and onetime quests in the world, that follow one of the overarching storylines. We always maintain a high DM-to-Player ratio, in order to be able to provide you with an excellent experience, even if you just log in for a chat over the campfire. Who would not like it if the local guard joined the casual chat in a relaxed and natural manner?
This brings us to the matter of experience and leveling, a major stumbling block of many major persistent worlds. We genuinely have you and your characters best interest at heart, and thus have implemented a very soft cap on the experience you can achieve. In the beginning you will face a level restriction, which will increase as your character ages. As well as this, we know very well that grinding bores you, and thus, it is not a viable option for attaining high levels in unheard of spans of time. Instead, we encourage team play by actively increasing the amount of experience you gain when you are part of a group.
The world not only seems and looks alike, it also feels alike. We implement a very carefully managed and balanced economy, which is driven as much by our players as the seasons and the way the harvest was this year. In other words, the local village smith will not suddenly be buying or selling major magical items of any kind, but one of the highly specialized vendors in the major city of Sundren will.
This is of course also combined with a crafting system. We utilize a heavily modified and balanced version of the crafting system made by Obsidian Entertainment for the official Neverwinter Nights 2 Campaign, simply because we believe it is the best way to implement crafting in a CRPG environment while still maintaining a good balance of magical item distribution.
You have, of course, made mistakes during character creation, or simply disliked a character that you previously created. While we do not cap the amount of characters you can create in any way, we understand that you will want to avoid cluttering your character selection screen. Therefore, we provide you with an easy to use ingame context menu option for deleting the currently logged on character. We of course provide multiple layers of security for this, to avoid mistaken deletions. This is just one of the many plug-in’s we provide to you, to make the experience even more seamless and immersing.
Of course, what we provide for you does not stop there. We are constantly adding and refining a large amount of high quality content, and we are fiercely determined to be the very best at what we do.
This means that we also have to look ahead. In that vein, we are already working on ways to implement and make the most of the systems and additional options that the coming expansion for NWN2 will provide us with. Early adoption is paramount to us when Mask of The Betrayer is launched.
In par with our commitment to be the best, we listen to what our players have to say. Every comment and suggestion is much appreciated by the team behind Sundren. Our forums are very active, and we are very much looking forward to seeing your first posts there as well!
Sincerely,
The Sundren Development Team
http://www.sundren.org/Special Thanks
Before ending this week's Blog, I wanted to make a couple notes of thanks here. First, to the players and staff of two great Persistent Worlds - Dragon Coast: Shores of Haldun and Sundren (this week's PW Spotlight). Both of these two PWs have been especially helpful in testing out the 1.07 patch. So, my thanks to you and the appreciation of the entire NWN2 team as well.
Second, We had a press event here this week to show off Mask of The Betrayer. We were able to sneak the guys from Robinson Workshop in and a couple guys from Rogue Dao Studios were able to infiltrate the event as well. All of us at Obsidian appreciate what you are doing for the community and have been greatly impressed by your work.
Now, being the vindictive gamers we are, once we caught the Rogue Dao guys, we tied them to a chair and made them watch old episodes of Manimal until they showed us Purgatorio. All I can say is I can't wait to get my hands on this mod. You guys should be proud of what you have achieved. As a note to the Community: even if you don't normally like Single Player modules, you should play this mod.
Anyway, we hope you enjoyed the event and that you had the chance to chat with all the developers you wanted. The pictures came out great and, don't worry, we won't tell anyone your secrets.
That's about it for this week's update. See you all next week.
Neverwinter Nights 2 Community UpdateSeptember 29, 2007We have had a busy week with the release of Mask of The Betrayer and the 1.10 patch. As such, the update had to be pushed back slightly, hence the Saturday update this week. For this update we will talk a bit about the 1.10 patch, Mask of The Betrayer and take a look at a veritable cornucopia of community-made custom content.
1.10 PatchThe 1.10 patch was released this week. It is the 1.07 patch with only data fixes, to cut down on any issues that could arise with MoTB since MoTB went to the manufacturer and distributor before 1.10 could be released. As always, we would love to hear your constructive comments on it and we have a thread going in the NWN2 general form on the Bioware site for you to report any bugs you may encounter with the patch.
As a general rule though, for this patch, if you are having any issues, particularly with performance or graphics anomalies, take a couple moments to rename the Neverwinter Nights 2 folder in your My Documents directory and start the game again to see if the issue is still happening. This often clears out any conflicts you have with files, hacks and overrides and will fix most issues.
Mask of The BetrayerMask of The Betrayer has been released in Europe and our friends over the pond seem to be enjoying it! The story in Mask is quite a bit darker than the previous NWN titles and introduces a new mechanic to the game: your character is cursed! We have also ratcheted up the difficulty in the game and I am hearing that many feel it is the most difficult D&D game yet: they really have to think through their encounters - no more breezing your way through.
It won't be long before it is released in America and Australia shortly thereafter. I know it's difficult, but we will have to put up with the European's teasing just a little while longer.
MoTB Missing Text Fix
Many are reporting an issue with missing text in MoTB. Please see this post in the Bioware forums for a hot fix.
Coming Soon!So many of you have seen we have talked about the ability to use custom portraits instead of the default 3d portraits of NWN2. For those with MoTB installed, you can see that we have used this for the companions and other creatures.
Right now, there is no easy way to set the portraits for characters as you could during character creation in NWN1, so we started work on a system to allow this. But, after some discussions we felt that Persistent World Players needed something more. For those of you that don't play on PWs, it's important to understand that characters evolve on PWs, as well as the world around them. As such, we felt it would be great if you could actually change your portrait during play. So, once the feature is released in a patch you will be able to double-click on your portrait in the character screen and a portrait selection dialog (shown below) will appear. You will be able to change your portrait as often as you like and, as long as other players have your portrait in their portraits folder (My Documents\Neverwinter Nights 2\Portraits), they will be able to see the change as well. If you ever want to go back to your 3d game-generated portrait, just click the clear button.
Community WorksGlacier's Edge Sword by Freeloader

This sword model from Freeloader is one of the entries into the Custom Content contest. You can download it
http://nwvault.ign.com/View.php?view=NWN2M...etail&id=79 from
http://nwvault.ign.com/New Armor by barrelofmonkeyzz and Runnerduck

This armor set by barrelofmonkeyzz and Runnerduck, while it is still only a work in progress, will also be an entry in the Custom Content contest. As it is a work in progress, no download link can be provided, but you can discuss it in this thread, in the NWN2 forums

Both of the entries - sword and armor - look great! Good job guys.
Nytir's Building Construction Kit: Oriental Expansion

Nytir continues work on his Building Construction Kit by adding this Oriental buildings expansion. You can download it here on NWVault.
This package contains 107 parts suitable for oriental adventures. (Or Kara-Tur adventures in the Forgotten Realms)
With that, I bring this week's Blog to a close. As always, I will try to answer any questions or comments you may have. See you next week and Happy MoTB, for those of you that have it.
Neverwinter Nights 2 Community UpdateOctober 19, 2007Hello everyone! It has been a while since the last Community Update. Things have been pretty busy here, with the release of Mask of The Betrayer in Europe and America - with Australia not too far away. The forums are super busy everyone seems to be enjoying the game.
This week we are going to take a quick look at some of the community works. Robinson Workshops is close to releasing a treasure chest full of builder goodness and There are some great placeable objects hitting the vault as well. We are also going to take a look at the Neverwinter Citadel community site.
A Look at NWCitadel
By: dunniteowl

CITAZIONE
The NeverWinter Citadel Project is a gathering place of members of the NWN/2 Community. It is a place founded on the principle of people helping people with module building in mind. The Citadel's premise is that, for our Community to remain strong, vibrant and healthy, there must be a place where anyone can go to learn about, teach, discuss and collect knowledge on all aspects of NeverWinter Nights 2 and it's predecessor: NeverWinter Nights.
The Citadel isn't like any other fan-related site. We don't require you to be a module builder, a roleplayer or a custom content creator -- or even to be able to use or run the toolset. All we really focus on is providing a place where anyone is welcome to talk about all aspects of NWN/2. If you have need of a tutorial, we can direct and assist you. If you are looking for a Persistent World (PW) or Roleplaying (RP) site, we probably know of it and might even have a link to it.
One of the things that sets the Citadel apart from most sites is what we do for our members. We provide not just general forums -- we can provide you with your own forum space to work on your module, project, idea or type of custom content. We have many members who will be more than happy to assist with just about any aspect of module building, custom content scripts and even some really decent modeling talent. What we have for our members isn't fancy -- it does work and it is free.
We also promote the use of common standards, practices and guidelines for the Community in order to reduce confusion and conflicting files when creating Custom Content, modules and campaigns. While not as popular as hoped, it is a good idea and one we at the Citadel consider well worth discussing. We encourage discussion on having standards and we will gladly promote standards and guidelines in all areas of NWN/2 that provides greater ability to create modules and content that doesn't conflict with Developer OC materials or other Custom Content.
By the same token, we don't have any trouble with asking Developers to assist us, the Community, in this process by asking them to provide us with more flexibility, power and access to files and code that allows us to increase our ability to customize. The Developers are as much a part of this Community as anyone else. After all, have you met anyone that designs games and doesn’t like to play them? I haven’t.
The Citadel has some really noteworthy members. Here's a "short" list of some of our more notable members:
dirtywick, creator of "Sublety of Thay," Vault Hall of Fame, NWN2 Top Download.
Phoenixus, creator of "Tragedy in Tragidore." Vault Hall of Fame, NWN2 Top Download.
Markus "Wayne" Schlegle, creator of "Pool of Radiance, Remastered." Vault Hall of Fame entry.
Berliad, creator of the "FRW Character Creator" Vault Hall of Fame entry.
jclef, winner of Obsidian's First Module Contest with, "Grimm Brigade!" NWN2 Top Download.
seryn, creator of "The Zelbross Affair" NWN2 Top Download.
Adam Miller, creator of "Dark Waters" and the "Pirate Cards." Vault Hall of Fame, NWN2 Top Download.
jackyo123, creator of "Nighthowls in Nestlehaven." Vault Hall of Fame, NWN2 Top Download.
Patrick K. Mills, Obsidian developer.
Robert McGinnis, Obisidian developer.
Vaei, 2nd place winner of the 2D Art Contest for Favorite Monster or Creature with, "Shadow Reaver"
Importantly, no-one "owns" the Citadel. It really is a Community site for the Community. We currently have more than 450 members and, while we may grow slowly, we have a very open, friendly and one of the most extremely supportive group of members in the Community.
I can say that with confidence.. For the same reason that no-one "owns" the Citadel, no members are "owned" by the Citadel -- each member is a completely free "netizen." Many of those whom we call members are also members of other sites. Some are from DLA (Dragon Lance Adventures,) some from C.R.A.P. (Classic Roleplaying Adaptation Project,) ALFA (A Land Far Away,) and from The DMFI (Dungeon Master Friendly Initiative,) as well as members from several other PW, RP and Single Player (SP) Sites.
There is room for more here. I invite -- and would like to see -- more 3D model makers, Plug-in and Tool creators and PW Admins and Builders to act as content experts, coordinators and liaisons to others proficient in those areas. Those out there who enjoy showing others how to do what they can do, who enjoy learning new things and helping others get things done are always most welcome.
Additionally, we invite Custom Content Creators, Players interested in playtesting modules, Scripters, Area Builders, Placeable creators, PnP creators -- well anyone who's interested in all aspects of NWN/2 -- to come by, check us out and see if the Citadel might be another frequently visited place for you.
The more knowledge we can collect -- and provide links to -- the better off the Community is. The Citadel, in my opinion, is the best place for this. We are open to all and our mission is to promote, disseminate, collect and teach -- as much as we can -- all things NeverWinter.
(One of our most exciting activities currently running is something called the DMFI+FRW: Waterdeep [the Dungeom Master Friendly Initiative + Forgotten Realms Weave,] which proposes to create pre-fabbed areas for anyone's use. Though the initial objective was to create DM Friendly compliant module areas for use with Multiplayer/DM'd sessions; it has grown into a serious undertaking in order to create these areas. Since this project kicked off, we have begun to partner with folks from ALFA, who are also deeply involved in attempting to create the city of Waterdeep for their PW site. In order to reduce overall building time and to increase the level of quality, both sites thought it valuable to see if we could collaborate on this and it seems to be very doable. If this pans out, we could easily say that this is something never before done by any other sites within the NWN/2 Community. It would be great to have more folks on board for this from other sites.)
When I joined The NeverWinter Citadel Project, I did so out of response to an impassioned post by Papermonk on the Bioware boards for NWN2 (for Obsidian.) It inspired me to wish to do something for the Community that has provided me such pleasure, assistance, friends I have yet to meet and a common bond of a love of Role Playing Games in general. I am now one of three Administrators and a Moderator for The NeverWinter Citadel Project. After a year and two months, I am still inspired.
Come on by and see what the Citadel is all about. I hope that you will be inspired too. You are officially invited.
dunniteowl is a Community member of The NeverWinter Citadel Project, as well as a Forum Admin and Moderator. He is also a Forum Moderator (post Citadel position) on the Obsidian NWN2 Forums at Bioware, as well as a Community Representative for Obsidian’s NWN2 Community. Additionally, he has been designing PnP D&D worlds since 1982, writing fiction and poetry since 1973, and also is in the process of creating a Science Fiction Role Playing Game System that may some day see the light of day. He is a father of one daughter and a stay-at-home, homeschooling parent. He lives in Texas (for now) with his wife, daughter, two dogs and two cats and thousands of books, videos and games.
Neverwinter Nights 2 Community UpdateNovember 2, 2007Hello everyone. It's update time again. For this issue we will be taking a look at a mod by Chimneyfish that makes the NPC heads available for playable characters. We will also look at an area prefab by SGK73 and we have a small interview of Kaedrin, author of some great Prestige Classes and some expanded spell books for some of the NWN2 Prestige Classes. But first, before we go too much further, please take a moment to answer
http://forums.obsidianent.com/index.php?au...=2&showentry=96Playable NPC Heads
ImmagineLooking for some more diversity in your characters? Chimneyfish has made the NWN2 NPC heads available to players during character creation.
This mod can be viewed
http://nwvault.ign.com/View.php?view=NWN2H...l.Detail&id=246 on NWVault
Area Prefab: Ritual Sites - Just Add Encounters
Immagine 2SGK73 has created another Area Prefab. His prefabs, always tagged with "Just add encounters," allow builders to create modules quickly and easily by providing high-quality, pre-made areas that can just be inserted into your module.
You can find out more here.
Kaedrin: Custom Classes for the Masses
In case you haven't been watching the forums, there has been a great effort underway by Kaedrin to create some Custom Prestige Classes. What started as a wish to improve one of his favorite classes, has turned into him becoming a one-man powerhouse of custom content creation. So far Kaedrin's work has contributed about 50 new spells, some new feats, a handful of prestige classes, spellbooks for Blackguards and Assassins, ammo crafting and ranged combat enchantment upgrades and new and revised spell domains.
As community members ourselves, many of us at OEI have been watching his progress with great interest, and enjoying the results of his creations, too. It's always great to see what community members can do in NWN2. So, with all of this in mind, I asked Kaedrin if he would be willing to share his experiences with us.
CITAZIONE
Greetings folks; my name is Matt and I go by Kaedrin in the NWN2 community. I returned back to NWN2 in May when work settled down a bit (I’m a software developer) and finally got to finish the official campaign with my Paladin character. One of the things I wanted to see was more paladin spells as I had been a bit spoiled by WoW’s version of the Paladin. I expected a bit more spellcasting oomph in my crusader and decided it was something I could start working on for myself and the community.
Immagine 3Around the end of June I started seriously putting together a list of changes I’d like to make to the paladin (some were new spells, some were new feats) to improve the class. I put together a small list of about a seven or eight spells I wanted to do and a couple feats. To do this I needed to catch back up to speed on doing custom content work since many things changed between NWN1 and NWN2. I started joining the NWN2 Community Rep Chat in case I had any questions on content changes.
After some insightful help from members of the community, especially the PRC [(Players Resource Consortium)] folks like Stratovarius who was a lifesaver, I started making headway on the content list I had and what I could and couldn’t do in NWN2. The spell list I wanted to implement continued to grow out of control until it was up to nearly 30 spells and a half dozen feats. Feature creep is the killer! I started picking up a lot of the sourcebooks so that I could find more spells and PrCs that I’d like to work on implementing.
ImmagineIn August I switched gears for a while to try and solve the thorny problem of the blackguard being of limited use past level 4. Blackguards and Assassins were both limited in how many spells a day they got in comparison with pen and paper and that seemed the best way to improve them. Feats like Wild Shape and spells like Shadow Conjuration gave me the idea to try implementing it as a subradial styled spellbook with each feat being a level of spells (since assassins and blackguards have a limited spell set). Near the end of August I posted up the first version with the Assassin spellbook upgrade to gather feedback. The next day I posted a new version that included the Blackguard spellbook upgrade and shortly after I posted versions including bonus spells for blackguards based on their wisdom and an improved fiendish servant for them.
I returned to the paladin upgrade to wrap it up with the experience I had gained on the spellbooks. I started experimenting with creating PrCs in NWN2 at this time as well. While working on the content I made the decision to try and support both the single player users and the module developers/PW worlds. So for each of my releases I try to provide a set of files that is most appropriate for how they use the content (overrides vs. hak files).

I recreated the Hospitaler that the NWN1 PRC group had done for NWN1 so I could compare a dry run to their work. When it turned out nicely, I added the Tempest from the Complete Warrior and released the two PrCs as my first PrC pack. A week later I wrapped up the last of the paladin spells (standing at 27 new spells for paladins, 14 of which clerics could use) and released it on the vault.
I was now working on three separate projects (paladin spells, blackguard/assassin spellbooks, and prc’s) that had some critical files in common so I rolled them all up together for a single release. Once the community was given the info about the new domains coming in Mask of the Betrayer, I decided to start putting together some new domains and to add more spells for the existing domains based off the spell compendium. I posted a release at the end of September introducing 11 new domains and revising 10 of the original domains.
September turned out to be a busy month as I also released a crafting upgrade for ranged weapons that allowed for the crafting of bolts, arrows and bullets made of various metals (adamantine, silver, etc) just like weapons could be. That was followed up by adding thrown weapons to list that could be crafted in various metals. After some testing I updated the release to allow for enchantments to be placed on ranged weapons based on some invaluable suggestions on the forums
ImmagineIn October I released the Black Flame Zealot, the Shining Blade, and the Avenger PrCs as well as another spell pack that added 18 more spells to the game. Blackguards were given the option of taking a pair of epic feats to further improve their dark aura of despair. I’ve also spent a considerable amount of time working with other members of the community (Draco and Reeron) trying to avoid conflicts with our content. We are fairly close to releasing a combined download that offers Reeron’s spell fixes and prc updates, Draco’s PrCs and warlock buddy, along with my spells, feats, and prc’s. From that point on our new content should easy to add to the combined package so that the community doesn’t have to pick and choose between content.
So far I’m up to 49 new spells, 4 new feats, 5 new PrCs, the spellbooks for Blackguards and Assassins, the ammo crafting and ranged combat enchanting upgrade, as well as the new and revised domains. I plan to continually add more spells, feats and PrCs as time goes on. More details on the content I’ve done can be found here
http://nwn2customcontent.wikidot.com/ which I try to keep updated fairly regularly. It’s a pleasure to be a part of the NWN2 community and I look forward to what the community and Obsidian creates! I’m always open to feedback, suggestions, and bug reports!
I followed this up with some additional questions for Kaedrin:
Q: Do you have experience modding in other games?QUOTE
Not really. I'm usually too busy playing the games to work in the SDKs they provide on new content. Very few games have had the lifespan and community interest and support that NWN has so it's usually been a matter of moving on to a new game and replaying favorites after a couple years. I did some work in NWN1 though very little of it was released to the public. The content was for a module I ended up not releasing due to terminal feature creep.
Q: What is the most difficult thing for you, when it comes to creating custom PrCs, spells, etc.?QUOTE
The hardest thing to do is to decide what would be a fair and reasonable substitute ability for a feat or spell that doesn't translate well (or at all) from PnP to a CRPG, NWN2 in particular. I try to come up with a solution that meets the spirit or intent of the original content without making it too weak or too strong. Not an easy task!
Q: Is there anything that makes creating custom classes, etc. easier for you?QUOTE
I've taken a number of lessons I've learned as a software developer professionally and applied them to how I generate custom content. Before I start working a specific set of content I come up with a feature list that I try to stick to since I have a habit of jumping around content areas. I keep a set of modules for testing the different ways I distribute content (single player and two different methods for multiplayer/module developers) that I try to use for the development of each release. Inside the single player test module I keep a few scripts representative of areas of content (AE spells, persistent feats, buffs) for easy reference along with the magic altar for leveling up test characters. I use the script editor and the Toolset -> Run module option a LOT to speed up development. In order to keep track of everything I have done, I keep a master module saved in directory mode that is the repository for all of my scripts, blueprints, and conversations to make it easy to do a complete rebuild.
When it's time to work on new content, I create a copy of the single player test module and begin working inside that module for all of the new scripts. The first step is to complete all of the scripting work. Second I develop the 2DA entries for the scripts. Then I go back to the source and type up the TLK entries. Once those steps are done I begin testing it with a new character until I'm satisified the content is working and then create the other versions for distribution.
Q: Is there anything we could do to make things easier for you?QUOTE
There are a few 2DAs that I could use some better documentation on and a few areas of functionality hidden behind the engine that would be nice to have exposed. The ReqType column of the CLS_Pres_*.2da file being one area we have limited information on. In the feats.2da file, I was wondering if the "GAINMULTIPLE" and "EFFECTSSTACK" column were working? I haven't had time to test it myself yet though I will soon to see if I can stack sneak attack dice instead of coming up with a total between multiple PrCs and granting all the feats up to that one.
New functionality I'd love to see would be the ability to have a feat instant like Divine Shield. I believe there was a column added late in NWN1 that would tell the engine to fire off the script instantly. There are a lot of spells and feats that benefit from this without needing to change them to last for a few rounds to make up for the lost round activating the ability.
There are some areas of functionality that would be nice to have exposed from the engine but these are also the areas I expect the least amount of changes in. There are a few abilities in the game (Death Attack, Stunning Fist, Smite) that a CC developer has no access to. If we could set a local variable on a character that added to certain abilities and the engine pick that up it would go a long way to "customizing" key abilities without requiring they be moved out of the engine. For example, a localint on a character named "DC_Mod_Death_Attack" that the engine would add to it's calculated total would solve any custom class abilities that we might want to tweak. Bonus_Damage_Smite for Smite. This could be used as a way to do "stacking" bonuses for class or racial abilities and would be the icing on the cake. If Obsidian came up with a dozen or two local variables that the community could modify (each of the stats, each of the AC types, a few abilitity DC's that we can't change the scripts on, etc) we would be able to implement just about anything we might want. An alternative might be for Obsidian to add some feats that accomplish the same thing behind the scenes like the RDD feats. One for +1 Dex, one for +2 Dex, etc. A few of the feats could really use this for the number of uses a day as well (Smite, Stunning Fist, Bard Song) since we can't really add new versions of the feat.
The last thing I can think of (shooting for the moon with everything of course ) is probably a solution for the need to override the dialog.tlk file. If the OC/MotB modules had a blank custom.tlk associated with them (and they worked from the override) the community would never need to alter the Dialog.tlk file again. Content developers would only need to do one version of their projects instead of two (one with the Dialog.tlk values for single player, one with Custom.tlk values for Module/PW developers) which would save an INSANE amount of time and testing. I plan to experiment with my install directory a bit the weekend after next and see if this would work by adding a blank tlk to one of the OC modules in it's campaign directory and then dropping my custom.tlk in an override without a dialog.tlk and see if the string table values are found.
Oh yeah, one more! Heh. How about adding more domain slots to the character bic file and a script function to add a domain to the character via a id from the domains.2da file? There are a lot of divine PrCs with bonus domains I'm looking at doing with the subradial spell-feats (though I'd need 1-2 per domain) that are going to be deeply time consuming if I go this route. I'm not opposed to it, but there might be an easier way!
Q: Is there any PrC you especially look forward to implementing?QUOTE
That's a pretty difficult question to answer. Since I got into NWN2 CC in order to upgrade the Paladin, the Annointed Knight is probably the one PrC I most look forward to. The idea of a Paladin wielding an ancestral blade with a thirst for knowledge seeking to stop evil and better themself? Very hard to pass up! That said, I'm really looking forward to working on (and playing) the Seeker of the Song as well since bards are my second favorite class behind Paladins (followed distantly by the Favored Soul, many thanks for the class!).
That's a lot of great information. Thanks for taking the time, Kaedrin.For more information on Kaedrin's work, you can visit his website here.
Kaedrin's PrC pack with new PrCs, feats, and spells: Click Here
Kaedrin's Crafting mod with enchanted ranged/thrown weapons and craftable ammo: Click Here
That wraps up this edition of the Community Update. As always, questions and comments are always welcome. Also, you can contact me via PM here, or on the NWN2 forums.
Edited by Cattaneo R - 20/2/2008, 18:27