Thursday, January 22, 2009

New Beginning

I know I'm slow, very slow. And for a long time I thought building in NWN2's toolset would be just too much for me. And it is slow, much slower than in NWN1. In the old toolset a basic area layout took me a day or so, and the Runghold area as it is now took maybe a week. That means already basic lighting, some working doors, market stands and some NPCs I got excited about (see Anna).
NWN2 is much slower. I started with some interiors, as was suggested to me, and while it's certainly more clumsy than NWN1's toolset, working with tiles isn't totally new and I got used to it soon enough to lose interest and started with exteriors. The first one was a lake in the hills, the basic idea was a cave entrance under the water level a player could "dive into". Quite simple, but for a newbie like me harder than I imagined. The problem is really, with total freedom in forming the landscape the builder actually has to plan ahead, and that's something totally contrary to NWN1 where I used to start somewhere and experimented by clicking and trying wildly until I found something I liked and from where I can work further. NWN2 doesn't leave as much room for experimentation, because mistakes can easily lead to a total startover.
Anyway, during the last few months I was working through some of the basic tutorials available at the vault, and even though I'm one of those persons who hate tutorials, I recommend this to everyone. The Hitchhiker's Guide to the NWN2 toolset is essential for a newbie, another great ressource with further steps into intermediate building is NWNmaster's NWN2 Toolset Guide.
Always a source for inspiration is of course the server I used to play on all the time. Not only does it show wonderful building, it also led me to thinking what I would do different or better if I had the skill.

Fine, after this little introduction now the great (?) news, I started building again with Middleforest in mind. Of course I started with Runghold, and I can only say it's very slow and painful. After a week or so it still looks plain and like Lego in the toolset, and I admit after Five days of building there's actually not much to see, it's far from being impressive or even nice to look at. The reason, besides what I said earlier, is walkmeshes. Walkmesh, the curse of any enthusiastic builder? I can't say, I just know I can't for my life figure out the strange logic of this beast. It's simple in a plain exterior area, you have that nice grid with all the nice triangles in yellow and you can add and erase parts... so far so good. A simple bridge over a small river, all fine. But Balconies, stairs, docks, "selfmade" bridges... it's hell. Two days I was only trying to allow a PC to walk on some walls or on the docks I built, I tried walkmesh helpers, tried to figure out how walkmesh helpers work (a tutorial from Obsidian was no help in my case at all), and came to the conclusion it's just a matter of trial and error, and a lot of luck. If I give up building again, it'll be because of Walkmeshes, that's for sure.
Anyway, last but not least a few clumsy WIP screenies, just to have some screens on my blog again.


My first clumsy exterior...

Basic layout of Rungold in the toolset, not many buildings to see yet


A selfmade bridge - maybe too ambitious, I doubt I'll get the walkmesh thingie done :)


The basic docks

Monday, December 8, 2008

What's become of Middleforest?

I'm not sure how many people had really been interested in this little project of mine, but I guess I owe the few at least a short update on what has happened to it. 
However, it's not easy to put it into words. I think the main reason I stopped working on it (yes, I did) is that I got used to NWN2. Yes, I know, don't remind me about my bitching about the game, most of it is still true. There are about a thousand things I still hate about this game, but there are a few that changed my view a little. The main on the builder's side being artistic freedom where NWN1 limited me too much, and then there's the simple fact that the graphics can be nice if you know how to do it right, and I just love eye candy. The official game and the first modules and PWs I played just didn't give a hint of what can be done when the builder actually spends some time with things like light and shadows, or shows real creativity in the use of the terrain editor or placeables. Hence my impression that the game looks dull and boring. 

I was wrong, it can look awesome.. it's just a tremendous amount of work to get there.  Last but not least, for me as a player it means also that I can have a more immersive world to play in with a character that looks nicer (yes, thanks to custom content and some creativity NWN2 characters don't have to look ugly) and has much more options to advance (new classes, four classes allowed, etc. etc.). So yeah, as a player I got used to the game and don't want to miss it anymore. I miss building Middleforest, but then, why build it if I spend my playing time in NWN2? The logical solution would be rebuilding it as a NWN2 PW, and that's my dream.
But, now to the downside, I just can't get used to building in NWN2's toolset. The whole thing is such a pile of crap, it's unbelievable. Yes, it is powerful, much more powerful than the NWN1 toolset, and yes, I've done the tutorials and know how to build an area now. There are advantages, I like the dialogue and script editors in NWN2's toolset, but the rest is just an unintuitive mess. One could say, the difference between NWN1's to NWN2's toolset is like switching from the Mac to Windows, but that would be an insult for Windows, because compared to NWN2's toolset it's an awesome, stable and secure environment you can work with perfectly. 

NWN2's toolset crashes like mad, it spits out error messages like mad, your module is getting corrupted every second day, you have to micromanage all those plug ins, spend a day alone to get the GUI into an useable state. It's a science for itself to get that thing just into a working state and learn how to avoid the worst errors before you can even start being creative.
Then there's the second problem, that being the options. You have a lot of options, and that's good. You can scale, you can tint, you have uncountable ways and options to change things. But, it's in no way intuitive or easy to get there. Scaling with a simple slider? Na, you have to do it by putting numbers into a text field... you know, things like that. It's made for geeks. Assign a tlk to your mod? No, an "open file" window would be too easy, please type in the name of your tlk. Just two small examples, but examples for the unintuitive way that thing works. 

Plug ins... oh, yes there are some helpful ones, nobody can live without the famous Sin plug-in for example. But after each and every game patch you have to wait a month for all the plug-ins you use to be updated, because every toolset update breaks them... or you have to learn how to edit xml files. Sure, no problem for the average geek, but I'd just like to build and not spend my time with the pain of managing the toolset.
Another usability problem with the too many options is that it simply takes a lot of time to get something done you really didn't want to spend too much time on. A good example is the area lighting, done with the day/night cycle options. Yes, we have... um.. don't let me lie... 8(?) stages now instead of the simple day and night in NWN1's toolset. Of course that's great, you can control how your sunrise looks, how your noon, afternoon, evening hours, nightfall, midnight look, but it takes such a long time to set up just this that you have to ask yourself where to take the time for actual building.

As for building, I have to admit the terrain editor lowered my self-esteem a lot. Theoretically I can do everything I want with it. Practically, I'm never satisfied with anything I do in there, I'm playing around for 8 hours just to get the basic landscape done, look at it in game and trash the whole area because I finally discovered I totally underestimated this one brush size or overestimated the size of that river or whatever, and that before I even placed the first house into the area. I saw wonderful area building where I play, I often walk around thinking what I'd alter or do it better or different if I built it, but once in the toolset I'm getting one blackout after the next. 
To make a long story short, I think the main difference between the two toolsets is that NWN1 rewards you immediately, you start building and really make fast progress, the preview rewards you quite often enough to give you a reason to pat yourself on the shoulder.
NWN2's toolset takes very long to reward you, much more often it kicks and bites you, and sometimes you think you finally got somewhere, then try it out and notice you messed up so badly it's not worth trying to fix it anymore. It can be very frustrating, and I'm not sure f I can ever really start working seriously on a NWN2 version of Middleforest with that in mind. 

However, recently I asked Squatting Monk how our (actually his) little xp system and the other stuff we thought up together is coming along, in contrary to me he has actually made some progress with his mod. I'm not sure if it would help, but it might be a little encouragement if the systems, especially the xp system, could be modified to work with NWN2. I still think they are awesome, and I think a NWN2 version of it would help making a really unique world for those who, as sad as it is, got lost to NWN2 like me. The NWN2 side of things really lacks good RP servers and unique worlds, and I got to the point where I think this game deserves some love too. If it just wasn't so damn hard.

Anyway, that's it for the moment. To make a long story short, instead of building I'm now dreaming of building... something like that. Still trying to change that again.

Sunday, June 29, 2008

Some progress outside the world

Well, the module gives me some little problems again. At the moment I'm trying to reanimate the DMFI... it stopped working a while ago and I couldn't yet find out why.
Huh, DMFI? Oh yes, that's the set of tools, scripts and nifty stuff from the Dungeon Master-Friendly Initiative , a must for every persistant world that wants to show off a bit. For players the nicest addition is usually the speech command system, you say *sits* and your character sits down... and of course the languages. Well, but that's exactly what doesn't work anymore, and so far I haven't figured out why.
On the positive side of things, Ben sent me some fixes for my haks, which means, no more crashes and incompatibilities with certain haks and tilesets. Finally I can make those interiors I had to put back two weeks ago. Yay.

Outside the mod, you probably noticed the new logo and blog layout (I hope you did, and I hope you like it - I do). Credits must be given to lowfatpretzels who had to look through my dozens of pics and gave some useful tips ( the thin red line! ).

I also opened a forum. Uh huh. I know, it might be way too soon, but who knows how long it'll take me to learn how to run it. It's linked on the right, you can go there and spam the Off topic section so I can delete it or whatever. Or not. It'll take a few more weeks until the forum will have a real use, I guess. :)

Friday, June 27, 2008

Mists Over Middleforest

Nuff said.

It was one of my first thoughts, I now have two A4 sheets full of other names, but a decission has to be made. That's it. Unless there's an outcry from my thousands of readers, I'll use this as the final title.

So, welcome to the Mists over Middleforest.

Wednesday, June 25, 2008

Finding a name

Now it's getting hard. I've come to the point at which I'm not only annoyed by the fact that my module still shares the name with Michael's (and it's obviously his module name, not mine), but also need a real name to continue the development progress.

I've always been uncreative when it comes to names. When I make a NWN character, I usually hit random name until something shows up I can live with, sometimes I alter it a little, but that's it.
The names I chose for my cities are obviously historical names, and I'm incredibly proud that I found at least a name for the village of Niederhoeve. Yes, that's made up! Yay. Took me only a day or two... and I bet there's a real village with that name and I just forgot about it.

Nevertheless, now it's time to make up a name for the module. And that must be final. I can't open a forum with the name "Shadows of Whateveritscalled" and then rename the mod to "Light of Iknowwhatitscalled" later.

Don't think I've run into the problem just now... I was brainstorming since I made my first area, but still haven't come up with anything.

So here are my brainstorming results so far:

First off, avoiding clichées. Clichée words would be... (I'm sorry, SM)... Shadow... Dawn... Darkness... World... Sword... Hammer... Gate... Battle... Words and names from the Forgotten Realms, Words and names from nordic tales and history. Words that sound guttural like a rock (e.g. Rammstein).
Now of course I don't want to use anything that sounds like a pony farm either..., it's a dark world, so I'd avoid words that make you think of sunflowers and little fairies dancing in circles.

Then, of course, I'm trying to set this world apart with more european themes and features, something I also should try to "communicate" in the name.

From the features in my world I can't really use anything that describes the world...there's a huge forest in the center of my mod, but I don't know if it's enough to justify a name with "forest" or "wood" in it. After all a lot of the story happens outside the forest, in urban areas near the coast or in mountain areas... hmm... what about something... misty? Mist over... but no, there's also sunshine. But I like how Mist sounds... of course german players might think my module is Mist and move on... (ha.. ha... use an online translator)... haze... hmm... Mist over Darkwood... no.... Haze over the Black forest... hmm... well, I've been that far 6 months ago.

So.. how about you two additional lurkers who read this blog finally show up and throw in a comment? I need words... soon... I'm already googling for free forums but can't start one before I have a name! Dammit!

Edit: Hey, I just thought... Middle+Forest = Middleforest... is that a name? Does Middleforest sound stupid? "Tales from the Middleforest", "Mist over Middleforest"... something of that kind...

Friday, June 20, 2008

Stuck again.

The enthusiasm of my last post didn't last long. Since I wrote it, I made zero progress but ran into too many problems again. Again of technical nature, and I've never been so close to dropping the whole thing. I'm just so sick and tired of being stuck again because of things I simply don't understand and cannot for my life fix myself.

So, whiny Casa, what is it this time?

I think the initial reason for this post is actually that it took me hours again to tell my router to *#%&ing post the testserver to the internet... Lol, yes, that was the last thing in a series of annoyances. Some day I'll have to host this module, and I know that will be the horror. I'll have to take care of a MySQL database. Hell, I still need an hour until I figure out how to log into the MySQL database, and don't ask me what all this geekish shit inside it means. The same could be said about my router... well, not really, I know a little about what a router setting should mean, but that doesn't make the router do it. I'm absolutely sure there's a geekish gnome living inside my router showing me the middle finger each and every time I change a setting. "Not now, a**hole, it's dinner time. I'll change your settings tomorrow".
That's the third gnome house I'm currently using, and all the guys in each of them must have been relatives.

Okay, so much about the things outside of NWN, the small everyday annoyances of digital life.

Inside NWN, I'm currently having bad problems with scripts and custom content again.
SM is working his rear off, but it doesn't make me feel any better hat I can just sit here and watch while he's again doing things for me.
The problem itself is tied to the whole xp system again, NPC and creature behavior, and to make it short, my creatures and NPCs currently stand around and do nothing. Nothing means, I can go to a hostile creature and kick it's shin and it stares at me blankly. NPCs forgot how to talk, and... well, it's highly frustrating when the last thing you worked on was adventuring areas and NPC dialogues. Because at the moment there's absolutely nothing else to do for me than working on encounters and NPC dialogues, but.. sigh... I can't.
What was left to do was a few interiors I planned for a haunted village. But no, NWN shows me he middlefinger, I can't place any doors in any of the tilesets I wanted to use. Back to 2da work? The last thing I want to do right now.

Well, those are the few major annoyances I ran into lately. There's more though, dozens of details like the toolset telling me it's missing scripts I know it shouldn't miss, or that some mystic containers are full and can't accomodate any items anymore (never ever placed or used or looked at a container yet), and so on.

To make a long story short, I'm having a bad headache since my last post, and I'm totally frustrated because I can't just do what I want to do.


To kill some time and frustration, I played a little bit in Dammendrech and finally finished Mass Effect.
Mass Effect left me very disappointed, but it's nevertheless a game I'd recommend to everyone if it hadn't that totally ridiculous DRM scheme with activations.
The storyline is a clichée, mixed together from various sources, some more, some less obvious, and the whole game is again aimed at the US teenager who's dream of life is becoming a hero in the army and saving the world. Blech. However, the presentation of the game is awsome, the cutscenes wonderful, the voice acting and visual quality of the actors totaly sucks you in. I just hope they'll make the storyline more interesting in part two, leave out the horrible sidequests and change the DRM.

7.5/10 for Mass Effect (presentation 10/10).

Now, Dammendrech. That's a NWN2 world I sometimes (or often the last couple of weeks) play on and that has become a temporary refuge for me. It's run by a few people I know back from Vives, first of all lowfatpretzels who I played with quite often and who dragged me there, and the admin and head DM and head builder and whatevernot Vulpina, who's Vives chars I had run into sometimes, but never got to know well.

Now Dammendrech is a RP server that suffers from a lot of the problems I mentioned in older posts, last but not least it has a ridiculously harsh death penalty that would drive me off immediately anywhere else. From the game mechanics, a lot of it is exactly what I'd like to avoid in my module.
Nevertheless, it's a nice server. Why? Well, great attention for detail, very nice building (within the borders of NWN2's ugly graphics of course), a believable and unique setting that avoids stereotypes, very few silly effects and magic and all.

And first of all, the people are nice and relaxed. It's extremely newbie-friendly, DM attention is guaranteed and always positive, and it's constantly changing and being worked on. That's probably what really makes a server worth playing, and of course I'm again stealing ideas and try to learn.
Well, enough of the praise, actually there's still a little lack of content and some flaws and all, and I often found myself not knowing what to do with my char when noone was on. Besides that, if you want to check out a NWN2 world, give that one a try, it deserves a little attention.

Well, now while I wrote this, SM sent me a new mail telling me that my module has definitely other bugs in the system than his test mod, which was very reassuring and of course I can't wait to track this next one down. Yay.

F... it. :(

Sunday, June 1, 2008

Finally some new areas

I finally had some enthusiasm again and made a few areas to be used around the town of Niederhoeve. So here's what players will find on the other side of town:

We follow the road to the farmlands and come across this mill...


A different view from behind the hill...

..and find a small cloister called St. Magnus.


We can also take a different path that leads us to a lake...


Which continues into the Niederhoevean Moor...


... which gets a little darker...



... and eerie the deeper we go in.


I think I have some good ideas about what happens in these areas. First off, I don't follow the rule that every area must contain some quests or encounters. I think for an immersive atmosphere there have to be some "travel areas" that have no other meaning than to give the player an impression of distance. However, I'll try to add as many small quests or things to be found to make it not too boring.

Let's start with the cloister. I was thinking a lot about monks in the module and would like to try making them more like a classical monk (as in christian history). I actually have no idea how to couple that with the FR monk and his mastery of martial arts, but might find a solution.

However, my idea is to make quite a few monasteries all over the module to give monks a reason to travel from one to the other. Some might be like the one in the screenshot, a small cloister in the middle of nowhere, while others might be huge like castles with a small city around it.

Furthermore, I think it would be a nice idea to make monk and nun cloisters, some monasteries will only be open for male while others only open for female monk PCs.

But before I do that, I have to fill those swamp areas with something nasty. No details on that yet.