Wednesday, May 16, 2012

Picking it up again... I hope


No, Middleforest isn't completely dead yet. It just smells funny.
After all my failed attempts at doing some techy stuff (first the scripting, then creating custom content) I simply had to take a long break and do other things. There's real life for one, and for the lonely evenings some other games to try out. After all my Singleplayer adventures like Skyrim etc. I needed my roleplay/interaction fix again and tried both other NWN2 PWs and some commercial MMOs just to get an idea where I'm going and what my aim is. After a long time I came to the conclusion that my goals haven't changed and my basic ideas for a PW are still good ideas.

There's no alternative to Neverwinter Nights multiplayer if you're looking for immersive roleplay in a multiplayer game. No MMO can even get close, and nothing will come in the near future. While some MMOs have an interesting concept ( TSW ), they're still MMOs and you will never find the same quest qualities and roleplay quality as in a NWN world made by and played by people who are looking for the same thing. I actually liked some MMO ideas, Age of Conan wasn't half as bad as I expected, but still you have the same boring and meaningless hack&slay, dull quests and, sorry, stupid players. Rift, a game that got nice reviews a while ago, was on a Steam sale and I grabbed it for like 7 Euros. I couldn't even make it past the first noob quests, the dialogues and endless respawns are mind-numbing.

So no, MMOs are not what I'm looking for. I always wanted to have Middleforest lots of things that make it feel like a singleplayer game at times. A very good example is Dasaria, another NWN2 world. I haven't played long enough to go into detail about the setting, world design and combat stuff, but their initial quests for new players are perfectly done. Cutscenes with emotes, great dialogues, quests that are actually fun to play (Vampires!). A huge thumbs up for that, Dasaria guys! The only nitpick I have is that the quests are repeatable after every reset, but well...

As for area design, that's where I aim for more, and from all the worlds I tried Vulpina still makes the nicest areas. I wish more modules would go into so much detail and love for atmosphere. Couple this with Dasaria's quest/writing quality and you're already close to perfection. One world that I tried early on that had also some very nice areas was Legacy - Dark Age of Britain. One big problem I want to avoid in Middleforest though is that you notice that there are different builders with different styles. Other than that, it also has something I like: A unique level system with roleplay focus. However, I don't like permadeath servers, so there you go, Legacy, have fun without me.

Anyway, all this only makes me want to pick up building again. Of course I will run into the very same problems as before, mostly tech hurdles and the lack of a scripter. Also, as hard as it is, I will have to rebuild Rungholt. I never build for lowend systems, especially nowadays anyone with a mild interest in games will have a setup that works for NWN2 at a good quality. But hell, Rungholt makes my own comp melt, and I don't want to know how it feels with many players around too. So, it looks like areas have to be split up, smaller quarters etc. Which is actually quite nice for the atmosphere. But yeah, lots of work. Fortunately, at least area design is fun.

Sunday, March 4, 2012

Learning 3D stuffs, part three: The showstoppers

Part one
Part two

In this part, which should sum up where I'm standing now, I think it's best to simply answer to some quotes from people trying to help directly or indirectly. This is not to say you're not helpful, quite the opposite! It's only to illustrate where I have the real problems and that the small things many take as given can be horribly frustrating for a newbie.

A while ago I asked Jester for some advice, after he already reinstalled everything NWN2 just to fulfill a model request for me. He's incredibly helpful, but... the thing is that his tips on a workflow mean absolutely nothing to a complete noob, and it actually ended with me thinking "I must come over as completely retarded" and being too shy to ask any further questions. At that point I decided that trying to learn this is a complete waste of time and I'd never make any progress, so I stopped trying until now.

Anyway, I'll just copy/paste some parts of the workflow and comment as good as I can:

Jester said:

"NNWC workflow:

The NNWC bases were done with Blender and Daz Studio and the Rachel base. I imported a simple female mesh into Blender and exported it as an object. Also did this with some gloves and boots. I then imported the objects into Daz. I then set up a Rachel figure to have the same size and pose as the female meshs from NWN2. You can set meshes to be partially transparent in Daz which made this easier."

This part is quite clear, the main problem probably being that I don't use DAZ at the moment and need other means to pose. If it was just the body, I could probably get rid of Make Human and use DAZ instead, but this won't help with the .nifs or whatever else I export. Anyway, no problem understanding this part. 

"Once the Rachel mesh was as close as I could make it to the NWN2 meshs (this took a while) I exported it as an obj and imported it into Blender. I now had a high poly base for the NNWC mesh."

Quite clear too, although I had problems with the object export the one time I tried. Could it be that it affects quality? In any case, the idea is clear. Going on.


"I then created the NNWC mesh using Blender's retopo tools and shrink wrap modifier." 


Fill in a Homer Simpson face here. I.. have... no... idea. Not what these are, not where to find them. This short sentence makes me cry. 

"Once this was done I had to rig it to the P_HHF_skel by painting on vertex weights. This took a while too..."


Ahh... my favorite topic. Vertex weights or lolwut? Okay, seriously... I have a basic understanding on what they are - they handle how much the mesh is affected by bone movement... so if you move the right arm bone upwards, the mesh of that right arm should move nicely along while the left foot doesn't move at all. This is what I understand. Now... when I switch Blender to vertex paint I get this:


Yup. So... I can paint a question mark there and that's all that comes to my mind in this mode. I understand that in theory I should tell the body mesh how much the movement of a specific bone affects it. But HOW I do that here, I have no idea. Or... how could I see existing weights? I mean, this mesh is already rigged to the skeleton below and moves with it (this is the Jester model), shouldn't that mesh already be colored like a rainbow? Where do I choose which bone I want to paint weights for? Or am I just in the wrong mode and should switch to Weight Paint...


Which is exactly the same problem in blue? I'm sorry, but this is where I'm totally lost and think I'm too dumb.

"Then I marked seams on the mesh and unrolled it to get the UV map."

Got the idea of it, I guess it takes some trial and error but I understand why and how (might have to google the exact steps again, but anyway).

"Edited it to make the best use of the texture space."

Now how to do that is a different topic, no idea how to edit that UV map... inside Blender? Can you move stuff around on the map and the model later still knows what you did? I'm far from those steps yet, so we'll see.

"The baked the diffuse texture, ambient occulusion and normal map from the high poly model to the low poly model. This captured all the muscles and features in the high poly model."

This would probably a whole new chapter of the walkthrough I need. I get the idea of using a high-res normal map to make a low-poly model appear smoother, but how...

"Saved the textures, combined the diffuse and AO in GIMP, saved as .dds."

Not sure about the whole AO map and combining it with the diffuse, but I guess that's a topic for much later. Saving something as dds, that much I learned already! Yay. 

"Reduce the alpha value of the normalmap in GIMP, blurred and smeared out any baking artifacts. saved as .dds"

Same as above, not sure about the alpha value thing, rest makes sense. 

"Set up the material in Blender, deleted all unnecessary meshes (the high poly ones), checked it all looked OK."

I just have to mention what a major pain in the rump the setting up of textures in Blender is. I only get that done accidently, never exactly knowing what I do.

"Exported to mdb. Done..."

Well, I tried that before, just for the laughs... 



... but then found out it's probably because I deleted everything that isn't the mesh, like the collisions (no idea what to do, how to deal with collisions)



"NIF usage:
To use .nif meshes the big chunk of work will be reskinning - the
skeleton used in NWN2 is different to the Fallout 3 one. There is a
script in Blender 2.49 that interpolates weights from one mesh to
another, but this doesn't work in 2.56. I mean to update this as well
because it's very useful."

I think this is the Bone Weight Copy script I mentioned before and already installed in a version that works in 2.6. How exactly to use it is another question. I assume I should put the two meshes (say, a body and a shirt) as close to each other as possible )like the body wears it), then select both, then run the script, and it should translate. However, same as above with the manual painting: How do I actually check if it worked, where can I SEE the weights, where can I make my adjustments? That's the part that is too much for me, and I bet a model that doesn't fit the other mesh as nicely as a catsuit will need a lot of adjustments.
The most helpful thing I could google for that is this TES tutorial. Sadly it's not explaining most of my questions and is also for Blender 2.49 which is essentially a totally different programm....

"LO1/LO2 meshes:
These are lower poly meshes that are provided in the NWN2 .mdbs. They are meant to provide lower poly models to be used if the object is a long way from the camera. In practice they are not necessary. I've tried to understand what makes the engine use a low poly model but can't - I think that at high graphics settings it just doesn't bother. These meshes are not necessary and can be removed. None of my models have them."

Never heard of 3DSMax people deleting those (I've looked over some 3DSMax tutorials hoping to get some pointers), but from what I know from using his stuff he's probably right, everything works without them and it probably saves me a lot of extra work and headache ignoring those.

"You do need the COLs - these objects are used to store the collision sphere info from the .mdb. Don't try and edit them."

Which raises the question, how to deal with them when I made a new mesh? Should I... somewhat... assign them to it? Should I, say, position the new model into the exact same postion as the old one so that, uuuh... those collisions keep working? I have no idea, these collisions confuse me, I only know I accidently deleted them way too often. 


"General points:
Always model in quads. This thread is useful:
http://blenderartists.org/forum/showthread.php?t=93651
Let the export script triangulate it for NWN2. Don't worry too much about poly counts, graphics cards are much faster than they were five years ago. Do try to remove unnecessary faces, have enough to get your meshes profiles looking smooth. Having too many faces near joints will look bad because the NWN2 skeletons don't have extra 'joint' bones to prevent the joint squashing (You'll see what I mean when we get to rigging proper)."

I almost missed that last sentence there, which might explain my problem with the Make Human model in the last post (armpits). So reducing the vertex count down below the arms could help if I understand right? Something to try. 

"The export script doesn't handle relative paths correctly - make sure you have specified your texture files with absolute paths. Although Blender can read .dds files it can't write them. Do the UV and texture last. Get the mesh right first."

Dunno what that absolute/relative paths is about. DDS thing is clear. Doing UV and texture next year as it seems anyway.... Hoping to get the mesh right until then.


Well, so far for this walkthrough... I hope Jester doesn't mind using his quotes here, but I think this serves well to illustrate my problems.

Learning 3D stuffs, part two: Getting started

Part 1 is below

Now to the part where things get really messy: Importing and starting to work in Blender.
Sadly this is probably where most misunderstandings occured in the past when people like Jester tried to give me some hints - the problem isn't really how to import or sticking to NWN2's specific conventions (well, once we get to exporting that's not quite true), but the main Blender workflow itself that most people who have experience in 3D apps take as given, like "then just paint the vertex weights..." - lolwut?

Well, let's start with the things I have covered already. Import.

Importing a NWN2 mdb works. I'm using Jester's nude as a base here because it comes with everything I need and armors can't be slimmer than that. Importing with the standard settings + "find amature" I end up with this:


Just for the record, I also managed to get textures in somewhere in the past and even on this import they show when rendered (F12), but that's another topic. So what I have is the main mesh and an amature to work with. The amature is actually not the NWN2 skeleton, only a replacer to give you an idea where what is. Posing this or making changes to it is no option if I understand correctly, you can only use it to make sure the mesh fits it as good as possible. So much for mdb files, let's hop over to Blender 2.49 and .nifs:


Again using the default settings for the nif imports, I'm ending up with a model that looks quite okay for now. Note: I'm only using this one for testing, I only plan to convert content I'm allowed to convert ;) ). But, if you compare the picture with the mdb import above, you should already see a difference - the pose. A comparison pic from an older post:


So the main problem with all the new models is getting them into the same pose as the NWN2 skeleton. And booooy, that's where the trouble starts. I'm not even talking about making it fit exactly already, only about... lowering the arms?
The .nif model for example comes with no skeleton... or rather, there's some sort of amature included which I can't quite figure out how to use. When I try to move/rotate/etc, I get....


So. And that model should fit the base human mesh from NWN2 some day? I don't see that coming... I assume I have to make a new amature, and paint new weights... which, frankly, is only sentences I have picked up while reading the webz, because, hell I have no idea how to start with that.

What I know so far from resources like the Blender Noob to Pro is basic manipulation, I know how to grab, move, add verex points, edges, faces and cut them off, I also can scale bones... but that's it, and learning even that is very hard in Blender because it's the damn most unintuitive thing ever. I'm no computer illiterate, I learned the toolset, Photoshop, whatever, but.... this? This is rocket science. Anyway, rant over... switching to Make human now because the problem there is similar and yet different...
In make Human I created a slim female figure I'd like to use as a new base (I know people start with easy things usually, but I'm not interested in creating a new barrel for NWN2, I want to work on what I really want! ;) ). The big problem is that you can't pose in Make Human, but you get support for that in Blender. I export using the usual settings and import it, scaled to 0.13 which is the closest I can get to the NWN2 model. I end up with this:


Not too shabby, isn't it? The problem is, even though it comes with a skeleton and already set up for posing, actually posing it is much harder than I thought. Some rotations are completely impossible, like turning the hand. I found it almost impossible to come even remotely close to the NWN2 mesh. Here's what made last night:


Left you see the NWN2 model, right the Make Human. Yes, I managed to lower the arms, but it looks already less natural than the NWN2 one, even though the mesh is of a much higher quality. Look at the hands, I can't get them into the same position (important later for gloves or bare hands). And I can see the exact same problem coming with any Bethesda models too, all of them, even if I could manage to pose them, would be very hard to pose in detail. Details like... the Make Human skeleton doesn't even have all the finger bones, just one for each finger where the NWN2 skeleton features every knuckle (you want to make a fist later to hold a weapon, yes?).
Another issue is the heavily deformed mesh once you start posing things in Bender. Take shoulder and armpits...


You don't even see it that much here anymore because the arm is too low, but if it's at say... 20 degrees more upwards the armpit looks ridiculously deformed. The shoulder already looks absolutely unnatural. This is the problem with posing in Blender. If you compare it to Jester's base (posed in DAZ), the result looks much better:


Pity the DAZ body isn't to my liking and you can't pose the Make Human one in DAZ... anyway, you might say "who cares for nude bodies", but the same problem will probably occur with .nif models too (if they were even posable in Blender), I'm not looking forward to it.

All this is still very basic stuff. I've not talked about cutting heads off yet etc, but I managed this. Where it really gets over my head is the posing for one, then the whole "rigging up to NWN2 skeleton" thing which is absolutely mindblowing for me. But as you can see, my problems already start long before that.

To be continued.

Learning 3D stuffs, part one: The setup

As I said in my last post, I'm always looking jealously over at the Bethesda community which seems to put out hundreds of new models every week with ease, a lot of them armors or body replacers of high quality. The NWN2 community started off with quite some enthusiasm years ago too, but seems to have died out when it comes to nice clothes etc. Unacceptable! So the only solution is, trying it myself. As long as it's just retexturing of existing models, no problem, I have figured that out myself, being familiar with Photoshop and having learned the basics of file conventions in NWN2. But where I'm completely lost is the 3D side of things, actually doing stuff in a 3D app.

As some sort of reply to, say, Jester's helpful mails last year, the few tutorials I've found and Frank's comment to my last post, let me start with where I'm coming from and where I really get stuck.

As for NWN2 works, what I did so far can be seen in that little hak linked on the right (I still don't get why I have that age restricted thingy there). That is based on Jester's New Nudes (with clothes), basically a collection of textures attempting to suit every race as good as possible.
Furthermore, not uploaded, there's my attempt to use Jester's belt-slot clothes to create some dresses and undies. Example:


What you see up there is actually not a painted body model, but the lingerie is a 2nd model worn as an extra piece of clothing above the main body, enabling you to use any body texture with it (a blue one for Genasi, a dark one for drow etc.). The lingerie model is a piece of clothing worn as a second layer in the belt slot (NPCs) or gloves slot (PCs), based on Jester's catsuit model with most parts transparent. All this can be done in Photoshop alone, along with the regular NWN2 tools like mdb cloner, nVidia plugins for Photoshop etc. etc. And of course existing models, which is the tough part.
The problem is that I'm stuck with the basic shapes of those models, so a, say, dress with puffy arms, certain skirts etc. are not possible. Also, to get a bit more into detail, my undies like that up there look incredibly 2D, like paper cutouts. You can fake some structures with normal maps, but usually the seams never look convincing. To add actual volume, you need a model and edit it in a 3D app.

Anyway, this just to sum up the following: I'm familiar with NWN2 content and naming conventions, know how to use mdb cloner, know the basics about texturing in 2D, can edit 2das etc. etc.

Now let's get into 3D, because this is where I feel like a 3 year old....

Starting with my setup. I've collected most tools needed to import, export and edit both .nif (Bethesda) and .mdb (NWN) files, plus some tutorials:


Missing in that pic are of course the NWN2 toolset, standard tools like mdb cloner, NWN2 Packer and stuff I use for other things too like Photoshop (Elements and CS5 on the Mac side). I also have Gimp in there for some specific functions - mostly to follow a Blender tutorial, but there's also neat things like a "make seamless" filter to quickly create texture tiles, which requires a bit more work in Photoshop.

Where things already get messy is the basic setup of Blender and it's plugins: Certain plugins ask for certain versions. That's why you see both Blender 2.49 and Blender 2.62 in the folder. Finding out the right combination was already one of the most frustrating parts:

- 2.49 is required for importing/exporting Bethesda's .nif files, because the niftools haven't been updated yet.

- 2.62 is for the rest, including the .mdb plugins which have been updated. I also prefer using this version, and the two look so different that it's almost like learning two different 3D programs at once. I prefer to go with the newer version and only use 2.49 to import a .nif and save it for using in 2.62 later. After all I don't plan to export a .nif again.

Having both versions introduces a new problem: You have to change the install paths to get them both running at the same time, otherwise 2.62 overwrites the 2.49 content.
Also, what barely anyone tells you, stick with the 32bit versions!!! It took me a long and frustrating time to find out the 64bit version will only result in much more headache when installing the plugins.

Now for the required plugins:

- Niftools: Install only exactly following this post - No experiments. A 64bit version or a different python download than linked there will screw everything up. Don't try the alphas for newer Blender versions, screws things up too. Stick with the regular downloads and Blender 2.49.
The only exception - you can (additionally) use the latest release candidate of Nifscope, only this will enable you to get Skyrim models into Blender (a different topic for later, haven't tried it yet).

- mdb plugin: Not half as much headache installing it than the niftools. Works with the latest Blender release, as long as you stick again to the 32bit version all is fine. Remember you have to enable plugins in the User Preferences -> Add Ons of Blender before you can use them.

Additionally, as I've read in many places, Bone Weight Copy should make things much easier. It was included in past versions of Blender, now you have to find it again on the interwebz. Funny, the name of the original author sounds somewhat familiar.... <_<

With all the Blender stuff covered, maybe a few words on the additional stuff in my folder.

First we have the DAZStudio, which was a free download during February. This is almost exclusively for making human bodies (or clothes) and posing it. I was quite excited to get it for free first, but I'm a bit less excited now. I don't really like it. I wanted to use it for making a new base model that looks a bit more natural than what's available currently, but hell, they even want you to BUY the nipples... hahaha... I used Poser a long time ago, which would be more useful for that task. The big pro argument for DAZ is that you can actually pose the figure, a topic I'll get to in my 2nd part.


As an alternative to the above, we have an Open Source app called Make Human. I'm using the latest Nightly Build because it comes with quite a few new features not available in the stable one yet, and it works fine.
For making a base body I'd actually prefer this program by far over DAZ. Because the body looks much more natural (based on full body scans), you can make very believable fat/anorexic/etc persons and, well, it's not a biggy, but you don't have to pay extra for nipples (etc) too.


One of the big Pros of this program is that it has a very smooth Blender export, Blender actually comes with a Makehuman plugin by default and you get a posable, rigged, neatly setup model from Make Human into Blender with just a few clicks. Theoretically, because there are issues I'll mention later. One of the real big issues in this program is that you CAN'T pose yet. This issue is so big it almost ruins things completely. You can pose in Blender, but.... later.

Well, so much for the basic setup. You can also see some documentations in my folder, some from tips from Jester, some Blender tutorials, release notes. Hexagon, Bryce etc. are of no importance for NWN2 now.

Finally, there's also gmax in there. I don't know much more about gmax other than it's free basic version of 3D Max, fairly old, but should have enough functionality for NWN2 modelling... I haven't looked much into it yet.

To be continued.

Monday, February 20, 2012

If I had the skill: My long wishlist starts here

Time to move that stupid EA post down a little and post some pics again, even though they're not mine.
Current problem: Since playing Skyrim I have such a need for custom content for NWN2 again! I want more, and I'd love to be able to do it myself, but I just can't figure it out.
I really don't know if I'm that thick... I mean, I did computer stuffs for years and studied graphics... what is it that I just can't get into 3D proggies? Am I getting too old?

Last week I installed pretty much all the DAZ stuff that is available for free during this month (grab it if you're interested!), but it didn't really help at all since my main problem is still the import/adjust/export procedure with Blender. At this time even the installation of the required plugins and finding the right version is getting more and more confusing, I didn't even get as far as in my first clumsy attempts. What pains me so much is knowing that other people have zero problems with it and all I want to do should be easy for anyone who UNDERSTANDS THIS CRAP! *sigh*

Anyway, I've collected a lot of things that is on my personal wishlist just for a simple conversion of the base models. Highest on the list is of course armors and clothing, that's where I'd start. I know animations are hard stuff even for the skilled ones, so that's nothing I even think about at the moment. Models might be easier than armor, but there are no urgent needs for any specific ones (other than my NWN1 ships... *waves to Hellfire* ).
No, clothing is something I'm a sucker for, anything that improves the character looks. And sadly, the input of such on the vault has stopped long ago. But often I stumble over a great model on the Nexus sites while looking for New Vegas/Skyrim mods and think "damn, it's there, it just needs someone to do it!". I'm not even speaking about the gorgeous ingame stuff I'd love to see, but I'm scared of running into legal issues when grabbing Bethesda's official stuff so usually collect things from other modders in my link list.

Long story short, here's a bunch of stuff I'd loooove to get into NWN2. Some might not look so great first, but textures aren't the issue, I know how to use Photoshop etc. No, it's the meshes I want, either with the original textures or just as a plain white base for doing my own stuff.

Now the prettiness of my hitlist part one - all pics are from the Nexus sites and the original authors:

1. Triss armor. Maybe the prettiest of all. Has to be scaled down on polys, but hell... I'd love to get this! 



2. The RoadStroker's Rogue outfit. Was my favorite before Triss' armor. Here in the FalloutNV version, the original was for Oblivion, Skyrim version exists too. I managed to import that into Blender at least, ha... ha... *sniff*


3. Blue Stripes Elite. More from the Witcher, now with love for males too (yes, I do care for male outfits, those are just even more rare).



4. The Witcher 2 models (various). Still not the last of the Witcher 2, that content is just good. Cudos to CDPR who apparently gave their okay. 



5. Captain Molly For HGCE: Huge jump back in time to Oblivion days. This would make a great outfit for NWN2 too. The textures certainly need to be redone, but a good base for nice outfits!




6. Summer Fashion for CBBEv2: Some more revealing but not lore-breaking or ridiculous outfits, prefer this by far to modern skimpy stuff. Not all, but I'd like to have a few.



7. The Witcher 2 - Geralt Light Armor and Witcher Swords: You saw it coming, didn't you? The Witcher in person, or rather, his outfit.



8. Scout Armor: More love for males - an armor I just stumbled over, apparently an original. Would be nice!


9. Get Married in Skyrim in Style: A rather simple base, but nevertheless good base for many medieval dresses. 


10. Ashara Romantic Outfit for CBBE: Another simple but pretty base for all kinds of experiments. Not very medieval, but you can probably do a lot of texturing experiments on this.



11. Underworld Armor: One from Oblivion, kinda neat! 



12. InStyle Welchy's Culinary Desire HD Chef outfit: Another of these simple but pretty and useful ones.



13: Noble Female Clothes Non-replacer: This would make a great base for all kinds of new clothes! 



14: Feuermagierrobe: Apparently a model from Gothic 2, but looks good!



15. HGEC Bare Shoulder Dress: This pic might look not as impressive as the rest, but with a new/improved texture I'm sure it's a great base. 



16: Triss from the Witcher 2 Companion: Actually, I want her hairstyle! Maybe the head too, but the hair would be great. :)


17. Fur Hoods HD: Rather simple maybe, but Skyrim, Fallout etc. Had a lot of great hoods, I could grab a dozen of them. But since we're only looking at community stuff now, here's a fine example.




So much for now. So who gives me a real step-by-step guide for doing this? Or just grabs all that stuff and converts it for me? Hmm... I knew it!

Monday, January 16, 2012

EA - Deal with it


(logo courtesy of someone on the Bioboards.. I guess)


Chris Priestly says: 

Below are answers to the most commonly asked questions about Origin and Mass Effect 3. Thank you for your patience as we have worked to answer them.

1) Will Origin be a requirement to play all versions of Mass Effect 3? (Digital and/or from a retail brick and mortar store)
Yes, Origin is required for all PC editions of Mass Effect 3, physical or digital.

Wooohoo, another bloatware running alongside my games, preferably as a Windows service, and does absolutely nothing for me then being an inoperable cancer that eats ressources and is a constant annoyance.

2) Is constant Origin connection required or is it a single one off authentication when the game is first installed. Is there also a limit to the number of installations available?
Mass Effect 3 will require a one time, single authorization for the single player game. There is no limit to the number of installs. Playing Mass Effect 3 Multiplayer will require a constant connection.

Nothing a CD check couldn't do as well, and multiplayer is the best DRM even without having to run Origin. Don't come with anti-cheating, punkbuster functions etc. now, ME3's multiplayer is a Coop mode (which most people probably have zero interest in anyway).

3) Is Origin required for the retail versions of the game?
Origin is required for the PC versions of Mass Effect 3, both physical and digital.

While you say PC - Just for the record and as some sort of comparison to your competitor - EA is also the largest publisher for Mac games, yet Origin is not available for the Mac. Steam has that neat little feature called "SteamPlay", which allows you not only to start a game on computer 1 and continue on computer 2, but even allows that cross-plattform. Oh right, and when you buy a cross-plattform title, you automatically own the game for all supported plattforms.  EA does not even have any solution for Mac gamers, can't even download one.

4) Will ME3 be available on Steam?
During initial release Mass Effect 3 will be available on Origin and a number of other 3rd party digital retailers, but not on Steam at this time. Steam has adopted a set of restrictive terms of service which limit how developers interact with customers to deliver patches and other downloadable content.  We are intent on providing Mass Effect to players with the best possible experience no matter where they purchase or play their game, and are happy to partner with any download service that does not restrict our ability to connect directly with our consumers.

Let me rephrase this: Steam wants to offer the DLCs and patches and everything the consumer needs to play all in one place - their store. That does NOT mean Steam restricts publishers to sell the DLCs only to their store, it just means that if they want to publish their game on Steam, they have to offer all the DLCs on Steam too instead of having the customer buy it in their own place only.
Steam of course wants a little share of the profit in return.
What EA would have to deal with is 1. that customers can pay for the DLCs with real money and not with abstract Bioware points, and 2. that Steam might offer the customer a better deal, while EA has never ever had a special deal for DLCs ever. Oh, and has anyone ever tried to buy only one single DLC like, say, Kasumi for ME2 for I think 540 Bioware points? Right, you can't buy 540 Bioware points, only 800 or 1600. So if you want to buy Kasumi, you pay for 800 Bioware points and then look for an option to spend the remaining 260 points somewhere... oh damn, there is no DLC for 260 points? Ah, too bad.
Oh, and have you ever compared prices between the Bioware point shop and the only other place where you can get Bioware points (the EA store?) Don't laugh if you do, it's just sad. 
End of the line: Stop feeding us EA's PR talk, it's ridiculous. For the player, Steam offers the better deal.

5) Is there an opt in or opt out clause for data collection? 
Users will be allowed to opt-out of Mass Effect 3 data collection from inside the game.

Great wording here. You can opt out of ME3's ingame feedback just like you could in Dragon Age and Mass Effect 2. This has nothing to do with Origin, you can't opt out on anything in Origin.
For the recoird, Steam asks before it does hardware surveys and you can opt out anytime, you even have to opt in in the first place. Origin just mines.

6) I’ve seen reports that Origin is spyware.  Is this true?
Origin is not spyware, and does not use or install spyware on user’s machines.  In order to allow Origin to install games and their patches for everyone to use, Origin implements a permission change that results in Windows, not Origin, reviewing the filenames in the ProgramData/Origin folder.   This is an ordinary Windows function, not an information-gathering process. 

Past versions looked very much like Spyware, current versions don't, but EA's EULA grants them every right to change that right in the next update. We'll see what happens once the current shitstorm is over and EA has forced a large enough user base together. It could happen anytime without further notice. Also, there might be a difference between "Windows just does stuff without us doing anything" and actively using these ordinary Windows functions to your advantage.

7) Has the Origin EULA been updated following recent questions in Germany?
The German Origin EULA has been updated.  For more information, please review the Origin EULA here: http://www.ea.com/1/product-eulas.

Wrong link mister Priestly, the German EULA is here: http://www.ea.com/de/1/dokumente
Here I must say I'm proud of the German community that actually seems to care a lot more than what I've seen elsewhere. It's the proof for what the naysayers don't want to see, that you don't have to be sheep and actually can do something as a consumer, instead of just swallowing everything a company feeds you. It just takes a little more than sitting around saying "can't change them anyway, gotta accept it, and I have nothing to hide anyway". If you have enough backbone, you can do something, in the end it's YOUR money that leads to any company's decisions.

8) Is there a double-opt in for Mass Effect 3 marketing emails for German residents?
Yes, we always adhere to the German requirement of a double opt-in standard for marketing emails.  Mass Effect 3 users must opt-in twice to receive these emails.

Another proof for the above. German residents get their own EULA and their own opt-out/opt in standards. Do you think EA did that on their own because they're nice? No, they were forced to because the German gaming community caused a shitstorm for them. Without that, the EULA in Germany would still be the same as the international version. Don't ever think you can't change anything.

I appreciate everyone's patience on this topic. Please continue to ask questions about Mass Effect 3 and Origin and I will continue to try to get the answers for you.

 ... said on Friday evening before he ran off to the weekend, while the Thread has been coming near the 200 pages by now full of unanswered questions. It was stickied and unstickied too multiple times, Mr. Priestly says it's not needed to sticky it because if it's really important for players, they'll keep bumping it up anyway.


A few things not covered in that FAQ:

1. EA's ridiculous Banhammer.
If you want to lose access to all of your games, just use the F-word on their boards. Hell, not even that, just quote someone who used it. There are other options too, this is just one example.
EA's PR talk already said it was an accident when it first happened a year ago, after it got media coverage. One year later it still happens, and only when the media picks it up it's another "error in the system". The result is always the same. Account ban, you can't play any of the games you bought on Origin, and the support is usually unavailable or unhelpful. So everytime that banhammer swings into your direction by accident, the fastest and easiest solution to fix the issue is simply getting the most media attention you can, other ways don't work. Which brings me to....

2. EA support.
Honestly, EA's support is about the worst thing I've ever experienced myself. Just took me a week to get my Mass Effect 1 DLC back which I lost access to due to Bioware pulling the old Bioboards down. Quick summary: Contacted US support because local support was unavailable. Chatted with EA guy. EA guy had no clue what I was talking about, assured me the current Bioware site and my account is accessable and threw me out of chat.
Phoned german support line. Waited 45 minutes in the line until I was fed up and hung up. This hotline is not free. Phoned them again two days later due to being unable to get into another chat. Waited 45 minutes again. Hung up. Finally got into US chat again after turning the "unsolved" ticket into a new issue. EA guy was more helpful but made me sign up for a new account on EA's kiddie/casual game website without any reason. Finally got my new DLC key.
This is just my personal experience with EA's support, but apparently this experience is quite average. Losing access to my Mass Effect 1 DLC btw doesn't really reassure me that all the other DLC I bought for DA or ME2 will still be accessible in 2 or three years.

I could continue, but if you compare Origin to Steam, like it has become a hobby of everyone who tries to prove what morons people are who complain about Origin, you have to take customer relation and support as much into account as possible datamining. Steam makes people sign up freely because they offer them an all-in-one solution comparable to Apple's iTunes: Sure, they have a monopoly, but they also have great deals, speak the right language and offer players some real advantages (SteamPlay, autopatches, daily deals on DLC too, etc. etc.). Many people like Steam, nobody likes Origin. That's not to say that Steam is the good guy, would never be interested in your data, and there are many games that force you to use Steam too Bethesda comes to mind. But honestly, Steam makes it much easier for customers to swallow, and there are enough who sign up without being forced.

Well, look for yourself, make your own opinion if you think I'm too biased, but I hope the shitstorm against the most useless bloatware forced on gamers recently won't cease. There's a Group on the Bioboards you can join, they have a nice little banner for your sig too. ;)

Saturday, January 7, 2012

The state of my (our?) NWN2 depression


Time for another rant. As you can see from my last posts, this blog has more and more drifted away from it's original purpose - being a diary of my building efforts in Neverwinter Nights 2. By now, most of the posts are probably reviews of and rants about other games. So have I completely lost the connection to NWN2? No... I wouldn't say so. I actually think about building every day, and all the games I play on the side are a great source for inspiration. But taking this inspiration and making something out of it, that's the main problem.
I said it before and it still hasn't changed - it's become too much and I have so many ideas I just can't make real use of because I wouldn't know where to start - and the technical hurdles are often too frustrating and making me drop the whole thing before I even really started.

Another thing though that frustrates me is the state of NWN2 and it's community. I often get the impression it's not only me who's depressed and frustrated, it's the community and the game itself. NWN2 has been in a constant state of being half dead, comatose maybe, for the last two years or so. When I look at the multiplayer tabs in Gamespy, there are maybe 5 worlds that share all the remaining player population, and a lot of very promising PWs (often of much better quality) hang there with zero players, maybe 4 on a lucky weekend. Do I really want to add another one to those?

Then there's the custom content scene. The good old NWN Vault is dying slowly too, hardly anything new and exiting anymore, instead it's overrun by Spambots and only sours my mood everytime I browse for something. I often thought the Vault might need a relaunch like the TES/Fallout/DA Nexus sites, they really show how to keep these games alive and interesting. Not to mention the ease of use with their download manager. And I think it's fantastic what modders do with the games, I mean, Skyrim hasn't even it's Creation Kit yet and still you can already turn the game completely upside down.

So, why don't I just follow the crowd and hop over to the TES/Fallout modding crowd? Because yeah... Multiplayer for one. And second, I never saw much on the story side from any Beth games and their modding scene. A lot of eye candy, lots of weapons, locations, etc. etc. But I believe the real storytellers can't be found over there, they stick to games like NWN.
Also, the Beth games never allowed you to make real standalone modules, another thing I would sorely miss. As nice as it is to discover new, community-made locations in Skyrim or New Vegas, I prefer making my own world. Still, I think the most immersive roleplay you can have in a game is not with an AI, but with a real person who enjoys roleplay as much as I do. That's why I believe in multiplayer.

Now for those who never play Neverwinter Nights 2 in multiplayer mode - you might say "join a MMO and be happy", and I'd have to yet again explain why NWN2's multiplayer is so unique. I spare you, the few people who read this are aware of that anyway. But this winter I tried out pretty much every free or free to try MMO I could get my hands on. Lineage 2, Age of Conan, Rift, DDO, you name it. The only effect it has on me is that I appreciate NWN2's unique multiplayer more than ever, and it will probably be the last of this kind. It is, for me, the lone king of multiplayer games.

So, back to NWN2 and it's custom content. As I said above, it saddens me to see NWN2 in this state, because I still think it is a diamond in the rough and has extreme potential, even these days. Everyone goes on and on about how moddable Bethesda games are, and yet NWN2 is even more moddable than any Bethesda game. Where are the multiplayer capabilities of Beth games, where can you make your own PWs, where can you DM a campaign or make the whole world like you want? And all the rest, all the custom content you see popping up for Fallout, Skyrim etc: It just needs someone to do it, NWN2 can do.

Now comes my bitter view back to some really innovative things the community started for NWN2, which showed how capable this game is. If we starts with models and custom content, NWN2 saw great things and I wish people wouldn't have stopped making more of it so early.
Some of the greatest things that never really got used came quite early by the way. YATT is an example. Creating maps with it IS geekish, I admit, but if someone knows how to use it the results are amazing. With terran like that, NWN2 doesn't have to hide behind Oblivion. I don't know of any PW that uses YATT but one that is still in the making (good luck, Cipher!), but I recently decided that if I give Middleforest another chance, I must make more use of it.

RWS is probably the most shining example of making great community content, but yet Hellfire dropped the ball just when things got really exiting. The swimming hak was a masterpiece that's at least useable:



... but the horse riding, although looking as good as done, will remain unseen as it seems.


Or what the hell happened to Qk's Custom animations? He had so much in the pipeline...



I'm still having wet dreams of those commando crawl animations I added to the wishlist.
Animations have always been a huge point for me in NWN2, and when people actually started making new ones I got very excited because I was hoping for a similar thing like in NWN1 (combat animations, romantic suite etc.). Sadly, nothing came out of it. 

These are some of the most exciting projects, but there have been so much more. There are smaller things like... my small requests (coughs). Or outfits, hell, I'm such a junkie for nice armors! If I had any idea HOW, I'd start right away with wonderful community-made things like this or this. I know it's possible, I know people who know how to use Blender or 3DSMax would convert them within an hour. I tried to use Blender, I know I can import a .nif file from Bethesda and export a .mdb file for NWN2. The steps in between, i.e. translating the outfit to the NWN2 skeleton and making a lower resolution version, are totally beyond me. No biggie for someone who knows what he does, but nope, I'm clueless. And then we have some who do what I'm trying so hard, but have a problem with the community, which saddens me even more. If someone could at least provide a step-by-step... these are some things the Bethesda community did much, much better, I'm afraid.
To sum up, during the past two years NWN2 was a constant rollercoaster between high enthusiasm and, well, huge disappointments. A lot of great stuff never got release, some high hopes were shattered, and the community died out slowly.

At this point I think we have a catch 22 - the modders slowly give up because they think nobody's interested anymore, and the players/users of mods give up because they think the CC Creators have left the field.
If anyone's interested in hearing it, I could make a very long list of very specific requests - from changing the clouds over some models to armors. But I guess I'd have to switch to Skyrim for that. :)

Anyway, at this point I have no idea how the dying community could be revived again, but I wish it would happen because I still see no alternative to NWN2 on the horizon. If some skilled people would give it another whirl, I'm sure NWN2 could be modded upside down just like all the Beth games. I mean, there's no technical reason why the ENBSeries that are so overhyped in Skyrim and other games shouldn't work with NWN2 too, is there? Just needs somebody who knows that stuff to make the adjustments and we'd have an almost new game.
Ack, if I just had the skillz...


Rant over.