My Neverwinter Nights 2 Project: The Whispers of War

Michael Morris

First Post
For some 12 years I've ran on 6 different occasions the same module with some alterations as editions of D&D have changed. I've always wanted to build a video game as well, and with the introduction of Neverwinter Nights 2 this can be done (well, it could be done on NWN1 but I didn't have the time or inclination to learn that toolset). I'm blocking out the plot and I figure I'll be lucky to get the first chapter of the saga - for characters 1-5th level done. This is The Whispers of War.

Now if you don't own Neverwinter Nights 2 you can still chime in with plot ideas and hooks - just bear in mind that there are limitations to the computer engine. I'm also looking for help - I'd like to get myself a sequencing package and concentrate on scoring the areas and painting out the maps. I can do some scriptling and dialogue. I plan on setting aside 2 hours each evening for this as a way of unwinding from my 10 hour / day job writing PHP code. While I can (and probably will) end up doing some NWN2 scripting, I'd rather not touch it because I view writing code these days as - well - work.

This thread is a discussion of the overall structure of the plot and for project coordination. If enough people get involved I, with Piratecat and Russ' permission, will give the project it's own forum but for now one thread will do. Questions and Comments Welcome.

The first thing to note is that while the project will concentrate on the first chapter there are four chapters. If the project has enough momentum to handle all four that's great but for now the first chapter is the main concern.

Plot Outline
At it's heart Dusk: The Falcon War is a succession war conflict. One video game with this premise is Final Fantasy Tactics, but my main point of inspiration is the histories of Shakespeare, particularly Henry VI parts 1 & 2, Henry VII and Richard III. There's many great characters in there. It's a nice tableau to work from and has the virtue of not being as overdone as "you are the chosen one to stop a great evil" or "There's a great artifact out there, go get it." It's not original either so there's some familiar elements. The chapters are

Chapter 1: The Whispers of War is the opener. It's the most fluid chapter in all my years running this module since it is built entirely off the player's characters and the adventures they hint out. The chapter is a composite of disconnected sidequests. Once the players gain enough noteriety they are sought out by the nobility to serve higher purposes - which noble is the player's choice but is determined somewhat by what kind of reputation they build. For the computer game I want to build to one of 5 possible second chapter patrons. That means the chapter has 5 possible endings.

Chapter 2: The Pawns of the Prince is levels 6-10. It handles the buildup to war in the country as each side jockeys for position. Two clear contenders for the throne emerge and the players find themselves on one side or neither side.

Chapter 3 is concerned with the conduct of the war itself with the players acting as commando units not engaged in the actual fighting except skirmishes. Chapter 4 is the denouement where I've tied up the subplots the players launched and bring everything to a close. Each game it's been radically different from the others.

Project Structure
What I would like to do is assign dialog writing to one character per person so that no one gets overloaded. Much of the action in the first chapter is in the township of Lochshire and surrounding environs. I have Lochshire and one of it's structures mapped out but ideally I would like to have all 130 buildings enterable with at least something going on, even if it's nothing more than an NPC saying 'Get out of my house!!' I'm currently working on the Green Gables tavern, one of the starting areas.

For those familiar with it, the NWN2 Original Campaign (or OC ) has the player starting as an orphan in the ward of Dhaegun. I want to dispense of this linear start and instead choose the starting point by the class / race choice of the player. This is done by having an empty darkened area of 1x1 square that runs a script onEnter that changes player location to that appropriate to their mentor. There will be seven possible as follows:

Any Halfling or Rogue -- Teresa Gables (character starts as one of her children)

Wizard (Any) -- Devon the Wanderer

Sorcerer (Any) -- Sansha of House Yoral. If human the character is a child of the mentor, otherwise the House has taken the character in as a servant and prodigy.

Paladin or Cleric (LG) - Priest Dorleon of Tean

Bard or Cleric (CG) - Priest Rowain of Poen and Priestess Alisa of Cuane (same location - these NPC's are husband and wife and if half-elven the character is their child (Rowain is an elf, Alisa is human

Barbarian, Ranger or Druid - Harold Reeve, Warden to Lord Montgomery

Fighter - Captain Jasper Ward of the Guard


The opening premise is that everyone is getting ready for the Rizadi Tunis ( the Festival of Roses ). Each mentor needs their apprentice to accomplish some task before the beginning of the festival and sends them off. The seven tasks of the seven mentors is related - sometimes in conflict sometimes no so the player comes into contact with the other students of the other mentors - these are the companions of this campaign. Now as to the tasks and the companions - haven't given any thought to that yet so I'll yield the floor.

Any ideas?
 

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Here's a map of the first area

lochshire.jpg


And here is an earlier module file from about 2 weeks ago (the current one I'm working on has 2 more areas in the file and a lot of the glitches seen here are cleaned up.

http://www.enworld.org/dusk/lochshire.zip (36 MB zip file)

Locations on the map

A. The Green Gables
B. Lord Montgomery's Manor
C. The road to Applespur (and eventually Ultan)
D. Temple of the Shining Lord (Tean & Court Aurnon)
E. Lochshire Temple of the Rose (Cuane & Poen and Court Rizaldi)
F. City Hall
G. Gnometown
H. Devon's Tower
I. The Vesper Road.
 

Sounds ambitious. I assume that you've tested that area in the player client; it looks huge and would bring my PC to its knees, at least. For NWN I recommended areas of < 16x16 size (<12x12 if loaded with placeables); for NWN2 you have the unenterable border regions so the usable size is often smaller.

And unfortunately, doing a single-player module of this scale is going to require a LOT of scripting, especially if you want all your NPCs "doing something". I assume you are aware of the Liliac Soul generator and other script tools; they were designed for NWN1 but the script language overlaps heavily.
 

It's a 32 x 32 area, of which 16x16 is usable. I figure in 2 years that won't be that big a deal. I don't expect to have this done anytime soon - it's a hobby and side project.
 

Large areas don't increase lag to any great degree on their own. (Unless you have really low system memory.) The big issue is that they simply increase load times for the area - a lot. Sometimes, area load can take so long that it really interrupts gameplay and breaks immersion.

When there is a lot of potential movement in and out of buildings in the area (as there appears to be here) that's where the problems can start. Good area design means that you don't make a village in a 32x32 area. That was true in 2002, it's true in 2007 - and it will be true in 2009 as well.

Hard drive access times are not measurably improving by leaps and bounds. Tech improvements will not get you out of that issue.

Generally speaking, if you are going to employ large areas, you should do so in the "wild" with few ways in and out of that area. That ensures that when it loads, the player won't be spending a great deal of time doing it again - and will spend his or her time playing in it, instead.
 
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A more interesting comment overall would be commenting on the coolness of your map not as an NWN2 map - but as a map for general RPG use :)

After you play with the lighting and tint a bit more (put the blue back in the water, say) - (and scale the picture less) it will look even better. Drop the camera from directly overhead to between 70 and 80 degrees to add perspective to the map.

Try to get that shading and effect in Dundjinni or CC pro3. You'll be trying a good long while. :cool: You just can't do it.

I always thought something really powerful and easy to use using a modern 3d game engine would leave Dundjinni and CC pro3/ DD pro3 to eat dust. A non artist can't get the shading and shadow effects in those programs that a modern lighting engine makes possible.

Make it easy to use - there's just no competing with something like that using a 2d based program.

Seriously - are there any ENworlders who would have interest in a mapping software product like that? Built specifically for that purpose?
 
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I suppose I could split the area up by copy / resize repeatedly, breaking it across it's tiles. It took me a month to draw the thing though - I'm not too keen on redoing that. The map above is a composite of the map view of the game - not of the actual play.
 

Michael Morris said:
I suppose I could split the area up by copy / resize repeatedly, breaking it across it's tiles. It took me a month to draw the thing though - I'm not too keen on redoing that. The map above is a composite of the map view of the game - not of the actual play.

Yup. Lot of work in NWN2's toolset to do that. Let it be.

Just... don't do something like that again if it has a lot of transitions in it :lol:
 


I don't believe for a second that you could have a place called the Green Gables and a Lord Montgomery by coincidence, so is there some story behind that? ;)
 

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