Neverwinter Nights 2!!!

If you want to roll up a battery of premade characters for various campaigns check out this module.

http://nwvault.ign.com/View.php?view=NWN2ModulesEnglish.Detail&id=23#Files

It's a quick loading 2 room module that has NPC's to add or take away levels, buy or craft equipment, and a danger room to spawn appropriate level enemies to test things out. It's a good lab, a great training excercise, and a passable character generator for NWN2.

There's probably better, but this is the one I know about.

Just don't forget to export your character after you are done tinkering with him.
 

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Steel_Wind said:
For accessing all matters like this, hit C to pull up the character sheet.

Scroll through the feats and abilities tab entries. Lay on Hands is there with an Icon by it.

Use it there - or drag the icon on onto your quick bar. You can access it there from now on.

The same approach works for disarm traps, etc.

Hitting "B" for book opens up the spellbook - again - same idea. Drag and drop spell icon on quickbar.

F for the quick cast menu works better for this, however, imo.

I've found a lot of those features, and, admittedly, there is a lot that you can do that could be done in NWN1. I'm not sure why it was decided to get rid of the radial menu though. The new system does almost as much, but it's still a step backwards. Instead of a click system like NWN1, you've got to open up different menus, click a bunch of different keys, etc.

One of my biggest frustrations is not being able to hotkey weapon combos. I've got the tiefling armed with a shortsword and dagger...but I have to ready both weapons. If I hotkey them, it seems to have to be done separately for each weapon....so if I hit the key for shortsword, she pulls out the shortsword. But if I then hit dagger, she puts away the sword and pulls out the dagger. If I want her to use both, I have to open the inventory every time, and manually add the dagger as her offhand weapon. I'm a player who changes tactics and armaments frequently according to the situation, and this makes it far, far less easy to use than the NWN1 menu.

Something else I'm finding annoying, while going through the warehouse, is why enemy rogues can just start sneaking effortlessly over and over in combat....either that, or stay sneaking while making one sneak attack after another against Khelgar. My rogue can't do that, so why can they? They're supposed to be "effortless" encounters, yet they're not, because they bend the rules.

And the party grouping system from KOTOR is kind of unsuitable here. It makes it hard to move the group around, because the other characters always want to run back to the leader....even when that leader is sneaking up on a group of opponents, or trying to position for a fireball, etc. And they end up triggering extra encounters I'm not ready for.

I love the graphics....NWN1 is fairly ugly at this point....but I can see where some of the complaints are coming from. NWN2 does feel more like a railroad. There are few options other than fighting. Even when a conversation tree leading into a quest indicated that I should capture some guards who were on the take, when I actually run into them, there are no options to subdue them, or do anything other than kill them.

The fact that so many environments seem to really restrict where I can go, unlike in NWN1, where you could walk almost everywhere, except for across streams, or up hills, if there was no incline, is rather disappointing. It gives me that "too engineered" feeling, which is unfortunately starting to really bug me with 3.5E.

That having been said, I still think the storyline is much better so far than that of NWN1. Maybe, because I'm still in Act 1, I'm not far enough in, but I'm impressed so far. None of them will compare with BG2 though.

As to bugs, I haven't encountered any. Yet. Not sure what to be watching out for, but it hasn't crashed on me or anything like that.

Banshee
 

Banshee16 said:
One of my biggest frustrations is not being able to hotkey weapon combos. I've got the tiefling armed with a shortsword and dagger...but I have to ready both weapons.

Something else I'm finding annoying, while going through the warehouse, is why enemy rogues can just start sneaking effortlessly over and over in combat....either that, or stay sneaking while making one sneak attack after another against Khelgar. My rogue can't do that, so why can they? They're supposed to be "effortless" encounters, yet they're not, because they bend the rules.

And the party grouping system from KOTOR is kind of unsuitable here. It makes it hard to move the group around, because the other characters always want to run back to the leader....even when that leader is sneaking up on a group of opponents, or trying to position for a fireball, etc. And they end up triggering extra encounters I'm not ready for.

That having been said, I still think the storyline is much better so far than that of NWN1. Maybe, because I'm still in Act 1, I'm not far enough in, but I'm impressed so far. None of them will compare with BG2 though.

Two-Weapon hotkeys are supposedly coming in the next patch. This is a perfect example of something I would think would have been done before the game came out, but wasn't. Not sure why this wasn't an issue in the beta-test.

The "Effortless" thing is meaningless. If you're a tank fighter, maybe, but if you're not a pure fighter, you generally get the shaft. Though I don't think I ever will, if I do play through it again I'll probably be using Khelgar, Casavir, and maybe Neeshka if not Bishop or Z-lady. I'll play an Arcane Trickster, to cover magic and stealth, and be sure to always take Summon Monster.

The AI is kinda crummy, but if you want true tactical control, you REALLY need to put everyone on puppet mode. It would be nice if there were a key to cycle through the characters, like Tab. I know about F1-F5, but I'd like one button to just choose the next PC.

I'm really liking the storyline, and there's some great stuff in Act I and Act II. I just don't like some of the design decisions they made. If I ever make a module, there are definitely things I'd do differently. Of course, I'm not a game designer either, so eh.
 

LightPhoenix said:
I'm really liking the storyline, and there's some great stuff in Act I and Act II. I just don't like some of the design decisions they made. If I ever make a module, there are definitely things I'd do differently. Of course, I'm not a game designer either, so eh.

This is something I'm curious about.....is the "railroading", and lack of ability to wander something built into the engine? Or simply the way the designers created the module?

I don't mean to give the impression that I dislike the game. I definitely like it. But I've also found some of the parts, like the reliance on combat etc. to be a little frustrating.

The fact that characters (and, I assume, monsters) have full hp makes things even more frustrating, because it makes the ability of wizards etc. even weaker. When an opponent gets full hp/HD, doing 3.5/lvl with a fireball, before the save, starts to look rather weak. It's balanced when that fighter is averaging 5.5+CON/lvl.....but when it's 10+CON/lvl, that's a different matter.

The game is definitely better in some ways. It's far more immersive, and the implementation of races, subraces, and much of the roleplaying aspects is far better. It just feels that when I encounter hostiles, I get very little chance to do anything but fight.

Banshee
 


Banshee16 said:
This is something I'm curious about.....is the "railroading", and lack of ability to wander something built into the engine? Or simply the way the designers created the module?

As Thanee said, just the module.

For one example of a design decision I don't think, read my posts above about playing a Bard, and the disparity between fighters and non-fighters, specifically tanks and non-tanks.
 

LightPhoenix said:
As Thanee said, just the module.

For one example of a design decision I don't think, read my posts above about playing a Bard, and the disparity between fighters and non-fighters, specifically tanks and non-tanks.

Hmm....I guess that's a fault in the main campaign then. I still like the game though. And I'll keep at it until I get through it. Given that I just went to Owl Well, I gather I have a long way to go yet.

Overall, I'm really liking it....I've just noticed, and been bugged by a few of the things I've heard mentioned here. But I haven't had the bugs I'm hearing about from others.

One thing that did annoy me is the glaring differences between prestige class prerequisites between what it says in the manual, and what is required in the game. I wanted to go Eldritch Knight, so I read the manual, and started piling up cross-class ranks in Diplomacy, Survival, etc. Given Diplomacy requires 8 ranks (lvl 13 at cross class), it was going to take a long time to get into the class. But then, I learned ingame, that apparently the manual is wrong....so now I've wasted 8 points to get 4 ranks in diplomacy, and another 4 points to get 2 points in survival. And I actually don't need those skills! Grr...oh well.

Banshee
 

The only gamestopping bug I ran into personally (more a reload earlier save and don't do that again bug) was in Jerro's haven. Be sure to save before you touch the book you find near the imp. If you pick the wrong choice, you can gum things up.
 

Has anyone else found that the feat "Practiced Spellcaster", which is shown in the manual, doesn't appear to be in the game? I just progressed to Fighter1/Wizard5/Eldritch Knight3, and for my lvl 9 feat, wanted to take the feat, which has Spellcraft 4 for the prerequisite, according to the manual, but it wasn't anywhere in the pick list for feats...

Banshee
 

That's a bug - or rather, it's not in the game, or apparently not enabled. Presumably it will be added in a patch. There's a few threads on it on the offical boards, I think.
 

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