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<blockquote data-quote="Steel_Wind" data-source="post: 3175817" data-attributes="member: 20741"><p>What you are asking for and classify as a "cheesey oversight" is, in fact, a CRAP LOAD of 3d modeling work. Each head in the game would have to receive one additional model, per helm model in the game.</p><p></p><p>I don't have the game on this computer I am writing from, but this "cheesey oversight" is certainly in the order of 500 additional models, at least.</p><p></p><p>There are technical reasons for these decisions. I appreciate that you think the priority Obsidian attached to this is unsatisfactory. Fair enough. But this is not a "cheesey oversight". Not in the least. </p><p></p><p></p><p></p><p>It's not wonderful, but I've gotten used to it. I tend to use the free camera. Please note that when in Free Camera mode, you can hold down control and left drag your mouse to slide the camera to a new position. Combined with holding down the mouse wheel to reorient the camera - this gets me through things quite serviceably.</p><p></p><p></p><p></p><p>I gather that what you wanted to see was a facial system like Oblivion's combined with phenotypes as existed in NWN1?</p><p></p><p>Phenotypes add massively to model overhead, worse than open-faced visible helms do. That said, I understand the desire. Request is duly noted.</p><p></p><p></p><p></p><p>Yes and no. Moreover, I suggest you get used to this, as this will be the case in the vast majority of community created mods as well.</p><p></p><p>This game is not NWN1. From a designer's perspective, you have <strong>no idea </strong> what a relief that is.</p><p></p><p>In NWN1, because there was no direct control of henchmen, certain abilities, skills and definitely spell use could not be assumed to be "party assets". This meant, from a practical perspective, that <em>the designer had to create a module that could be played by any one single class and race.</em></p><p></p><p>This "one size fits all" design forced by NWN1's limitation broke the underlying assumption in D&D's rules which assumes a party based game. Where the PnP rules balance rules for a party based approach - that same approach broke the underlying design of NWN1.</p><p></p><p>To make a module challenging for one class and yet completable for all others became an elaborate strait jacket on module design. We HATED this. And don't mean just a little - we REVILED this design limitation. Worse, the difficulties this presented increased vastly as the level of the characters went up. There is a term we used to describe this "feature" in NWN1: it was called "suckage".</p><p></p><p>NWN2 relieves the designer from having to face this problem. Companions are controllable and all spells, feats and skills that the designer assumes will be in place in the party are, in fact, usable and reasonably in place.</p><p></p><p>What you, as a player, want to be able to do is to interfere with the leveling options for the NPC and thereby have complete control over the NPC character build. While that is understandable, the problem it presents is that by giving <strong>you</strong> that power, it also enables <strong>you</strong> to mess up the designer's plans and to unwittingly remove - by your own choice - an assumed ability, skill, feat or spell from the party.</p><p></p><p>Your choice will, as often as not, break the design of the module. You are, in fact, exchanging choice for enjoyable and balanced gameplay.</p><p></p><p>So - while I understand your desire, you better get used to it. You are in for a lot more of the same from well crafted community modules. And there is a damn good reasons for it too.</p><p></p><p></p><p></p><p>Weather is being enabled in a patch. It was removed during the beta cycle when a problem arose.</p><p></p><p></p><p></p><p>No AI will make everyone happy. One option for you to explore is to activate "puppet control" over all NPCs. This puts you in direct control off everyone in the party and the game plays much more like BG2.</p><p></p><p>It permits you to choose strategies and tactics within combat that actually work. Potions and spells are kept in reserve, fighters hold the front line and a Wizard hangs back (reliably) and waits for his moment, etc..</p><p></p><p>In short, it plays much more like a PnP session of D&D.</p></blockquote><p></p>
[QUOTE="Steel_Wind, post: 3175817, member: 20741"] What you are asking for and classify as a "cheesey oversight" is, in fact, a CRAP LOAD of 3d modeling work. Each head in the game would have to receive one additional model, per helm model in the game. I don't have the game on this computer I am writing from, but this "cheesey oversight" is certainly in the order of 500 additional models, at least. There are technical reasons for these decisions. I appreciate that you think the priority Obsidian attached to this is unsatisfactory. Fair enough. But this is not a "cheesey oversight". Not in the least. It's not wonderful, but I've gotten used to it. I tend to use the free camera. Please note that when in Free Camera mode, you can hold down control and left drag your mouse to slide the camera to a new position. Combined with holding down the mouse wheel to reorient the camera - this gets me through things quite serviceably. I gather that what you wanted to see was a facial system like Oblivion's combined with phenotypes as existed in NWN1? Phenotypes add massively to model overhead, worse than open-faced visible helms do. That said, I understand the desire. Request is duly noted. Yes and no. Moreover, I suggest you get used to this, as this will be the case in the vast majority of community created mods as well. This game is not NWN1. From a designer's perspective, you have [B]no idea [/B] what a relief that is. In NWN1, because there was no direct control of henchmen, certain abilities, skills and definitely spell use could not be assumed to be "party assets". This meant, from a practical perspective, that [I]the designer had to create a module that could be played by any one single class and race.[/I] This "one size fits all" design forced by NWN1's limitation broke the underlying assumption in D&D's rules which assumes a party based game. Where the PnP rules balance rules for a party based approach - that same approach broke the underlying design of NWN1. To make a module challenging for one class and yet completable for all others became an elaborate strait jacket on module design. We HATED this. And don't mean just a little - we REVILED this design limitation. Worse, the difficulties this presented increased vastly as the level of the characters went up. There is a term we used to describe this "feature" in NWN1: it was called "suckage". NWN2 relieves the designer from having to face this problem. Companions are controllable and all spells, feats and skills that the designer assumes will be in place in the party are, in fact, usable and reasonably in place. What you, as a player, want to be able to do is to interfere with the leveling options for the NPC and thereby have complete control over the NPC character build. While that is understandable, the problem it presents is that by giving [B]you[/B] that power, it also enables [B]you[/B] to mess up the designer's plans and to unwittingly remove - by your own choice - an assumed ability, skill, feat or spell from the party. Your choice will, as often as not, break the design of the module. You are, in fact, exchanging choice for enjoyable and balanced gameplay. So - while I understand your desire, you better get used to it. You are in for a lot more of the same from well crafted community modules. And there is a damn good reasons for it too. Weather is being enabled in a patch. It was removed during the beta cycle when a problem arose. No AI will make everyone happy. One option for you to explore is to activate "puppet control" over all NPCs. This puts you in direct control off everyone in the party and the game plays much more like BG2. It permits you to choose strategies and tactics within combat that actually work. Potions and spells are kept in reserve, fighters hold the front line and a Wizard hangs back (reliably) and waits for his moment, etc.. In short, it plays much more like a PnP session of D&D. [/QUOTE]
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