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Topics - ScottyB

#1
For a long while I had trouble running NWN on both Windows 7 and Windows 8. And then I got a Mac, but the Mac version of NWN was built for PowerPC, and booting into Windows still gave me the same stuttering issues I had on my other PCs. (In fact, I've now observed the issue while running virtual machines of Windows 2000, XP, Vista, 7, and 8.)

Well, I've finally conquered NWN. And if there are any other Mac users who have been looking for a way to play without Boot Camp/virtual machines/secondary PCs, you can too!


Update: 12/16/2017 - for High Sierra, I've put my Wineskin wrapper on OneDrive. You'll need to right-click > Show Package Contents, and place your own NWN files in drive_c, and possibly also run the Wineskin app inside the package > Advanced, and point it at nwn.exe. I doubt I'll be making any further changes to this since the Enhanced Edition should be SoonTM and Steam lists Mac and Linux support.

Old instructions:

       
  • I got NWN through GOG, and downloaded the stand-alone package. (Should be two .bin files and an .exe installer.) I'm not sure if you'll be able to use an existing PC installation of NWN with my method.
  • I also got Wineskin and created a blank wrapper. (You'll need to download at least one engine after starting up the Winery. I used WS9Wine1.6X.)
  • Ignore/skip anything about Gecko or Mono. If you install them they'll be about 250MB of useless frameworks. When the wrapper is created, view it in Finder. Launch it.
  • On first launch of the wrapper, choose Install Software and select the .exe from GOG. Let it do its thing. If you currently have an installation of NWN then I suppose you could choose to copy an existing folder, and then skip to choosing nwn.exe as the default executable. But don't launch NWN right away!
  • Close the installer. Choose nwn.exe as the default executable. In Finder, right-click or ctrl+click the wrapper and choose Show Package Contents, and navigate through the drive_c folder to Program Files\GOG\NWN (or wherever it is). Open nwn.ini in a text editor, change the line SafeMovie from 0 to 1, and add a line below it Disable Intro Movies=1
  • You should also put in your CD keys in the nwncdkey.ini file, don't leave them on the defaults if you'll be playing online.
  • And finally, change the video settings (like resolution) on the title screen after launching the game, rather than NWConfig from the splash menu.
That is what I did to be good to go!



Update: 6/26/2014: I worked on a Mac icon. Preview of 512 png:


Attached is the .icns file, in 7z. On Mac you can use something like Keka to unzip. To make it your icon for the Wineskin wrapper, rename the icon "Wineskin" and place it in the app package; right-click or ctrl+click the app and choose "Show Package Contents", then go into /Contents/Resources/ and replace Wineskin.icns.
#2
Announcements / EFU:A Server/NWN Portal
November 10, 2010, 08:10:43 AM
See it in action on YouTube!



Tired of the same-old NWN launcher? Ours has a direct-connect button to log straight into EFU:A, and links to the site, forums and EFUSL (opens in your default browser).

System requirements: Internet Explorer 8 or newer.
Installation instructions:
[LIST=1]
  • Place the self-extracting [FONT="Courier New"]exe[/FONT] in the same directory as [FONT="Courier New"]nwmain.exe[/FONT] and run it.
  • Create a shortcut for [FONT="Courier New"]efua.hta[/FONT] - you can use the included icon, or maybe try one of these.
  • Launch NWN in style!
Please report any bugs to me by Private Message.
#3
Announcements / Fashionable Friday - A Tailor Auction
August 07, 2010, 01:08:05 AM
"I, Brelm Blazon, am pleased to announce to my loyal customers of the Dominion that in seven days I shall hold an auction for a number of fine outfits designed by myself and my associate, Sally. Up until this auction we are also taking special request for custom-tailored garments, for a flat fee of 100 gold coins."

In addition to being able to bid on a number of unique suits on Friday, August 13th, you can also e-mail me a .erf file containing an outfit that you've designed, which I'll be able to transfer to you after next week. If you take advantage of the ability to toolset your outfits, keep some things in mind:
  • You don't add properties to it.
  • If you add robes, they must be the classic robes or the blacksmith tunic. No coats or tabards.
  • No "quicksilver" or pure-white/pure-black colors.
  • The outfit must be cloth or padded armor.
E-mail address will be posted soon.
#4
While some of the Underdark quests are still in the module for those brave enough to delve down, it's just a slice of what used to be there.

There's no real objective associated with this thread, other than satisfying my curiosity. What quests or areas did you consider "icons" of the Underdark setting?

For me, it'd have to be Lights Below. It was a fairly simple concept given a local spin, a great way to introduce the feel of the setting without dumping a lot of lore on you; even though there was some lore in the quest that could hook you if you let it.

How about you: what quests or non-NPC areas defined your EFU experience, or were "perfect" examples of the setting?
#5
Bug Reports / Activated Knight Feats
November 10, 2009, 08:03:44 AM
The activated Knight feats only work on party members. With the no-party system in place they are unusable. I know we probably don't have any Knights at the moment, but it'd be nice if they didn't have to find out the hard way that their class features are broken when they're eventually approved.
#6
Suggestions / Scare
October 26, 2009, 08:11:15 PM
In the same line as Daze and Sleep, maybe Scare can have its "up to 5 HD" cap lifted (when cast by a PC, if there are wand/item concerns), in exchange for lowering the DC.

Ways to lower the DC:
  • 1 for every 2 levels over 4 (starting at level 6, then)
  • The difference between the caster and the target
  • Both handicaps, together

The second handicap can even be applied for, say, a level 3 targeting a level 5 (which is currently possible) - this makes Scare universally less reliable, but more versatile.

Other things that can be done:
  • 1d3 round duration if the target is level 6
  • 1d2 round duration if the target is level 7
  • 1 round duration if the target is level 8+

Given that the targets will already have at least 2 more Will by virtue of being over level 5, -1 to -3 to the DC, and a larger net bonus if the caster is a lower level than the target, there will be a less-than-50%-chance on creatures that have 10 WIS and no base Will bonus, to say nothing of how unlikely it would be to even get Scare off against a level 8 target with any Will bonus/gear - and even then, for a single round.
#7
Announcements / Forum Requests Forum
September 13, 2009, 01:51:48 AM
Link

The above link will take you to a new forum called Forum Requests. There is a handy announcement there explaining its purpose in greater detail.
#8
Bug Reports / IF YOU CLICK NO OTHER STICKY, CLICK THIS ONE
September 11, 2009, 06:37:13 PM
Thankyou for taking an interest in improving EFU:R. We're sorry for any technical inconvenience that you're experiencing on our server.
  • For important information on how to help us solve your problem quickly, please read:[INDENT][[thread=29541]Link[/thread]][/INDENT]
  • If your bug report contains information that could potentially be exploited to gain an unfair advantage over others, please read this:[INDENT][[thread=4731]Link[/thread]][/INDENT]
  • For other useful information about bug reporting, read this thread:[INDENT][[thread=24471]Link[/thread]][/INDENT]
Have A Nice Day,
From Someone Who Reads Bug Reports
#9
Suggestions / Dwarves and Waraxes
August 14, 2009, 08:32:35 AM
I recently discovered that it might be possible to open racial access of Dwarven Waraxes to, well, dwarves.

However, last time this was discussed, it was deemed undesirable to simply give access for free.

As an alternative, would there be any interest in a Dwarven Weapon Proficiency feat that can be taken by dwarves, something of an alternative to martial and exotic proficiencies?

I think the list should be:
  • Light hammer
  • Warhammer
  • Hand axe
  • Battle axe
  • Great axe
  • Dwarven waraxe

On the one hand, only one of these weapons would not be granted by martial proficiency, so it's pointless for dwarven fighters, barbarians, paladins and rangers. On the other hand, it's a racial set that might make a nice package for dwarven clerics/wizards/rogues/whatever. It's also missing a great variety of weapons that would otherwise be available from martial/exotic proficiencies. Plus, there's the pride factor that you took DWARVEN Weapon Proficiency for your war axe, instead of the optimal choice of Exotic.

So the discussion is made with an informed opening. It would be ridiculously easy to do. Would people use it? Does it seem like a sound idea?
#10
Suggestions / Command suggestion: /c twohand attack
June 01, 2009, 02:07:39 AM
I'm wondering if there's any interest in a command to grant a damage bonus to characters attacking with nothing but a one-handed weapon, by using two hands to make an attack.

In PnP, when a character does this, they get 1.5 times their STR bonus (instead of 1 times their STR bonus). This makes wielding nothing but a longsword or a bastard sword (without a shield or off-hand weapon) a viable choice for combat. I'm not suggesting this because it's a PnP rule, but because it's a low-impact rule that I like and allows more build options to become competent questers.

Some things:
  • For management purposes, this would be activated, not toggled.
  • Any form of weapon/shield swapping will cancel the bonus.
  • Negative STR does not get multiplied (thus, useless).
  • The bonus damage would always be rounded down.
  • This would not apply to weapons that are always wielded with two-hands, as they already get a 1.5xSTR bonus...
  • nor to weapons that can be finessed.
  • This would not stack with whetstones or similar items that add physical damage bonuses to weapons.
  • A two-round (or longer) cooldown can be added, if desired. Otherwise, I'd just do a one-round cooldown. See the notes for the spoiler block on an alternate suggestion.
  • Prerequisite feats could be required to activate this command, such as Power Attack or Two-weapon Fighting, or both, if such a restriction would be desired.

Comparisons of damage output when used by a 14 STR character:
[INDENT]Longsword
[INDENT]Normal: 1d8 + 2 = 3 to 10 damage
Two-handed: 1d8 + 2 + 1 = 4 to 11 damage[/INDENT]
Bastard Sword
[INDENT]Normal: 1d10 + 2 = 3 to 12 damage
Two-handed: 1d10 + 2 + 1 = 4 to 13 damage[/INDENT]
Greatsword
[INDENT]2d6 + 3 = 5 to 15 damage[/INDENT][/INDENT]
Note: the +1 comes from 2 * 1.5 = 3 and 3 - 2 = 1.

A greatsword will still be the best, but the average damage of the one-handed weapons improves. And in case anyone's curious...

[hide="Comparisons with a 20 STR character"]
[INDENT]Longsword
[INDENT]Normal: 1d8 + 5 = 6 to 13 damage
Two-handed: 1d8 + 5 + 2 = 8 to 15 damage[/INDENT]
Bastard Sword
[INDENT]Normal: 1d10 + 5 = 6 to 15 damage
Two-handed: 1d10 + 5 + 2 = 8 to 17 damage[/INDENT]
Greatsword
[INDENT]2d6 + 7 = 9 to 19 damage[/INDENT][/INDENT]
Note: the +2 comes from 5 * 1.5 = 7.5 and 7 - 5 = 2.

In this case, a 20 STR character can wield a bastard sword with the same maximum damage as a greatsword, and with better average damage. This may be a reason to go with a two-round cooldown, or perhaps a cool-down of rounds equal to your STR bonus (or STR bonus x 1.5), as well as prerequisite feats.
I just discovered that two-handed weapons always get a 1.5 x STR bonus from the engine. Weaker weapons will never be able to "catch up."[/hide]

This is mechanically similar to a number of other ideas I've had floating around that I've scripted for personal use in my private development modules, so it's feasible. Now I just need to know if there'd be anyone who wants to use this, and if there's any reason this would be a Bad Idea.
#11
I'm sorry for using caps and repeating information that's in other stickies, but I'm not sure how else to get your attention any more.

And while you're here, let me remind you to include as much detail as possible. There are a lot of things going on in EFU's background, many of which you may not think are related, but unfortunately, often times are. We need as complete a perspective on what went wrong and when, in order to determine the hows and whys.

No particular report has prompted this, it's just that I see this too frequently to let it go on any longer.
#12
This isn't really big enough for an announcment or an information post, but after the next reset there will be some new writing tools available from Zyphaem and Surgiam.

After buying a Writing Tablet from either of them and placing a Blank Paper/Parchment/Journal in it, you can use the commands [FONT="Courier New"]/write[/FONT] and [FONT="Courier New"]/title[/FONT] to change the description and name of the item. You can only set the title of an item once, and journals have a limited number of pages that are written on each time you write on it (papers are basically one page). You can refer to the journal's charges for the number of pages it has.

The Writing Tablet has all this in its description for handy reference.

I'm sure many people look forward to carrying around their IC journals, and maybe a few people look forward to taking them. ;)
#13
Suggestions / Arcane Spell Modification Feats
February 15, 2009, 07:27:11 PM
I've been toying with the concept of providing wizards, sorcerors and bards the ability to choose arcane bonus feats that modify signature spells of their spell focus. The following would not be a result of having Spell Focus: X, but rather, be new feats that have a requirement of Spell Focus: X.

One idea I had was "Cowering Fear" with required feat SF:Necromancy, where their Scare and Fear spells also immobilize the frightened target (they can't move but aren't paralyzed, and suffer an AC penalty, instead of the -2 saves/skills/check modifier associated with being frightened).

Another is "Ghost Armor" where a caster with SF:Conjuration becomes ethereal-ish (CutsceneGhost) when they cast Mage Armor, allowing the target to walk through other creatures for the duration of the spell. This could be pretty useful after the 1.69 collision improvement, denying creatures the ability to block passages or exits.

After the work I did for adding new cleric domains, I think arcane casters need some love. Anyone agree, and think this is the right path to take?
#14
Bug Reports / Non-evil ogres
February 14, 2009, 05:12:07 AM
The mist ogres are not evil, and cannot be smited. Please fix.
#15
Announcements / Bug report: Crashes
February 10, 2009, 08:37:34 AM
I am able to crash the server by logging in certain characters, but I am unable to cause it with new characters and not all characters in my vault.

What does this mean to you?

I need you to report to me if the server seems to crash when you try to log in one of your characters. Include the character's name and whether or not they are a character from the Underdark, and whether or not they are a spellcaster or a subrace character.

This information should help me track down what is causing this and work towards making sure it doesn't happen again.

In the mean time, this is might be a very good week for spamming short quests.
#16
Bug Reports / Ziggurat - Rubbleless Rubble
February 07, 2009, 10:00:55 PM
Near the bench to the west of the freshwater fountain (near the bank, if there's more than one) is a pile of rubble. The area it's located looks very clear.
#17
Bug Reports / Kingsman's Inn - Floating Seat
February 07, 2009, 09:43:23 PM
There is a "Seat" placeable near the fireplace/door between the pillar and one of the chairs near the table there. If you sit on it, you're sitting on air.
#18
Suggestions / Colony Market Revamp
February 03, 2009, 10:59:15 PM
It would be nice if some rooms and halls were put up in the colony market so that you didn't have to draw every single NPC in the area every time you go there. I have to stop every other step to load everything that just entered/re-entered by FOV and decide which way to go (because there's so much junk on the ground that you can't just walk in a straight line).

It's an area that looks cool, but sadly, it's a bit much for me to try navigating it.
#19
In the lands many of you consider to be the unapproachable east, on the sea you may know as the Sea of Fallen Stars, is a relatively young nation called Aglarond.

It is the place of my birth, and one I am proud to name as my homeland. It is a place of diversity and tolerance, achieved by a people that overcame the greedy and the hateful. And if nothing else piques your interest about it, it is a place where half-elven are nothing to turn your head about.

Today, it is a well-governed, well-enforced land that remains vigilant against Thay and generously deters piracy for its kinder neighbors. While an elven presence has existed in Aglarond for over half a millenia, halflings have discovered suitable farmland in previously unsettled regions; their enthusiasm and skill is well-received by all Aglarond's people. Like our own colonial government the monarchy of Aglarond is advised by a council whose members are chosen from among their own communities, similar to the Stygian and former First Bolt dignitaries. Those towns who refuse to send councilors to the capital of Velprintalar are allowed a degree of autonomy, so long as they do not endanger Aglarond or offend its principles.

Aglarond's past, its formal founding under King Brindor over 300 years ago, emerged from turmoil and the stubborness of some human settlements. Since its colonization by humans, the axe had been taken against the trees of the Yuriwood to build homes, repair ships, and make tools, all necessary for human inhabitation. As human expansion grew, the elves retreated into the Yuriwood to protect the heart of the forest. They had no desire to battle against the humans, with whom many now shared some family relation, but expansion continued. Their relation became strained to the point of breaking, and men were made to fear felling trees of importance in the deep of the woods; but men live short lives, and their lust for progress soon brought them back into the Yuriwood. It was then that the half-elves sought to broker peace between the races of their parentage, but their pleas fell upon deaf ears among the human leaders. The forest once more in danger, the half-elves rallied to their kinsman Brindor's banner and attacked the most prominent logging settlements. Indrila, Queen of the city of Velprin and one responsible for much of the dismissal of elven bargaining, raised her own army in retaliation. Her forces were utterly crushed and she herself was captured by Brindor; negotiations for the future of all Aglarond would now take place.

Humans who did not accept the rule of King Brindor migrated to those coastal towns capable of functioning independently. They are allowed their peace so long as they do not threaten Aglarond, and are invited to take part in matters of state. Elves continue to live in the Yuriwood, though they are reclusive, even among communities of their half-kindred. Many other races enjoy a freedom of being able to choose worlds and finding support from each.

From the history of Aglarond we see that a good cause reaches out, that a good cause operates with respect up to its breaking point, and that a good cause never truly abandons courtesy. There is no good cause that will not open communication.

Recorded for the people of the ziggurat colony by Sera,
Half-elven of Aglarond, and Paladin of Corellon Larethian

1375 DR
#20
Character Classes / Archaeologist
January 25, 2009, 09:23:03 AM
This information is for a Prestige Class unique to EFU:A as added by an override available for download here.

QuoteThere are many ancient and deadly wonders on the island of Ymph, and many more people who are eager to uncover and disarm them. The archaeologist is part adventurer, part scholar, and has to their name an incredible discovery. From their hard work comes skill and magic that will be necessary to ensure that they don't become a part of the history that they reveal.

Requirements: 5 Lore, 4 Search, and claim to a significant archaeological discovery.

Class Features:

Basics: d6 HD (Special, see below), Tertiary BAB, 5 skill points/level

Primary saving throws: Reflex, Will

Proficiencies: Wizard weapons, light armor; can choose Rogue weapons as a bonus feat

Class skills: Appraise, Bluff, Concentration, Disable Trap, Heal, Hide, Listen, Lore, Move Silently, Open Lock, Persuade, Search, Spot, Spellcraft, Use Magic Device

Spells: Arcane and Divine spell slots become available as if the character gained levels in their caster class; they do not gain caster levels or learn new spells.

Level 1: [INDENT]Deneir's Eye (+2 saves vs. traps)
Skill Focus: Open Lock, Disable Trap, Lore, Search[/INDENT]

Level 2: [INDENT]Darkvision
Uncanny Dodge II (+1 reflex save vs. traps)[/INDENT]

Level 3: [INDENT]Cat's Grace 1/day
Stonecunning (+2 Search indoors)
Uncanny Dodge III (+1 reflex save vs. traps)[/INDENT]

Level 4: [INDENT]Hit Die Increase: d8
Invisibility 1/day
Skill Mastery (take 20 on rogue skills)[/INDENT]

Level 5: [INDENT]Automatic Still Spell I (Spells 0 - 3)
Tymora's Smile 1x/day (+2 universal saves for 5 turns)[/INDENT]


A small warning: due to game limitations, this class will appear as "Archaeologist Barracks" on the class selection screen when you level up.