Sesshomurai: Can we add waypoint destinations to the worldmap from script?
[OEI]nchap: Yes. I can't stress enough how cool the worldmap is. You want to know an even cooler part? The world map hotspots don't just teleport you to an area. They actually just launch a script.
PentaneOnMirc: Something I'd really like to be able to see in NWN2 is being able to use the < I > and < B > tags for player chat. Having the abillity to use italic and bold words when roleplaying is a true boon, it allows so much more depth of expression. I understand we will have italic and bold in in NPC conversations, will this functionallity extend to PC chat?
[OEI]nchap: I'm not sure if it's supported in player chat, but it IS
supported in dialogue. You can say goodbye to asterisks for emphasis now that we have italics in dialogue.
AelrynBloodmoon: One last question in regards to mechanics on my end... "Active" combat feats cancelled each other out in NWN1 (like expertise and flurry of blows.) Will this be the case in NWN2?
[OEI]JESawyer: They did, but I think we've fixed all of them. ALSO, THEY STAY ON EVEN WHEN COMBAT ENDS!
ALFA-Inaubryn: Cleric Domains and granted Powers: Close to 3.5?
[OEI]JESawyer: Eh... not that close.
ALFA-Marklos Has the question on the quality of Obisdian monster/NPC AI been addressed? Will "believeable" creature AI depend on the community as the game's predecessor (sp?)?
[OEI]JESawyer: So far I haven't seen any really dumb stuff, so I guess that's an improvement!
PentaneOnMirc In D&D 3.5's rules, Mage Staffs cast spells with the casters' full bonuses, including feats and int modifiers, as though the caster had personally cast the spell. This is seperate from how most items (wands, scrolls) cast spells, i.e, they determine DC based off the spell level + the minimum int mod needed to cast the spell.
[OEI]JESawyer: To be honest, I don't know. I haven't looked into that.
[COA]Falon: Can passive feats be scripted and then be added permanently to a PC via script?
[OEI]JESawyer: If I understand you correctly, I don't think so. I think that adding feats needs to reference a feat ID in the 2DA...
[OEI][C4][C4]BFox: I think that the answer to your question is 'no', but you can always apply a combination of effects to a creature on a permanent basis.
LaCrampe: Did the crafting system will allow Modder to create new recipe?
[OEI]JESawyer: LaCrampe: Yes, you can create a zillion (well, not that many, I guess) recipes.
[bbnwn]Baldurien:[/b] Do you think community could modify it so it support array or POO ? (well POO is the compiler part, but arrays...) And, by that mean would it be possible to use Python VM? php VM? java VM? (etc)
[OEI][C4][C4]Bfox: Baldurien, some work has been done to improve the performance of the VM, but sadly, arrays are not available. It would be a blessing, but alas.
LaCrampe: Are we gonna be able to disable/customize unwanted feats such as HiPs or Dev.crit?
[OEI]JESawyer: I'm not sure, to be honest.
Arshoon: With pieces of armor showing now, how difficult will it be to make custom pieces, crests and so on and add them to the game?
[OEI]JESawyer: I don't know how difficult attachments will be... probably easier than other things because they are not skinned...
[OEI]nchap: I am not 100% sure on the pipeline for attachments, but I can say that in general the skill requirements for making models in NWN2 will be higher than NWN. It's just a fact of life in making a "next-gen" game with stuff like normal mapping, tintmapping, etc. etc.
Arshoon Not skinned? How do you do the textures of armor pieces? Lets say I want to make a custom breastplate and add the Purple Dragon of Cormyr to it.
[OEI]JESawyer: You should be able to set that up entire in Max, I believe.
[DLA]BryanBlaire: Don't know if this has been asked, but: Will the merchant functionality be more robust than the current version within NWN?
[OEI]JESawyer: Pretty much the same, sorry.
Talwyn: Will an OnClientTalk or something else be avaible, like an evenement when a player speak a sentence?
[OEI][C4][C4]Bfox: Talwyn, are you talking about capturing when you type in the chat window? If so, then yes, there's an event handler for OnShout, which can be scripted to capture shouts.
[COA]Falon: will there be underdark tilesets or are they with the new hieght maps as well?
[OEI]JESawyer: Not underdark tilesets specifically, no.
[nwnx]Lanthar: Are there event scripts now for all player speech events in the module level?
[OEI][C4][C4]BFox: We still have the OnConversation event and the aforementioned OnShout event. Could you be more specific?
[nwnx]Lanthar: Is something like OnPlayerSpeech(available vars: speaker object, spch mode, possessing obj if any, string, target person if tell) in the module events? To allow parsing of spoken emotes even when no npcs are around, etc...
[OEI][C4][C4]Bfox: We kept all the original events and added a few more, like OnClientEnter and OnShout. Reputation system has been changed. And by changed, I mean mostly removed. Factions remain in place and can be expanded in the toolset. Not by script, unfortunately.
Llyranor: Still no official dev response on whether we need external tools for drawing the world map.
[OEI]nchap: The worldmap uses a .tga file I believe, so you'll need one of those.
ALFA-Inaubryn: So a program like Photoshop could be used to draw World Maps?
[OEI]nchap: You don't need a hak to import a map. They are contained on the campaign level, I believe.
NorD_fr: Will the system to generate sky/weather/fog be fully accessible through script? (exemple: allowing us to go from day to night or change speed and colors of clouds in real time)
[OEI][C4][C4]Bfox: Not currently. The day/night cycle is responsive to scripted changes in game time, however.
[DLA]Syrsnein: Using OnUnlock is also a pain to work with because the door or container has already been unlocked on these and has "clicked" open.
[OEI][C4][C4]Bfox: There won't be any rogue-related events, but in most cases they can be captured in existing events, like OnInventoryDistured, etc.
PentaneOnMirc: What about the Campaign Override, BFox? What kind of things can we change with it?
[OEI][C4][C4]Bfox: Campaign Override, if I understand correctly, is really just a set of game/module options that can be set exclusive to your campaign.
[GHA]Dwinblood: so if I setup a script that supports new typed commands I can use them without people seeing "USESKILL 56" appear in their channel. Usually spam the DM channel.
[b][OEI][C4][C4]BFox: I get it now. Sadly, I don't think there will be any support for exaclt what your asking, but I could be wrong.






