A Neverwinter Nights II Mod by Jon and Dennis Graf

Thursday, February 17, 2011


And now for something completely different...
The last few days I have been playing with the Ipad I got my wife for Christmas. Went searching the App store for RPG games and came up with - Aralon! I must say i was very pleasantly surprised. While not as detailed or comprehensive as NWNII, it is very playable and entertaining. It has multiple classes and even a few tricks NWNII doesn't have - including ridable horses and beasts! Very cool. I can't wait to see what Ossian comes up wth for "Shadow Sun". The screen shots look fantastic, and after seeing what Aralon could accomplish, I know we are in for a real treat. I have included a simple screenshot from the app store.

On the "Winter Promises" front, I have been spending time in the village of "Lakton" - a town on Mirror lake, where significant developments will take place. Have linked up the location to the world map, and am currently finishing the interiors and townfolk. Spent a wonderful crash-free afternoon. I am home from work with my wife who just underwent "minor" surgery (personally I don't think there is such a thing). She is recovering well so I had a few hours while she was napping.

Monday, January 17, 2011

Back on Track

No pics this time - just sharing the good news that I have now fully recovered from the last crash back in October. I did a little work over the Christmas holidays, but kept running into things that had worked previously, but now weren't. I had almost resigned myself to recreating a lot of stuff when I discovered I had been working on a back-up file that wasn't the most recent. Swapped files and I was good to go. Thank god I have been pretty well disciplined about back-ups.

Had no idea how quickly you can forget some of the everyday stuff in the toolset when you don't use it. The good news is that with the long weekend for King's b'day, I had a chance to spend some quality time with the mod. It was very frustrating at first - but it was mostly just stupid little things I forgot - i.e. "oh you have to import companion scripts. No wonder my new companion would seem to join the party but then refuse to follow me"! It is actually kind of funny now looking back.

This morning I did a play through of what I have so far, taking notes as I went. The Mod plays at about 2 hours currently - assuming you do everything possible (which is not necessary to complete the Mod). Then managed to forge ahead a little. I have almost all of the critical plot elements at least sketched out. All of the external areas are now functioning with the world map though I still have to create about 50% of the custom load screens. Now there is a lot of conversation writing to do, not to mention a few key areas yet to be developed. It feels great to be back on track. Forgot how addicting this stuff can be!