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NWN 1: Players - HotU Official Campaign (Spoilers Warning)

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Autor Permanente: Official Campaign Multiplayer Workaround Thread
DrDread
Game Owner
Perfil: DrDreadNWN
NWN: HotU
NWN 2


Suscrito: 10 jun 2002
Colgado: jueves, 04 diciembre 2003 05:40
The easiest way to get around the multiplayer problems is to make a simple stone of recall type. Problem is that Bioware put in a lot of anti-cheat code to prevent people from cheating, fortunately if you spend about 10 mins with it you can correct all that.

There is code that destroys all items placed in the starting areas, It prevents you from laying down custom items in the rooms and such so it's difficult to put in a Item that allows the user to warp to the party leader. If you can locate that code in the areaOnEnter and just remit out, youshould be ok.

I actually placed my custom items inside one of the merchant stores in town, I put them in Argali's Merchant store, theres no anti cheat code onit, set them to infinite =) that might be easier if you cant code.

The important thing is this though. It seems that no matter what you do to you hacked custom module, it always loads the original one in your NWM directory, probably checking the file name. So when you're done hacking your mod with some items to make it PLAYABLE in multiplayer, you have to make your hacked mods the originals.

Move the 3 XP2 mods in your NWM directory into another folder for safe keeping, copy your new versions you made with the extra items into it and rename the extension to .nwm and then load up the OC as you normally would. The game wont know the difference.

We did this to get Recall stones intothe game so all the players can always warp to the party leader if they need to.

Good luck and have fun, no matter how hard Bioware tries to stop you.

Edit: Edited titel to clarify.

Edited By Georg Zoeller on 12/05/03 01:18

  Perfil: DrDread   Enviar mensaje a: DrDread
Fazil
Game Owner
Perfil: FazilNWN
NWN: SoU
NWN: HotU


Suscrito: 23 jun 2002
Colgado: jueves, 04 diciembre 2003 05:59
Bump for sanity's sake. Can we get this made into an official multiplayer workaround thread so it doesn't get lost?
  Perfil: Fazil   Enviar mensaje a: Fazil
Rob Bartel
Live Team Designer


Suscrito: 16 oct 2001
De: Edmonton, AB, Canada
Colgado: jueves, 04 diciembre 2003 06:02
Good idea, Fazil.

Done and done,
Rob Bartel
Senior Designer
BioWare Community Live Team
_________________
NICA - Help relieve child poverty in Managua, Nicaragua. Shop at www.CafePress.com/NICAFund
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Syrsuro
Game Owner
Perfil: SyrsuroNWN
NWN: SoU
NWN: HotU
SW: KotOR PC


Suscrito: 15 ene 2002
De: Somewhere out in left field
Colgado: jueves, 04 diciembre 2003 07:00
ACtually, the easy way to do it is (probably) to just play as a DM Client and either possess (limited powers) a henchman or spawn in an NPC based on your PC. Level them as necessary using henchman script or DM commands to keep them the right level as you go along.

Carl
_________________
NWN2 - coming soon!
DA - coming.... sometime.

Edited By Syrsuro on 12/04/03 07:04

  Perfil: Syrsuro   Enviar mensaje a: Syrsuro
DrDread
Game Owner
Perfil: DrDreadNWN
NWN: HotU
NWN 2


Suscrito: 10 jun 2002
Colgado: jueves, 04 diciembre 2003 07:01
Wow, my first sticky thread! Wohoo!!

I would like to point out that simply adding Stone of Recalls won't work, you have to modify the OnActivate Code in all 3 mods so that they actually work. Stone of Recall is just an item with a Cast Spell: Unique Power property on it. I don't wont to go into how to do that because its late but its just a few lines of code that pick up on the tag of the item being activated (the ones you made) and and then doing a JumpToObject() call against the activating players GetFactioneader(). The fact that you have to know a little bit about the scripting to get this to work will most likely kill it for 90% of you. Probably the same 90% who survey that they don't play the OC multiplayer (gee wonder why)

I think if you open up the orignal OC and look at the OnActivate you might find it there(to do that you need to copy them from the NWM folder, rename thier extension to .MOD and Uncheck their Read-Only attribute from their Right-Click>>Properties menu)

I would also like to say that I think Neverwinter is the greatest game ever, I've had a ton of fun since it came out and have been making my own PW whcih has so far brought me a lot more entertainment. The concept of making your own content like this is great and I hope another game like this comes out in the future.

The only problem with Neverwinter is Bioware themselves. Not making Multiplayer even possible without having to hack your own mod and then adding cheat code to prevent the lamen from doing so is just another ridiculously bad move right after the camera being locked in the first place, arguing with the community over robes and skyboxes and this misled beleif that that this games true glory doesn't lies in the multiplayer potential and the community created content. I honestly wish another company would buy out this franschise and bring this kind of game into the forefront of computer gaming by developing its strengths and not constantly trying to push its weaknesses.

Thats my rant for tonight! I'm off to make real content that FULLY SUPPORTS MULTIPLAYER!
  Perfil: DrDread   Enviar mensaje a: DrDread
ascii64
Game Owner
Perfil: ascii64NWN
NWN: SoU
NWN: HotU
Jade Empire
NWN 2


Suscrito: 11 abr 2002
Colgado: jueves, 04 diciembre 2003 07:15
Quote: Posted 12/04/03 07:00:54 (GMT) by Syrsuro
ACtually, the easy way to do it is (probably) to just play as a DM Client and either possess (limited powers) a henchman or spawn in an NPC based on your PC. Level them as necessary using henchman script or DM commands to keep them the right level as you go along.
Carl

You'd go insane long before you got anywhere. I don't know why (even poked around in the toolset looking for this in script) but when I started up chapter 1 in the DM Client I got continual messages on the DM channel from "server" saying "ComeHither". Weird eh?
  Perfil: ascii64   Enviar mensaje a: ascii64
Cuber
Game Owner
Perfil: CuberNWN
NWN: SoU
NWN: HotU
SW: KotOR PC
Jade Empire
NWN 2
NWN 2: MotB
Mass Effect


Suscrito: 17 ago 2002
De: The Netherlands (Europe)
Colgado: jueves, 04 diciembre 2003 07:23
Quote: Posted 12/04/03 05:40:10 (GMT) by DrDread

so it's difficult to put in a Item that allows the user to warp to the party leader.

That is not so hard, you get an item on start of the game that let's you warp to leader. The Reaper let's you do that. Still think it is weird you have that option in a non-MP game!
_________________
_SeMTeX_! We make this place explode!

Man, this game is great! (But causes too many sleepless (NeverWinter)nights!)
  Perfil: Cuber   Enviar mensaje a: Cuber
Mercurious
Game Owner
Perfil: MercuriousNWN
NWN: SoU
NWN: HotU
SW: KotOR PC


Suscrito: 14 nov 2001
De: Niagara Falls
Colgado: jueves, 04 diciembre 2003 10:31
I posted this elsewhere, but this night be a better place:


Ok folks, let's step back for a second and take a deep breath.

First, let me say that I am very bummed about the lack of multi-player support. My once per week group just finished SoU last night, and we are already making some builds for HotU.

Instead of flaming Bio, perhaps we would be better served by trying to get Georg or someone to post a working script and some basic directions for those of us who do not script.

Biowarians, is there any more help you can offer? I thank you for making a sticky out of the one thread, but you guys are the experts. Exactly how can we work around this issue?

Merc
  Perfil: Mercurious   Enviar mensaje a: Mercurious
Vel Baxim
Game Owner
Perfil: Vel BaximNWN
NWN: SoU
NWN: HotU
NWN 2


Suscrito: 29 ene 2002
De: Johnson City, TN
Colgado: jueves, 04 diciembre 2003 02:06
Great thinking!!!

Quote: 
I actually placed my custom items inside one of the merchant stores in town, I put them in Argali's Merchant store, theres no anti cheat code onit, set them to infinite =) that might be easier if you cant code.

The important thing is this though. It seems that no matter what you do to you hacked custom module, it always loads the original one in your NWM directory, probably checking the file name. So when you're done hacking your mod with some items to make it PLAYABLE in multiplayer, you have to make your hacked mods the originals.

Move the 3 XP2 mods in your NWM directory into another folder for safe keeping, copy your new versions you made with the extra items into it and rename the extension to .nwm and then load up the OC as you normally would. The game wont know the difference.

We did this to get Recall stones intothe game so all the players can always warp to the party leader if they need to.

Good luck and have fun, no matter how hard Bioware tries to stop you.
  Perfil: Vel Baxim   Enviar mensaje a: Vel Baxim
Mij
Game Owner
Perfil: MijNWN
NWN: SoU
NWN: HotU
SW: KotOR PC
Jade Empire
NWN 2


Suscrito: 22 oct 2001
De: Candle Keep
Colgado: jueves, 04 diciembre 2003 04:34
Quote: Posted 12/04/03 06:02:49 (GMT) by Rob Bartel

Good idea, Fazil.

Done and done,
Rob Bartel
Senior Designer
BioWare Community Live Team

So, Rob, do you expect this to work all the way through? Georg seemed to think that this might not be able to work around some of the scripting in chapters 2&3...

If it does work, I'd be curious to hear peoples impressions of how it affects the game play. i.e. what happens during the cutscences? Is it more trouble than it is worth? etc.

Edited By Mij on 12/04/03 16:40

  Perfil: Mij   Enviar mensaje a: Mij
Fazil
Game Owner
Perfil: FazilNWN
NWN: SoU
NWN: HotU


Suscrito: 23 jun 2002
Colgado: jueves, 04 diciembre 2003 05:12
Well, I'm in the process of trying to at least get a workaround going past the first cutscene.

Obviously I've not played it far enough to get the "transport to party leader" token from the Reaper yet. How far into chapter one is that? Better yet, what's the thing called? Maybe I can just create a quick module with a merchant that sells that specific item for a character to import into a multiplayer game and not have to modify the stock modules at all?
  Perfil: Fazil   Enviar mensaje a: Fazil
Itoshi
Game Owner
Perfil: ItoshiNWN
NWN: SoU
NWN: HotU


Suscrito: 03 nov 2003
De: WI
Colgado: jueves, 04 diciembre 2003 05:33
I believe the quickest, easiest multiplayer work around is:
-Host starts the game
-Additional players start a single player game, save a local copy of their character after killing the drow intruder
-Additional players connect to the host using their saved character
-Additional players use their stone to teleport to the party leader

I'm still in chapter 1 but this worked for me. It's quick, it's easy, and I've multiplayed through the other campaigns with no problem. Has anyone else tried this and run into issues later on?
  Perfil: Itoshi   Enviar mensaje a: Itoshi
DrDread
Game Owner
Perfil: DrDreadNWN
NWN: HotU
NWN 2


Suscrito: 10 jun 2002
Colgado: jueves, 04 diciembre 2003 05:36
Quote: Posted 12/04/03 17:12:26 (GMT) by Fazil

Well, I'm in the process of trying to at least get a workaround going past the first cutscene.

Obviously I've not played it far enough to get the "transport to party leader" token from the Reaper yet. How far into chapter one is that? Better yet, what's the thing called? Maybe I can just create a quick module with a merchant that sells that specific item for a character to import into a multiplayer game and not have to modify the stock modules at all?

That wont work either

For one, Only ONE character will get the reaper Recall item, the same player who will get the cutscene. Additional players will just show up in the room with the original player at the inn. Even THAT is iffy because the Starting point for the module is actually in that room where the cutscene takes place. Depending on wether your multiplayer buddies jump in after you've gone through the cutscene or not, they might end up joining the game and be stuck in that room where the cutscene takes place. Hence the need for custom recall item IN THAT ROOM ON THE FLOOR that the players can pick up and use if they need to. Otherwise I think they are trapped in there. I believe this is what you are going through.

The module doesn't excpect more than one player to join the game so you'll have problems from the get-go. If you start again and DON'T rest and have the dream with your first character, the others will be able to join the game and be with you at the inn. Then rest and watch the cutscene (the others wont see it) and when you're done you can actually move as a group from the Inn (After the drow thief steals ALL your stuff).

You'r BEST BET is to make a custom Stone of Recall type item and hak the mod as described above. Drop several of them in the cutscene room AND your starting room at the INN AND some in Aragil's merchant shop. Make these items UNDROPPABLE (Use the handy new checkbox). THat way your players should be able to pick one up wether they are stuck in the cutscene room or the "First player" who ends up in the inn room.

VERY IMPORTANT: There is code that destroys all items on the ground in the Inn to prevent cheating. Its in the OnEnter for the Area of the second floor to the Yawning Inn (sp?) where you start out, do a search for "Mr. Cheater" and you should find it (cute Bioware, real cute). You can probably just place your items INSIDE the "Free Armory" placeables in the next room (Not sure if you can get to Aragils without going through a fight scene), I don't think there is any anti cheat scanning those inventories. Also if you making custom stone recall items you'll have to drop a couple lines into the OnActivate scripts for all three Modules so they'll work across all 3

It's a serious hassle to get these into the hands of the players. I originally tried making these items appear in the players inventory OnClientEnter for the module but it didn't work and I'm not sure why, probably some more anti-cheat code that I didn't bother looking for. Your first character gets stripped of all his items after the dream cutscene anyway.

I think I had more fun coding around the cheats then i did in the first 20 mins playing the game It took me and my friends a couple hours of playing and hacking the mod to get the group past the well that leads into undermountain. Going through all this reallt leaves a really bad taste in your mouth especially since the mod is otherwise nicely made. Even Shadows of Undrentide wasn't officially multiplayer but it was still POSSIBLE to play multiplyer! It doesn'thave to make "sense" it just has to "allowed"

Edited By DrDread on 12/04/03 17:43

  Perfil: DrDread   Enviar mensaje a: DrDread
DrDread
Game Owner
Perfil: DrDreadNWN
NWN: HotU
NWN 2


Suscrito: 10 jun 2002
Colgado: jueves, 04 diciembre 2003 05:52
Quote: Posted 12/04/03 17:33:36 (GMT) by Itoshi

I believe the quickest, easiest multiplayer work around is:
-Host starts the game
-Additional players start a single player game, save a local copy of their character after killing the drow intruder
-Additional players connect to the host using their saved character
-Additional players use their stone to teleport to the party leader

I'm still in chapter 1 but this worked for me. It's quick, it's easy, and I've multiplayed through the other campaigns with no problem. Has anyone else tried this and run into issues later on?

This sounds pretty good, we were considering that instead of going through all the hassle with custom items. I wasn't sure if having multiple players who have all gone through the cutscene and gotten the plot items would cause issues later on. If you say they don't then thats probably the easiest and most non-scripted way of doing it! Have everyone go through the first part single player, save their characters and then all join the multiplayer game after the drow steals the host players stuff.
  Perfil: DrDread   Enviar mensaje a: DrDread
Fazil
Game Owner
Perfil: FazilNWN
NWN: SoU
NWN: HotU


Suscrito: 23 jun 2002
Colgado: jueves, 04 diciembre 2003 05:58
Actually, along the same idea, the merchant idea works. I just tested it to get additional players past the first cutscene.

The module I've created has one merchant that sells both the Ring of the Reaper and the Rogue Stones. The party leader simply sets up a bind at the point in the inn after the drow thief gets killed; the rest of the players stuck in the cutscene can then activate the rings that the purchased from the merchant module to step through the portal to the bind point the party leader has just set up.

I do like the separate starts a little better though. Nothing like having multiple half-naked adventurers starting the game in the same bedroom waking from the same dream I don't know if I'll use that for my MP though - is the party leader the only one that gets their equipment back? I haven't checked to see where all the items go, if they are contained on a per-PC basis or if they all get dumped into a global somewhere. Probably a question for Georg.

Oh wait, that's right, I'm suspending my reality check for multiplayer in Hordes.

In any case, should anyone want the module it will be on NWVault in 24-48 hours, or if you're impatient I've posted it at http://www.a-s-i.com/~glamm/Hordes/

Edited By Fazil on 12/04/03 18:02

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