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I tried making maps in both editors - and I honestly don't recall the details, except that I had a VERY hard time doing anything in the NWN2 toolset. I just couldn't make things look right. I don't remember if it was possible to generate "normal" NWN1 tile-maps - but I don't think it was laid out to facilitate that. Another issue was the performance upon release, which was very poor. I remember having a very powerful machine, and the game still ran extremely slow. I almost gave up playing it entirely, but it was fixed relatively soon after. I understand why they did what they did, but I really don't think they did it well. If they wanted the average modder to make maps using advanced tools and graphics, they should have done much more to make that manageable. I think the modding community speaks for itself, actually. NWN wasn't very pretty even when released, but it worked well as a toolset and "adventure construction set" - and most players accepted the weaknesses - because they could finally play something resembling a real D&D table session. |
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In my opinion, the creative parts come from those who are rather *not* "techies" … And vice versa. So, this means, in my (personal) opinion, that the hrder it is to mod something - which means the more tech knowledge is needed - the less the creatives get o work with it, but rather the techies - which - in my opinion - results in very, very good technical quality of a mod - but in the orst case a total lack of content in term of storytelling. And I think I remember a member of Obsidian saying in an interview posted here somewhere saying that they actually wanted to increase the technical quality of the mods … And the reverse of it means that they weren't interested in better quality in terms of storytelling … But this is only my personal opinion. |
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