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1  Gondor vs Mordor 1 / GvM1 Players Forum / Re: Drop Rates, the 'new normal', and how can we stay alive? on: 28 May 2020, 21:15
Hey all

Just showing face to this thread and specifically drop rates (when I get a bit more time I will also post some thoughts on other aspects).

So in short after ClevarOne PM'd me regarding drop % change, I went away and had a think about it. I need to double check the code in the mod but my thoughts are on the line of introducing a DM tool to manually manipulate the drop rate, similar to what I did for the XP bonus. On start-up/reboot of the server the drop rate can also be manipulated by applying a modifier to the base rate to make it higher. To me this feels a semi-permanent change as while the server would start up with an increased rate, the core drop rate is not touched making the change much easy to reverse by just removing the modifier (not that I think it would ever need to be).

As ClevarOne has kind of worked out and said - making changes to the mod at this stage of my life it not really high on my priority list. Life has changed, the game is very old and I don't even have NWN or the toolset currently installed. But for significant bugs (that I have mostly all resolved now) or core changes to keep some level of popularity such as this drop rate increase, I am prepared to put in the time when I can to make such changes if well founded.

On a side note, maybe it might be an idea to call out for a volunteer and if anyone would like to get involved in maintaining the mod from a coding point of view. Appreciate that I wouldn't want just anyone as it is VERY easy to break things if you don't know what you are doing, so some experience would be required. Just throwing this out there I guess Cheesy

2  Gondor vs Mordor 1 / GvM1 Character Builds / Re: Have my meds stopped working, or are all the build AB progressions wrong on: 19 May 2020, 20:35
I know the attack progressions have been tweaked in the mod either directly to classes or due to feat changes. The character sheet never really gives an accurate picture, the logs do though.

When monk is mixed with shifters shapes that don't use weapons, such as dragon, then the attack progression is influenced by monk due to the amount of attacks you get and I think it has always been like this - I have certainly never changed any of the progressions since taking the mod on.

3  Gondor vs Mordor 1 / GvM1 Players Forum / Re: Henneth - Nobody drops key to jail cells on: 10 May 2020, 01:47
Is this the Jail at the back of the main room, after you kill the bosses?
4  Gondor vs Mordor 1 / GvM1 Players Forum / Re: How to get onto the new nwn EE server: step-by-step guide on: 02 May 2020, 23:28
Yes that should be possible if you let GreyDeth know what your old login username was. We have a backup of the player vault so hopefully will be able to transfer over.
5  Gondor vs Mordor 1 / GvM1 Players Forum / Re: Level 35 and below area - is it still an enforced rule? on: 28 April 2020, 22:49
Hey, sorry for later reply.

Yes I lifted the level restriction on that area in Mirkwood, so feel free to enter with level 40s.

6  Gondor vs Mordor 1 / GvM1 Character Builds / Re: Terrifying Rage, Intimidate, and Taunt against bosses on: 07 April 2020, 23:21

Sorry I'm not around much these days but do pop in now and again so thought I'd chip in on this one, as I did have a couple of taunt specialist builds. One I actually posted the build for and is here:

There is some info in the build thread but to cut a story short, this was a bard shifter that focused in the helmed horror shape and the taunt skill. It could get a taunt of over 100 which would pretty much taunt anything with a fairly descent level of success (not guaranteed success though).

Intimidate is a bit different. Again I did do a build that actually specialised in both taunt and intimidate and was some kind of very high level barbarian build (32 levels I think with fighter/rogue classes too). I can probably dig the build out from my archive if I look if it would be of any use. So if I remember right, with the right gear on this goon could get a taunt and intimidate score of both over 100. The problem I found was that while it could taunt nearly everything with a good level of success, the intimidate and terrifying rage didn't do so well again very high level bosses as I think the checks are quite different unlike taunt which is vs the opponents concentration skill which can only get so high.

So in short for bosses taunt is very effective but you do need to get taunt as high as possible and over 100 to be able to taunt bosses like Aragorn. Intimidate - great for lower level stuff or maybe mobs that defend bosses, but for bosses themselves I found it quite hit and miss.
7  Gondor vs Mordor 1 / GvM1 Tactics / Re: Baragor on: 03 July 2019, 23:22
I never really built a Baragor farmer but do remember having some success with my Dracolich summoning AC tank. As you say Baragor is one of those bosses who spams Improved Knockdown and I've found that unless your toon has 100+ discipline then you'll likely go down if he hits a knockdown.

So with a Dracolich summoner (30 levels of Pale Master) you can only get a max discipline of somewhere in the mid 90s, and that is with the +50 cap from improved skill items. So it was very much a game of chance when solo'ing him. AC was not a problem but at some point he is going to hit a IKD on a 20 attack roll and down you go. It just then depended how the following attacks went and if you could recover/heal after a knockdown. The Dracolich in the meantime would kill him.

Going off the same idea, I never really tested the Ghost Warrior summon against Baragor (26 levels of PM rather than 30) which I posted way back here:

Baragor from memory doesn't have great AC so the Ghost Warrior may actually hit him often enough, it just depends if the damage from the Ghost Warrior against his Damage Reduction is any good. With 26 levels of PM you get that extra discipline dump at the last level so the Improved Knockdown issue goes away as this toon can get well over 110 discipline with the right items.
8  Gondor vs Mordor 1 / GvM1 Players Forum / Re: HS potion lion's courage potion issue when used with unarmed toons on: 15 March 2019, 19:28
Ok - I'll look at that too  Grin
9  Gondor vs Mordor 1 / GvM1 Players Forum / Re: HS potion lion's courage potion issue when used with unarmed toons on: 11 March 2019, 19:05
Just making a mental note of things to look at this week as I'll have a bit of time:
- HS pots magic damage (barbarian too)
- Metamagic on shifters (likely unfix-able due to changes to EE itself though)

If there is anything I missed that has been raised since the switch to EE - let me know  Cool
10  Gondor vs Mordor 1 / GvM1 Players Forum / Re: HS potion lion's courage potion issue when used with unarmed toons on: 11 March 2019, 18:56
I'll need to look at the script for the HS, but I'm pretty sure the Barbarian rage does only apply it the weapon slot. I'm not sure if these were done by design or maybe there are some other reasons (e.g. I'm not sure if applying temporary effects to non-weapons has complications). I'll give them a check out this week  Smiley
11  Gondor vs Mordor 1 / GvM1 Future Talk / Re: NWN Enhanced Edition on: 05 February 2019, 18:37
Hey, that sounds like something is missing from the CEP installation as the mod doesn't use any custom hak files to download (the idea being to make it as accessible as possible).
12  Gondor vs Mordor 1 / GvM1 Future Talk / Re: NWN Enhanced Edition on: 15 January 2019, 19:17
I'm hoping to look at the Shifter / metamagic thing this coming weekend to see what's what. Nothing has changed on the side of the mod from the side so am wondering if something in the game has changed.
13  Gondor vs Mordor 1 / GvM1 Future Talk / Re: NWN Enhanced Edition on: 04 January 2019, 18:40
I installed CEP the old-skool way downloading it from the neverwintervault. I didn't think to look on Steam for it.
14  Gondor vs Mordor 1 / GvM1 Future Talk / Re: NWN Enhanced Edition on: 16 December 2018, 17:19
If you PM me your new public CD I'll add it to the checks as I have already updated it with mine. I can just FTP the mod over as per the standard server.

Testing wise - I was logged in for some time on my test server and didn't see any issues. And the player who was running around for a while didn't report any issues which is good.
15  Gondor vs Mordor 1 / GvM1 Future Talk / Re: NWN Enhanced Edition on: 16 December 2018, 16:09
Is this the player database? I don't thnk the database will need to be ported as everyone will be coming in on brand new CD keys. In fact that CD key database will probably be redundant on the NWN EE version just because of the differences in how it uses CD keys/logins compared to standard NWN.

A new database will be created from scratch automatically and we can just go with that as it will be clean (even if it is redundant it's probably worth keeping).
16  Gondor vs Mordor 1 / GvM1 Future Talk / Re: NWN Enhanced Edition on: 16 December 2018, 15:54
OK I see it online, when I connect I am getting 'Client and server versions don't match' Angry
17  Gondor vs Mordor 1 / GvM1 Future Talk / Re: NWN Enhanced Edition on: 16 December 2018, 15:51
I did have to add, to nwnplayer.ini - directly under the linke - [Profile]


But this was a common issue I read about, not sure if it is needed. I also had the check remember name or what ever it said when it asks for your player name.

Is there server online? I can try and connect and see what happens.
18  Gondor vs Mordor 1 / GvM1 Future Talk / Re: NWN Enhanced Edition on: 16 December 2018, 14:52
For the mod we do have some custom 2da files which just go into the override folder. These shouldn't be needed for testing but will be needed when/if the mod goes public as they handle most of the custom changes (spells/shifter/feats etc).

And of course CEP 2.4 - again go into corresponding foldesr in MyDocuments. If CEP isn't installed it will let you know when you try to open the mod in the toolset.
19  Gondor vs Mordor 1 / GvM1 Future Talk / Re: NWN Enhanced Edition on: 16 December 2018, 14:33
So step by step I did the following (I installed the game through Steam on Windows 7 Pro):

1) Take a copy of the current lotr_gondor_vs_mordor.mod file.

2) Move the mod file into here:
C:\Program Files (x86)\Steam\steamapps\common\Neverwinter Nights\data\mod

3) Open the nwntool.exe Toolset found below and find the module which should be listed:
C:\Program Files (x86)\Steam\steamapps\common\Neverwinter Nights\bin\win32

4) Go Build -> Build Module, and click 'Advanced Controls'. Untick everything except 'Scripts' under 'Compile' and hit build. It will take a minute or two at moan about three files but these can be ignored.

5) When finished building hit 'Done'. Then go File -> Save As and use the name 'lotr_gondor_vs_mordor_ee' as it can't seem to overwrite the original mod. Close the Toolset.

6) Go to the following location:
C:\Users\<your windows profile name>\Documents\Neverwinter Nights\modules
Which is where the Toolset seems to save the new mod too and cut (don't copy) it back into:
C:\Program Files (x86)\Steam\steamapps\common\Neverwinter Nights\data\mod
If you don't cut (move it) and just copy it, there seems to be weird issues trying to start it.

7) Open the nwserver.exe Server found below:
C:\Program Files (x86)\Steam\steamapps\common\Neverwinter Nights\bin\win32

Cool Select the Module Name 'lotr_gondor_vs_mordor_ee', for testing only keep all the default settings EXCEPT untick 'Local Characters Allowed' - this will just enable server vault mode. We have other settings on the live instance but this one setting change is all that is needed for testing the server vault.

9) After a minute or two it should say loaded in the Server app. Fire up nwmain.exe and it will be listed under LAN game locally but will also appear in the Internet games listing. You have to join it from the LAN section when on the same network.
20  Gondor vs Mordor 1 / GvM1 Future Talk / Re: NWN Enhanced Edition on: 16 December 2018, 14:03
Grey, to get the server in servervault mode (rather than local vault) while we don't seem to specify it in the existing servers startup script have you tried adding the additional flag:

21  Gondor vs Mordor 1 / GvM1 Future Talk / Re: NWN Enhanced Edition on: 16 December 2018, 13:46
Well The server vault port is going to be very manual as NWN EE and traditional NWN server vaults look to work completely differently.

On the face of it it looks like you can't have multiple accounts without multiple CD keys, as the new server vault works off the public CD key rather than login name.

So on standard NWN, each login would have it's own folder under the main servervault folder. On EE instead it creates folders using the public CD key. Which means if I wanted to port all of my toons over from my 4 or 5 accounts (-firecracker- , inn.ervation, -firecracker-mule- etc etc), they are all going to have to be added to that same public CD key account folder in the EE server vault folder.

All I did was FTP down one of the bic files from my -firecracker- account from the standard server and dump it into my public CD key folder.

This means for vault ports, a DM is going to need to be logged in to know what the players public key is to then know which folder to move the toons over too.

I'll have a look for any Linux resources - I was setting up on Windows heh.

I've shut my test server down for now. A player logged in which was a nice test that the mod appeared to be working fine when online to the public.

22  Gondor vs Mordor 1 / GvM1 Future Talk / Re: NWN Enhanced Edition on: 16 December 2018, 13:03
OK I have been able to port one of my toons over from the standard game's vault.

So I think that is everything. Now we just need to get it working on your box Grey. Is this a linux server?
23  Gondor vs Mordor 1 / GvM1 Future Talk / Re: NWN Enhanced Edition on: 16 December 2018, 12:49
Hey Grey, I've got DM access (found the same info as you did). Had to update the public key in the script that does the check and DM access all works fine.

I am running the test mod in server vault mode rather than local and appears to also be fine. I'll try and port a toon over next from the old mod.
24  Gondor vs Mordor 1 / GvM1 Future Talk / Re: NWN Enhanced Edition on: 16 December 2018, 12:01
OK my test server is actually listed in the ingame Internet server listing:

"Gondor vs Mordor Test"

I'll keep it open if anyone is around to test an external connection.
25  Gondor vs Mordor 1 / GvM1 Future Talk / Re: NWN Enhanced Edition on: 16 December 2018, 11:53
OK I've got the game installed and the mod compiled against the Extended Edition Toolset.

I've setup a local server with the mod running and can login as a 'player'. I've not had to make any changes to the mod itself and I'm not being booted or anything by the CD check script.

I've yet to actually see how to login as a DM as there doesn't seem to be a DM client that I can see (I'll need to look this up).

Looks promising.

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