Party Size setting, Campaign Settings, and Game Settings: Do these exist in any version of Aurora Toolset in today's world?

Good day! I’m unsure if I’m using a “nerfed” version of NWNEE’s toolset, but I’ve been completely unable to find party size settings, campaign settings, and game settings anywhere in the Aurora Toolset version that I have access to. Can anyone tell me if these settings actually exist in today’s toolset? And, if so, where they might be found exactly? Note: I’m not referring to scripting, but some sort of settings tab for each topic that the internet claims should exist.

Maybe your internets are pointing you to NWN2 stuff? The NWN:EE toolset isn’t really “enhanced”, but certainly not “nerfed” and it only runs on one platform.

Thank you. Might a completely different and highly upgraded toolset be available to developers? One that isn’t packaged with any regular install, I mean? Or, outside of complicated scripting, are there any settings for these sorts of things that might be found in today’s toolset?

NWNEE is not moddable like other games. Each module (each file with all of the adventure details and logic) and its scripts control most everything as far as gameplay. There are graphical overrides to change the look of the game, but otherwise you need to open the module you want to change and change the script of the behavior you want to change.

What exactly do you want to change, and in what module? If you want to change an original campaign, you need to find the module file (.nwm) and copy it to your modules folder. Then rename that copy to end in .mod instead of .nwm

There is an override mod that will change the max henchmen, but I’m not sure if it is done yet. It basically redoes the NPC and henchmen AI as well as other enhancements. You can search for “Philo” on the main website.

If it’s the original campaign (wailing death), it’s in 3 chapters. You don’t need to change the prologue because there is only one henchman available in that module.

If it looks like this, it’s the NWN2 toolset, which has the sorts of things you are talking about. It will say Obsidian Neverwinter Nights 2 Toolset in the bar at the top.

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Very long term, what I’m hoping to do is make all of the modules within the original campaigns universal and compatible with each other. Currently, even with the “enhanced” version, the Wailing Death and SoU campaigns work entirely differently than the HotU campaign, so far as basic game play goes, I mean. Playing through the Wailing Death campaign today is almost identical to how it played when it was released. Barely any enhancements or improvements were added to it. Just as one example, I’m hoping to make all of the henchmen in each module/campaign work in the same way So far as basic game play goes, I mean. I want all of the modules to allow the same amount of companions, all should have inventory control and all of the basic “commands” working in the same way. Unless I’m missing something obvious, there really seems to be no reasonably convenient method of doing this, however. It will be a very daunting task that I’ll have to seriously invest a lot of programming, coding, and scripting learning towards.

I have a mod thats doing some of what your looking at? It enhances them by giving the player options as well as updating the AI.
It lets the player increase the number of henchman, you get a lot more control over them as well as changing their equipment. Many more options like auto looting, casting spells on the party, etc
I’m still working on adding it to all of them. The difference in our approach is my mod doesn’t require adding it to the module. I’m guessing you are looking to do your changes to the module.

@Philos I’m going to look at your mod. I have had some quirky experiences with items in my override folder, but, in most cases, I’ve found ways to resolve the conflicts that have occurred. With the developer(?) override folder, too, I haven’t seen how that works.

Very long term, though, what I’m rather hoping to do is have a more consistent and universal gaming experience throughout. Most especially here with the original campaigns, in hopes of having them all be consistent with each other, so far as basic game play and gaming features go.

I have a vault forum thread with a newer version, the one on the vault is older and I plan on updating soon.
If you do start work on your project I can help point to some things to help speed up the process.

It’s the usual, what you want requires work and there’s no easy solution. I achieved what you want and more, by modifying the modules one by one, and also adding override files that affect all modules. For inventory, you have to change each henchmen’s scripts directly in each module. For companions, you either have to add specific lines detailing how many henchmen you may add at once, as well as editing the restrictions in the dialogue script that enables you to add them, or simply know your way around tools like Lilith. For “basic commands” you need to implement a henchmen system like TonyK, also in a module by module fashion, or write your own dialogue tree. There’s also a new player tool in the vault that tries to do this without that much hassle, but it’s usually tighter to do it yourself, specially if you have very specific things in mind. Hope these help!

As I indicated on the Beamdog forums, there is currently no way in NWN 1, either Diamond Edition or Enhanced Edition, to restrict party size in a module. There is no module “party size” setting, as there is for NWN2, and there are no commands nor event captures which would allow someone to script a party size limit. The most you can do is to set how many henchmen each player character can have.

Since I’m talking about it, there is a problem with GetMaster() since each henchman is added in a chain in such a way that the next henchman to be added becomes effectively a henchman of a henchman. This means that the GetMaster scripting command will not reliably return the PC but instead will return whoever is next higher in the “chain” and you need a custom function in order to reliably return the PC - which I’ve called GetTrueMaster.

object GetTrueMaster(object oSummon=OBJECT_SELF)
{
  if(GetObjectType(oSummon)!=OBJECT_TYPE_CREATURE) return oSummon;
  object oMaster=GetMaster(oSummon);
  while(GetMaster(oMaster)!=oMaster)
    oMaster=GetMaster(oMaster);
  return oMaster;
}

This function relies on the fact that GetMaster will always return an object and if the object which it is given as input has no master, then GetMaster will return the same object since the object is its own master. Objects which are not creatures cannot be henchmen and so they too are their own master. This function will reliably return the PC when used on a PC’s henchman or other “pet” by “clawing its way” to the top of the chain and returning whatever is at the top of the chain.

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