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[Set up your own adventures, look for mods, and become the ultimate DM.

A celebrated classic never truly fades away and <span class="bold">Neverwinter Nights Diamond</span> is as deserving of this title as any RPG you will play. Beyond its exciting campaigns and rock-solid rendition of the D&D ruleset, the game's extensive toolset is an open invitation to the community, encouraging them to build and moderate their own adventures.
Bernhard "niv" Stoeckner from the <span class="bold">Neverwinter Vault</span> community has prepared a detailed piece where he explains how to go about doing all that.

Furthermore, you can read his in-depth interview with the game's Project Director/Producer Trent Oster, <span class="bold">right this way</span>.

Enjoy!

Now, 15 years after Neverwinter Nights (NWN) first appeared, one may find oneself asking – what is it that sets this game apart even after all this time?

As with any well-made RPG, the original campaign and both expansions will give you many enjoyable hours of play, where you level up and gear your character as you progress through the narrative. Along the way, you might rediscover that D&D feel that is so rare in PC games. But if you put it down once you complete the story, you will have only scratched the surface of what NWN actually has to offer.

What really sets NWN apart is how easy it makes it for people to build and play out stories of their own. The incredible power it puts in the hands of every user who wants to create both single-player and multiplayer scenarios, run D&D-like games online with the aid of the DM client, update the game with new graphic and scripting assets and put entire worlds online for other people to play on.

Dungeon Mastering

One of the best things about Neverwinter Nights is the inclusion of a special piece of software, called the DM Client, that allows a player to become the organiser of a Neverwinter Nights module and campaign. This position is called the Dungeon Master (DM) in D&D terms. He or she controls all other aspects of the game except for the other players' characters: the monsters, the encounters, and all the non-player characters in the adventure are under the DM's command, just like in a pen & paper campaign.

The DM client, used in conjunction with the toolset, enables players to experience a dynamic story in a different way than most other single-player or even multiplayer games. It is an entirely different kind of adventure when you find yourself within a story or environment that is being brought to life by another person (not a program) who is moving things behind the scenes in reaction to your character’s actions and choices. And if you are the kind of person who likes to create fun for other people, to co-write a narrative with others ‘on the fly’ within the parameters set by the module and setting of your choice, you will thrive in the DM-side of the game.

Creating an Adventure

Running your own adventure wouldn't mean much if you couldn't create your own adventure in the first place. <span class="bold">Neverwinter Nights Diamond</span> comes bundled with a flexible and powerful editor, which allows you to shape your tale with surprising ease.

The toolset itself is fairly intuitive and easy to use even for a beginner, especially with the many tutorials and general support available within the NWN builder and modder community, but it is also highly versatile and modifiable for those with more in-depth technical knowledge. You can put together a module made up of different connected areas, either interior or exterior, with a variety of tilesets or environments that feature pre-designed components and are embellished with more objects, monsters and NPCs, which you can program with quests and scripted conversations. A builder can also create a custom palette of placeable objects, NPCs, loot, and gear with properties modified to fit his or her specific campaign or story. These, in turn, can be made available to the DMs via the DM client to be generated ‘live’ for the players in a module that’s already been put online.

Of course, you don't necessarily have to build it yourself: There is a welcoming modding scene that has created a huge collection of singleplayer and multiplayer modules - you can find some of them in our <span class="bold">Hall of Fame</span>. Of course, if you'd just like to start playing right now, you can always run one of the original campaigns shipped with the game.

Mod Spotlights

Neverwinter Nights has a very active, creative and talented community that has done an outstanding job in adding extra value to this game. New tilesets, new creatures, new rules, complex scripting packages - you name it. You can find most of this in the <span class="bold">Neverwinter Vault</span>!

One of the most prolific things is the <span class="bold">Community Expansion Pack</span>, adding thousands of creatures, custom items, props, new tilesets, and so much more. While you are browsing there, also make sure to check out <span class="bold">Project Q</span>, which has even more D&D-heavy content for your players to test their mettle against.

Persistent Worlds

Any article about NWN would not be complete without mentioning the persistent world scene - arguably one of the core features of the game. A persistent world (you may know the idea as freeshard from other games) can be much like a MMO in many ways in that it persists your progress over the weeks, months, years and that you usually journey through it with other players.

That in itself, however, does not do the concept justice. A persistent world can be anything the author imagines - from simple dungeon crawling to incredibly complex, roleplay-heavy world crafting, or anything in between. Persistent worlds may either focus more on action or role-play and either come download-free, retaining the original look of the game or with a need for a preliminary file download, which often means a considerably updated look and a greater variety of visual and other assets. Persistent worlds also come in a great variety of settings and flavors, and often come with their own rules depending on what kind of experience their makers strive to create for their players. Some have been expanding the capabilities of the game with <span class="bold">addons that go beyond simple modding</span>, adding new features like SQL database access. Thanks to the self-hosted nature of the game such servers thrive to this day, 15 years later.

There are many game worlds out there, with hundreds of daily players - check out the <span class="bold">server listing page</span> and explore a bit (make sure to click on the NWN1 tab!), if you'd like to know more.
Post edited June 27, 2017 by maladr0Id
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Falkenherz: Thanks.
You're welcome. I have this thread in my favourites and i thought it would be a good idea to post the link, for anyone who may have missed it. ;)

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Pherim: Unlike Baldur's Gate and PS:T, which I have replayed many times to this day, I never did the same with NWN (...)
Same here; last time i played NWN was back in 2003-04. Since then, i replayed BG & IWD several times but never got into replaying NWN even though it had always been in the back of my mind.

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filiprizov: IThe graphics aged so badly and there are no mods that address this.
I still think of NWN graphics as very clean and i wouldn't describe them as aged to be honest. Not only that, but the UI was also very nice.
In a rare case, I finished playing this game just last December. Best game ever, honestly.

For many of you NWN's memories are a flashback to times long gone but in my case, it's much fresher and I appreciate it whole despite its aging.

10/10 thanks for keeping its brand ringing out there!
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Starmaker: This. If GOG is ever going to do their own interview, they should just have Leroux come up with the questions.
Heh, thanks for the vote of confidence, but I think I'm much better at answering questions than at posing then. :D

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SangHee: What pulled me into NWN right from the start was Aribeth and her relationship with Fenthick. I immediately knew that there was going to be more than just a regular classic story.
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Nerevar.220: I really hate what they did to them. One for being too trusting (as if the only one who screwed up there), the other has faith utterly crushed (God of Justice, yeah), brainwashed through magic during weeks, and in the last expansion in hell. Wished I could Stormbringer the God and Nasher.
Yeah, I never understood what so many people saw in that Aribeth story, I thought it was pretty terrible, didn't really make sense at all and was beyond irritating. It's supposed to be a tragedy, but tragedies aren't about the "tragic" heroes making dumb choices that spectators can recognize as such from miles away.

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Pherim: Unlike Baldur's Gate and PS:T, which I have replayed many times to this day, I never did the same with NWN, and I only played most of the premium modules afterwards.
The best thing about NWN is that you don't even need to play the official campaigns once. There's really no need to play or replay them when there are so many community created adventures and campaigns out there that are so much more fun to play. Multiplayer is quite nice, too, but for me personally it's the countless single player modules that made the game great, and it sounds like you never really tried those either. For about three years, I've played them almost exclusively and I never had to replay anything, there's just so much quality content out there, and I still haven't seen everything yet.
Post edited June 17, 2017 by Leroux
nice article with great links thru out, favorited for when i try and play this for the 1st time one day

thanks!
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Vythonaut: I still think of NWN graphics as very clean and i wouldn't describe them as aged to be honest. Not only that, but the UI was also very nice.
I don't mind the graphics, but now that you mention it, I find it really annoying that the dialogue window is stuck in the upper left corner. As far as I know, there is no way to change that. With high resolutions and wide aspect ratio, reading dialogues quickly becomes tedious.

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Leroux: The best thing about NWN is that you don't even need to play the official campaigns once. There's really no need to play or replay them when there are so many community created adventures and campaigns out there that are so much more fun to play. Multiplayer is quite nice, too, but for me personally it's the countless single player modules that made the game great, and it sounds like you never really tried those either. For about three years, I've played them almost exclusively and I never had to replay anything, there's just so much quality content out there, and I still haven't seen everything yet.
You are right... I always wanted to play them, but I intended to finish the premium modules first. However, some of them were not that good and others not even finished (ShadowGuard and Witch's Wake both only tell the first part of their stories and there are no sequels), so I was not very motivated to do that. Now the only one left is Wyvern Crown of Cormyr, and from what I hear it is supposed to be quite good, but I don't know when I will get to it. There are many other games to play, after all...
i haven't played NWN yet (though I have once installed and played the very beginning, just to see how it looks and runs = fine).

My meaning was to play it (and NWN2) after I've finished Icewind Dale 2, to kinda play my RPG games in order (didn't NWN come out after IWD 1-2?). Anyway, I got stuck in the beginning of IWD2 because I couldn't figure out how to make a good party. The D&D system is so different from the first IWD game that I had hard time figuring out the meaning and importance of some new features, and to be able to create a similar party that I had in the first game. I think I tried to find some FAQ in gamefaqs.com about how to create good characters in IWD2 (I used similar FAQs for the first IWD and Fallout).

That's a shame because I enjoyed the first Icewind Dale quite much (the combat, the spells etc.), and was really looking forward to play the sequel.

So NWN, you can blame IWD2 for me not playing you yet.
Post edited June 18, 2017 by timppu
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Pherim: I don't mind the graphics, but now that you mention it, I find it really annoying that the dialogue window is stuck in the upper left corner. As far as I know, there is no way to change that. With high resolutions and wide aspect ratio, reading dialogues quickly becomes tedious.
Did you check the option to use the high resolution font? It's not great, but a little better.

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Pherim: You are right... I always wanted to play them, but I intended to finish the premium modules first. However, some of them were not that good and others not even finished (ShadowGuard and Witch's Wake both only tell the first part of their stories and there are no sequels), so I was not very motivated to do that. Now the only one left is Wyvern Crown of Cormyr, and from what I hear it is supposed to be quite good, but I don't know when I will get to it. There are many other games to play, after all...
The Premium modules also pale in comparison to a lot of the free content, also considering that they only use the standard assets and no haks, so you've never seen what NWN can look like with community content added (new textures, new landscapes and buildings, new monsters and creature models, new music, better graphics etc.). But I can understand not being motivated to play NWN now if you still have so much other games to play. These days I don't play it much anymore either. And if you end up getting really into these modules, it could double or triple your backlog. ;)
Post edited June 18, 2017 by Leroux
Something I love about Diamond Edition is how versatile it can be even without upgraded graphics (graphics packs exist but I don't have any links at the moment) or add-ons such as the Community Expansion Pack.

A friend, Chris Lusk, crafted an emulation of the Diablo game in the NWN environment and even after he ceased to host it, I am keeping it online. (Server: Viking Northeast AU if you want to try it out) It is very equipment oriented and features dynamically generated loot and items, and shops which change their contents on a semi-regular basis.

Originally, he designed the module so that you did not require the expansions (SoU and HotU) to play, but with Diamond Edition being now available so easily for such a cheap price, the server now requires the expansions.

However the module still does not require any HAKs (add-ons such as CEP) and so is available for anyone to play almost immediately after installation.

The one thing which needs to be made clear to anyone new to this game is that for secure online play, you must install the unique set of CD keys which GOG provides when you purchase the game. This is because, with the Bioware Master Server no longer available to verify accounts, all servers now link your account name to your CD key in order to verify your identity.

When the GOG version of Diamond Edition is installed, it installs with a generic set of CD keys which are not unique and which anyone can gain access to and use, therefore they provide you with no security from someone else pretending to be you and stealing your in-game items or messing with your characters.

You Have Been Warned!

If you're on FaceBook, there are groups not only for the game in general, but also for game builders and for the above-mentioned module "Home Town Diablo", among others.
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Melkior_King: The one thing which needs to be made clear to anyone new to this game is that for secure online play, you must install the unique set of CD keys which GOG provides when you purchase the game. This is because, with the Bioware Master Server no longer available to verify accounts, all servers now link your account name to your CD key in order to verify your identity.

When the GOG version of Diamond Edition is installed, it installs with a generic set of CD keys which are not unique and which anyone can gain access to and use, therefore they provide you with no security from someone else pretending to be you and stealing your in-game items or messing with your characters.

You Have Been Warned!
Interesting. I never knew or thought about that, since I haven't tried to go online yet after getting the GOG version. How do you go about that? Do you input the unique keys in-game when clicking on Multiplayer for the first time or how is it done? Also, I guess I can't transfer my old online account and characters from the retail version to the GOG version then (if this data even survived on the servers of the PWs I played on)?
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timppu: So NWN, you can blame IWD2 for me not playing you yet.
Both IWD2 and NWN use the third edition D&D rules, so you'll have to learn those, anyway, if you want to play either game. Of course, creating a single character in NWN and a whole party in IWD2 are not quite the same thing, if you are new to this system. By the way, NWN came out a few months before IWD2. Personally, I find the 3rd edition rules more convenient and intuitive than the AD&D ones from earlier games... for example, armor class is now the higher the better, whereas before it was the lower the better and there could even be negative values. The feats and skills take some getting used to, but most of the skills are not that important, especially not for every character. Also, multi-classing makes more sense and is more fun, in my opinion, but that depends on the combinations. It's been a long time since I have played IWD2, so I don't know if there are any significant differences in comparison to NWN. They use the same set of rules, but the way some of them are implemented may be different.

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Pherim: I don't mind the graphics, but now that you mention it, I find it really annoying that the dialogue window is stuck in the upper left corner. As far as I know, there is no way to change that. With high resolutions and wide aspect ratio, reading dialogues quickly becomes tedious.
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Leroux: Did you check the option to use the high resolution font? It's not great, but a little better.
Yes, I have, but it's mainly the fixed position of the window itself hat bothers me.
Post edited June 18, 2017 by Pherim
Any article about NWN would not be complete without mentioning the persistent world scene - arguably one of the core features of the game. A persistent world (you may know the idea as freeshard from other games) can be much like a MMO in many ways in that it persists your progress over the weeks, months, years and that you usually journey through it with other players.

That in itself, however, does not do the concept justice. A persistent world can be anything the author imagines - from simple dungeon crawling to incredibly complex, roleplay-heavy world crafting, or anything in between. Persistent worlds may either focus more on action or role-play and either come download-free, retaining the original look of the game or with a need for a preliminary file download, which often means a considerably updated look and a greater variety of visual and other assets. Persistent worlds also come in a great variety of settings and flavors, and often come with their own rules depending on what kind of experience their makers strive to create for their players. Some have been expanding the capabilities of the game with addons that go beyond simple modding, adding new features like SQL database access. Thanks to the self-hosted nature of the game such servers thrive to this day, 15 years later.
Ravenloft: Prisoners of the Mists has as much as 60+ players every day, at the same time. It's definitely one of the best PW's out there, and it's worth checking out, because the degree of roleplay and influence a player character can make is unique from any other game, and also it offers multiple dungeons and occasions for adventures.
Post edited June 18, 2017 by Bocian2
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Leroux: Interesting. I never knew or thought about that, since I haven't tried to go online yet after getting the GOG version. How do you go about that? Do you input the unique keys in-game when clicking on Multiplayer for the first time or how is it done? [...]
You used to have to request a unique key from GOG after purchase, then edit the .ini file (or whatever -- I can't remember specifically) to replace the generic key with the unique one. However, late last year, GOG started auto-generating keys and adding them directly to users' accounts (NwN card >> "More" >> "Serial keys"), and also updated the game installer to include a "CDKey Changer tool" for those not comfortable with editing config files in Notepad. :)
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HunchBluntley: You used to have to request a unique key from GOG after purchase, then edit the .ini file (or whatever -- I can't remember specifically) to replace the generic key with the unique one. However, late last year, GOG started auto-generating keys and adding them directly to users' accounts (NwN card >> "More" >> "Serial keys"), and also updated the game installer to include a "CDKey Changer tool" for those not comfortable with editing config files in Notepad. :)
Oh, ok. Thanks!
If only there was a Mac version of the game, I would buy it in a heartbeat and play every night till 4 in the morning, for as long as I live and breathe.

GOG, if you're seeing this, please make a Mac version of NWN... I swear I'll buy 10 copies myself, and 5 more for my brother :) Pretty please...
Played a lot of modules when the game was released originally (and at the time I still had dial-up connection, imagine dowloading those bigger files with a 33.600 modem...), many where even better than the original campaigns