Neverwinter Nights Wiki:
A large database of information for Neverwinter nights is available in the neverwinter nights wiki, while many of the game mechanics have been altered on our server and most of the information on those changes are available in the players handbook, Neverwinter nights wiki is still a very valuable source of information on the mechanics that haven't been changed.
NWN Wiki: LINK HERE
Forgotten Realms Wiki:
While CoA follows its own canon that can differ from the Forgotten Realms canon, our servers setting still takes place in the Forgotten Realms campaign setting, you can find a lot of setting information and possibly inspiration for concepts on this website.
Forgotten Realms Wiki: LINK HERE
Forte's City of Arabel Portrait Pack
Forte's collected portrait pack, a combined version of the Male and Female portrait packs used in City of Arabel. It contains only Arabel character portraits and Forte's own character portraits.
Please note: Having a huge amount of portraits in your portraits folder may cause lag during character creation when you reach the portrait selection section
Custom portraits thread
See the Custom portraits thread for player's custom portraits available to download, feel free to post your own here as well.
Part 4 : NWN.ini
(Q: I can't use sliders, but I can edit .ini files, what am I?) Highlight Text Below for answer
A: I am a Linux Gamer
OK, this section will be a breakdown of the NWN.ini file, what I've included in my NWN.ini, what you can include, what each line does and what they can be set to. Seeing as I've now taken two stabs at linux users over the course of these guides, I feel obliged to warn you that a lot of these settings are 'unofficially supported' have 'no effect' or 'unknown effect' when changed in Linux, so change them one at a time if you're using the Linux client.
SUMMARY: This section tells NWN where to find the resources it needs to run the game. Useful if you intend to do something like copy more files into the main directory after not doing a full install, or if you'd like to put the temp folder on a RAM disk.
(Special setting, choose 1 or 2)
(Special setting, choose 1 or 2)
SUMMARY: When I first played with this, I was expecting something completely different to what I thought it would do. Set both of these to 2 instead of 1, and set the Violence options in Game settings to the far right (special). Critical hits will send chunks of monster flying around, and there'll be a lot more blood. Be aware more gore will slow down a slower machine.
(Volume, ranges from 0.00 to 1.00)
(Volume, range from 0.00 to 1.00)
(Volume, range from 0.00 to 1.00)
(Whether or not it runs the next line - 0 for sound on, 1 for sound off)
3D Provider=Miles Fast 2D Positional Audio
(Sound Middleware Driver. Easiest to set in game)
Environment Effects Level=0.60
(EAX modifier, range from 0.00 to 1.00. Modifies sound depending on an environment, more echoey in a cave, for example)
(EAX Toggle, 0 for off or 1 for on. Only available with the creative middleware driver)
Number 2D Voices=32
(Number of simultaneous sounds the game will try to process - voicesets, footsteps, weapon and spell effects)
Number 3D Voices=32
(How many of the previous section a machine will try to apply 3D spatial correction to)
(Ranges from 0.00 (Everything more or less in front of you) to 2.00 (Every noise echoes almost completely around you). Apparently I like my environment echoey.)
(Again, not available with the miles system, you only get standard stereo (-1, but don't set that unless you have also set something like Miles that doesn't support other speaker outputs). Valid options for when this is enabled are: 0 = 2 speaker stereo, 1 = Headphone Stereo, 2 = Surround (Yay for Quadraphonic!), 3 = 4 Speaker Stereo (Quadraphonic wannabe), 4 = 5.1 Surround, 5 = 7.1 Surround.)
SUMMARY: Mostly, this is volume settings. The notable exceptions are the 3D Provider= and Speaker Type=. Speaker Type is not available with the Miles 2d Audio driver, and if you'd like to use something else it's easier to set in game.
(How long the little eye of tyr shows up in seconds if you run from the NWN.EXE loader instead of through NWMAIN.EXE like me. Be aware that 0 is infinite, not off.)
(Is this the first time you've run the game or not? 0 if you've run it before, 1 if you haven't run it since the install - or if you just changed it in NWN.ini. Setting 1 will force it to redetect directories and run the configuration wizard, so it can be useful sometimes if things go funny)
(This one I have no idea about.. Maybe it switches to 1 if you've done an update through the NWN.EXE menu? I've seen it set at 0 and 1. Please PM Me if you know what this does)
SUMMARY: This is all stuff to do with the NWN.EXE preloader, so far as I can tell.
Disable Intro Movies=1
(This is a line I've added in, in this case to disable the Intro cutscene that starts when you run NWN. You can also use Disble Movies=1 instead, to disable the campaign movies too, if you have problems with them crashing and want to play the campaigns for some reason)
(Another line I've added in, this one lets you use alt-enter to go into a windowed mode for the client. You MUST set FullScreen=0 for this to work properly, then alt-tab to go fullscreen the first time. The game will remember you were in fullscreen after the first time, so you won't have to do it every time you run)
(These are pretty self-explanatory, width and height of your screen resolution, in pixels. If you need to set an odd resolution that NWN doesn't see then this is where you do it)
(Colour Depth. NWN uses up to 24 bits of colour, with the final 8 bits being reserved for blending colours together (anything transparent, in practice). 16 bit will be fast, especially for in situations with a lot of transparency like the entangle effect, but look grainy - 24 bit if supported by your graphics card will be the same, but less so (it'll default to 32 if you can't support it). 32 will allow the full range of colour and transparency)
(Monitor refresh rate in number of times refreshed per second (Hertz, like my puns))
(Which texture file you use for NWN. 0 = 16MB compatibility mode, 1 = 16MB pack, 2 = 32MB pack, 3 = 64MB pack. Should be 3, unless you have a shared-memory graphics card, in which case it should be set at whatever amount of RAM your card takes/"has")
(Forces a resolution change before running the movies. If you don't want to turn them off, but get crashes, try this. 0 for don't force resolution, 1 to force the change)
(Whether or not the game forces fullscreen mode. When you change this to 0 the first time, the game will start in windowed mode, but after that will just remember how you had it set when you quit previously. 0 for don't force fullscreen, 1 for forced fullscreen)
(Whether or not to use the larger text available in NWN for very high resolutions. Messes up dialog boxes, so unless you need to have it larger to simply read it, leave it off. 0 for off, 1 for the large font)
(Like me, you probably thought "that's odd, this is in here twice". Don't worry about that, though, as this entry will appear when you set resolution in the windowed mode the first time. It calculates height automatically with a 4:3 ratio. Don't go lower than 800 unless you like to suffer problems.)
(Where the slider sits for image quality, doesn't actually do anything other than jump to a preset configuration when you move the slider. 0 = Fast, 1 = Low, 2 = Good, 3 = Best)
(Enable 2D video acceleration for the mouse, and indeed all hud elements, inventory windows and menus. If the main menu takes forever when you click a button, or the mouse jumps around jerkily when you move it, turn this off to force drawing to be handled by the CPU rather than in an overlay layer)
(This lets the game know whether or not to render shadows that pass through doodads - if this is on, then if you walk past a door with a torch out, the doorframe will cast a shadow. If off, the environment will not cast shadows, only objects and characters. 0 for off, 1 for on)
(What things from the object category get full shadow rendering, 'objects' include things like tables, chairs, other characters and the player character, 0 means everything gets a dull blob, 1 means everything except the PC gets a dull blob, and 2 means everything gets full shadow projection. Slow machines want this on 0)
(Whether or not the game draws grass, 0 for not drawn, 1 for drawn. Slow machines want this on 0)
(Another method for drawing the grass, it's more sparse than usual and has less transparency. If you have a slow computer but still want grass, set this to 1. 0 means standard grass engine, 1 means quick grass rendering)
(How many light sources can emit light in an area simultaneously, the game will render outwards from the player until it reaches this number, then stop doing any more light sources. Range from 0 to 8. Slow machines want this off, or low, like 1 or 2.)
(How many of those previous light-sources will cast shadows at the same time. Range from 0 to 3. Brightest sources, not the closest, will cast shadows first, so a lower number of dynamic lights sometimes looks better as the player character is more likely to be effected by close sources. I just turned these both up anyway because I couldn't be bothered fiddling. Slow machines want this on 0 or 1)
(Ah, the shiny water, tries to reflect the skybox on the surface of the animated water texture. Turning this on causes crashes, and although it's less likely if animated textures are off, I never did manage to pin this one down completely.)
(A Grass setting which affects which objects can move the grass around with their movement or attacks. 0 means the grass doesn't interact with anything, 1 means the player moves the grass, and 2 means every player and creature effects the grass. Probably should be 2 unless you're on a slow computer with fast grass on, in which case it should be 0)
(This alters VFX which in means spells, in practice. 0 means simple particles, and 1 means full effects. Machines with slow graphics cards should have this on 0)
(Whether or not NWN draws the fancy skyboxes - you'll hardly see this even if it's on, as you rarely look up in NWN unless you're using the driving camera. Slow machines should set this to 0 as it has a reasonable impact on performance especially for something you can't see)
(Just a postprocessing setting - 'rounds' pixels by blending colour into its neighbouring pixels. Options are; 0 = Off, no antialiasing, 1 = 2 samples antialiasing, 2 = Quincunx Antialiasing (bad for detail, and buggy in NWN except for nVidia GeForce 2-4 series cards), 3 = 4 sample antialiasing, 4 = "Nice 4 sample antialiasing", which means 4 sample antialiasing with 3D edge filtering)
(Enables or disables synchronising your graphics card to monitor refresh rate. 0 for split, 1 for synchronised. Turn this off on a slow computer or on an HDTV (HDTV refresh rate is bad), though with it off you may experience fluctuating FPS or horizontal 'tearing' across the screen when a new frame is started before the old one is finished)
(Got an ATI card that can't do shiny water without crashing, huh? That's okay, this setting that you can only get to in NWN.INI is your consolation prize. TRUFORM basically renders a whole bunch of extra polygons using interpolation, it's like the 'new' tessellation technology on DirectX 11. Slow machines obviously 0 for off, fast machines with ATI cards definitely 1 for on) - Addendum: Completely forgot ATI took the TruForm drivers out of Catalyst in version 5.9, so this doesn't work fully on modern machines (it just doesn't activate, doesn't cause problems). Shadows on characters and objects seem to improve quite a bit, though - can I get a second opinion on this? It's possible there's a secondary shadow engine intended for the higher-poly truform models, though I'd have expected them to simply need the truform models for that.
(Another NWN.INI only feature, I'll post a screenshot showing this a bit better in the next post, as it's hard to explain. Postprocessing only, so off with 0 on slow GPU machines)
(This tells NWN whether or not to animate the surface of water and lava. Looks nice when it's on, but it can cause crashes, unfortunately, so I leave it off. 0 for no motion, 1 for wobbly movement)
(This option chooses whether or not light sources effect a creature beyond simply adjusting the glow, but through shadows as well. When it's on, some peoples faces look a bit funny at times, but overall things look a lot better. I like it on, but it has a huge impact on performance on slow machines, perhaps the biggest of anything except antialiasing or truform, so on those machines you'll want this off. 0 for no environment mapping on creatures, 1 for having environment mapping on creatures)
(How bright the game is. Gamma, as opposed to brightness or contrast, bends the colour curve in the middle, so there's less difference between levels of darkness. If set too high, you can wash out the colour as if you'd turned contrast down, while still having very dark areas. Easiest to manage this in game (go somewhere like the guildhall, so you can see its impact on a wood surface))
Grass Far Render Distance=1800.0
(New to 1.69! This setting tells the game how far to draw the grass out from the player, with 900.0 being standard, and a maximum of 30000.0 (!!!). If you have a fast computer and wanted to feel like you were playing NWN on a Geforce 2, you'd use this setting)**