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NWNX2 -> NWNX:EE

 
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virusman



Joined: 30 Jan 2005
Posts: 1020
Location: Russia

PostPosted: Sun Apr 29, 2018 0:39    Post subject: NWNX2 -> NWNX:EE Reply with quote

I'm creating this topic for everyone who is planning to migrate to NWN:EE but has a lot of plugins that only exist on NWNX2. Please let me/us know what's' stopping you from migrating, the concerns you have, and feel free to ask questions here.
It would really help a lot to know exactly which plugins and features you're using that you'll need to migrate.
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Themicles



Joined: 23 Jan 2005
Posts: 30
Location: Wolverine Lake, MI

PostPosted: Mon Apr 30, 2018 20:20    Post subject: Reply with quote

Re-doing my post as I realize I left some stuff out.
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Themicles



Joined: 23 Jan 2005
Posts: 30
Location: Wolverine Lake, MI

PostPosted: Mon Apr 30, 2018 20:23    Post subject: Reply with quote

Okay, so here is the list of plugins I use on my NWN world, which will be mostly the same for other CoPaP member worlds:
  • nwnx_fixes
      Not sure how relevant this is to NWN:EE as I am not up to date of all the fixes in EE.

  • nwnx_profiler
      I could live without this, but it seriously helped us optimize scripts on my server as we run some fairly heavy routines for many NPCs.

  • nwnx_funcs / nwnx_functions
      It has been too long, I'd have to dig through my systems to figure out what we're using...

  • nwnx_hashset
  • nwnx_odbc
  • nwnx_resman
      I use this for two purposes. Rapid testing and development is one. The other is moving things not commonly spawned by DMs out of the module due to the DM chooser item limit.

  • nwnx_sortset
  • nwnx_vaultster
      This is absolutely critical for CoPaP and our linked worlds. CoPaP cannot update to NWN:EE without this functionality.

  • nwnx_reset
      I use this for an automated reset system in the server. Mainly was designed to help with a memory leak in Windows, but provided a daily refresh of the server either way.


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DarkSet



Joined: 06 Jun 2016
Posts: 98

PostPosted: Tue May 01, 2018 0:00    Post subject: Reply with quote

Well, in my case ffirst of all i like my windows server and don't want to move to linux. So as NWNX:EE has very poor windows functionality for now it's not an option for me.

What I need and want to move:
ability to restart
ability to store data and objects in DB
ability to connect resources dynamically (resman)
ability to create areas dynamically (nwnx_area)
nwncx with nwnx_patch on windows, which fix lots of staff, adds lots of possibilities and specificly setting movement speed, creating custom casting classes, spells and creating new races which load their parameters on char creation
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zelkin



Joined: 18 Oct 2012
Posts: 5

PostPosted: Wed May 02, 2018 15:42    Post subject: Reply with quote

In my case is the fact of do not have nwnx:ee developed for Windows yet. I have a custom plugin which I've done hundreds of hardcoded abilities for more than 30 custom classes for my server (mostly homebrew classes, but have some FR based).

Other thing is that I made a way for classes that have ArcSpellLvlMod marked can have access to the Wizard, Bard and Sorcerer's spell selection menu. I've made this with NWNCX.
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virusman



Joined: 30 Jan 2005
Posts: 1020
Location: Russia

PostPosted: Sun Jun 03, 2018 1:09    Post subject: Reply with quote

I think it might help to have a spreadsheet of common NWNX functions used in PWs, and their counterparts in NWNXEE + possible migration solutions.
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Tsais



Joined: 18 Sep 2017
Posts: 6

PostPosted: Sun Jun 10, 2018 2:02    Post subject: Reply with quote

The nine servers of Avlis are currently using the following plugins:

defenses
events
fixes
funcs
funcsext
hashset
mhash
odmbc
reset
resman
sortset
structs
weapon
vaultster

For our particular needs, Vaultster is critical.

We'd love to see a migration spreadsheet if you're planning to produce one.
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Valbor



Joined: 26 Dec 2016
Posts: 145

PostPosted: Sat Feb 02, 2019 9:18    Post subject: Reply with quote

And why not make the extender already built into the game itself? (it is desirable in both modes as network and single-player) and then just throw the plugins in the game folder to those who need them will. I think the developers of beamdog it may for implement.
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MetaPhaze



Joined: 03 Jun 2007
Posts: 30
Location: USA

PostPosted: Sat Feb 09, 2019 6:41    Post subject: Reply with quote

our 4 servers use

defenses
events
fixes
funcs
funcsext
odmbc
reset
resman
structs
weapon
vaultster
ruby
lua
names
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Wallack



Joined: 30 Apr 2012
Posts: 27

PostPosted: Fri May 10, 2019 13:02    Post subject: Reply with quote

For me is NWNX_COOL

The ability to allow players to level past 40 using the ingame system was one of the best things I could find in nwnx.

I had an action server with 1-80 levels and everything worked very well with the .2das
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DarkSet



Joined: 06 Jun 2016
Posts: 98

PostPosted: Sun May 12, 2019 16:22    Post subject: Reply with quote

o, do you have any doc, manual or readme on how to do this? I'd like to have the same, but don't know how to achive this
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Calan



Joined: 23 Mar 2009
Posts: 16

PostPosted: Sat Jun 29, 2019 13:41    Post subject: Reply with quote

Critical:
ODBC (NWNX:EE has an SQL plugin that is likely to be fine)
Funcsext
Functions
Funcs
System
Extend
Reset
Names

Probably could do without, maybe? Not sure how these would apply to NWN:EE.
Optimizations
Uploadfix
Fixes

I'm an NWN scripter, but I haven't programmed any plugins. I'm also only just now getting around to EE at all. How different is the plugin structure between NWNX2 and EE? What is the short version of what's involved in creating ports of plugins?
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