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Getting started with NWNX

 
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DigDug



Joined: 21 Feb 2014
Posts: 1

PostPosted: Fri Feb 21, 2014 22:53    Post subject: Getting started with NWNX Reply with quote

Greetings all, if this has been already dealt with in another post, my apologies for bringing it up again.

I run a game server and do module building, as well as scripting. I have not heard of NWNX till recently, and would like to double check if there are any issues to be careful of when moving over to using NWNX for the server, tool-set, and client? Should I make sure I am on the current version of CEP first?

Has anyone found the installs are best done in a particular order?

Thanks!

-DigDug
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elven



Joined: 28 Jul 2006
Posts: 259
Location: Germany

PostPosted: Sat Feb 22, 2014 14:32    Post subject: Reply with quote

NWNX is completely unrelated to any custom content you run, so it doesn't matter what you do in that regard.

In it's simplest forms, it's basically a bunch of added script calls that you can use to build cooler stuff. While some plugins do more than that, it's usually always self-contained (for example, tweaks to the combat mechanics).

The best way to figure out what all those nwnx plugins do is (assuming NWN1 + Linux here):

* having a look at the plugin page on the wiki: https://github.com/NWNX/nwnx2-linux/wiki/Plugins

* and then reading the nwscript includes for details: https://github.com/NWNX/nwnx2-linux/tree/master/plugins - just look for .nss files in that tree.

Feel free to post with any more questions. ;)
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