Nwn2 Toolset HOT! Download
Download ===> https://shoxet.com/2t83sU
I just bring out my old DVDs of NWN2, MotB and SoZ and wanted to play a new campaign, but noway to make it work on my Win10 PC... So I downloaded the NWN2 Complete Edition (final version) and fortunately, it works and it's a pleasure to replay the OC :)
Now i want to try to create a new module so i looked for the Toolset, but impossible to find it! It doesn't seem to come with the Complete Edition i downloaded. Does anyone know where i can find a "Toolset.exe" and does it works with Win10?
I have the GOG version currently installed on my PC, and I open the nwn2toolsetlauncher.exe from the NWN2 Complete folder where the program was installed. I have tried using a shortcut to the file, and it didn't work on win 10. But the file runs properly when I open it from the folder.
before downloading from the internet, you could try to contact gog's support. there are some threads about a missing toolset, but it turned out that those people were looking for a missing shortcut - in the end the .exe was installed.
pps: any chance you got a very sensible antivirus running in the background forcing the toolset.exe into quarantine? perhaps there's something similar integrated into win10 causing this issue? could you check any possible quarantine archives?
It works! It's been quite long, but that works... I had to install the 3 DVD with the CD keys, and then download the patcher here, then the patchs here and install all. Both the game and the editor works. Thanks all :)
Once the plugin has been downloaded the .dll file must be extracted, if it isn't already, and placed in the Neverwinter Nights 2\NWN2Toolset\Plugins directory. Once the new plugin is copied you must change the settings in the toolset to allow the plugin to be loaded. Run the toolset and change the options by selecting the View - Options menu. Change the AllowPlugins dropdown until it reads "Load all plugins" and click OK. This only needs to be done the first time that a plugin is installed. You will need to exit the toolset and rerun it for the changes to take effect. Once you are back in the toolset there will be a new menu item in the Plugins menu.
As of version 1.12 plug-ins are still needed to be updated each time a new patch comes out. This has lead to some patches becoming unusable, since their creators have stopped updating them, and not released the source code. Community member PeeDee, however, released de-frus, which, once placed in the Neverwinter Nights 2 install directory, will allow the Toolset to load plug-ins (though these may still not work, since toolset changes have been made).
Neverwinter Nights 2 went into development in July 2004. This sequel was designed with the Aurora Engine, also used by its predecessor, and the game's toolset was included in the game's release for players to use in designing their own adventures. The game's design team drew upon older role-playing video games, and decided that the player character would have to earn the respect of others by the things the character does. The game was also designed to be playable with other players online in a cooperative fashion. The game was released in October and November 2006. Official multiplayer support for the game was suspended in December 2012. In response, the Neverwinter Nights 2 community developed several initiatives by which players can continue to play the game online.
Before the online component was disabled (see Development below), the campaign of Neverwinter Nights 2 could be played with other players, but only from the beginning of the storyline. The rules could be modified for multiplayer games, such as deactivating friendly fire. A BioWare community account was required to play online, and players were able to search for game servers matching their style of play.[2] Players could upload and play modules online created with the Electron toolset, which is included with the Windows version of the game.[14]
Neverwinter Nights 2 was ready for mass production on October 17, 2006, and was released on October 31 in the United States, on November 3 in Europe, and on November 16 in Australia.[46][47] The Electron toolset was available early for consumers who pre-ordered the game through GameStop or Best Buy, as well as exclusive class-specific special items.[48] Alongside the standard version, Atari also published a special edition.[49] The United States and Australia "Limited Edition" contained several physical items like a cloth map depicting the Sword Coast, as well as in-game benefits like the "Blessed of Waukeen" feat that grants players a bonus to saving throws.[50][51] The Europe special edition was split into two separate boxes, dubbed "Lawful Good Limited Edition" and "Chaotic Evil Limited Edition", a reference to the Dungeons & Dragons concept of moral alignment. Each box contained the collectibles available in the United States and Australia versions, as well as copies of the original Neverwinter Nights and its expansions, and a trial code for Dungeons & Dragons Online: Stormreach.[52]
The Neverwinter Nights 2 level editor and design toolset were widely praised,[85][98] with the Deseret News referring to them as "insanely powerful and complex".[86] Neverwinter Nights 2 did not attract as active a modding community as Neverwinter Nights, and PC Gamer attributed this to the complexity and steep learning curve of the Electron toolset compared to the Aurora toolset of Neverwinter Nights.[99] Notable Neverwinter Nights 2 modding projects included remakes of Baldur's Gate,[100] Icewind Dale,[101] and RuneScape.[102]
While the game is available on more platforms, the Toolset is only available for Windows.BioWare's initial goal was to create a cross-platform toolset for the gaming community. However, they were unable to obtain a viable cross-platform solution to assist in porting the Aurora Toolset, so no Mac or Linux versions of the Aurora Toolset were created.Some people have been able to get the Toolset to work on Linux using Wine, though.
The Aurora toolset (sometimes called the Aurora toolkit) is a set of software tools developed by BioWare for use with the Aurora Engine, the game engine first used in BioWare's 2002 role-playing video game Neverwinter Nights. The toolset is included with the Microsoft Windows version of Neverwinter Nights, and allows players to create their own adventures and share them with others by using a module (a game made in the toolkit). The tools include a visual tile-based terrain editor, a script editor, a conversation editor, and an object editor. Players using the toolset have created many modules that are available to download.
The customizable nature of the game has inspired entire communities of independent scripters and content creators to develop additional tools, haks, and expansions that build on the Aurora toolset. There are also many third-party software programs written by independent developers for Neverwinter Nights. One program of note is the NWNX2/APS package, which allows persistent storage of game server information. By interfacing with MySQL technology, builders can script persistence of object inventories, states, and variables. This package is of particular usefulness to persistent worlds, which require massive amounts of data manipulation above the capabilities of the scripting language.
BioWare no longer supports the toolset after the release of NWN v1.69. The success and longevity of the Aurora toolset (and by extension, Neverwinter Nights) lies in the hands of a dedicated and talented community of hobbyists, custom content creators, and independent developers.
Given the technical complexity presents a steep learning curve, the Aurora toolset is a powerful and versatile tool, which makes Neverwinter Nights a unique and long-lived role-playing game. GameSpot: "Some games are memorable, but years from now, people won't just remember Neverwinter Nights--they'll also still be playing."[1]
However the developers never ported the toolset to the Mac OS X and Linux versions of the game. As a result, neveredit and neverscript have been created as open source versions of the tools for those platforms.
NWScript is the scripting language of the Aurora toolset. The language itself is similar to C and Java, which can make NWScript daunting for the novice scripter. However, it allows for the creation of complex behaviors and sweeping changes to the rules inherent to each module. One set of scripts developed shortly after the release of Neverwinter Nights is the HCR ("Hardcore Rules"), designed to bring the flavor and difficulty of the game closer to the original "Pen and Paper" form of Dungeons & Dragons.
The Aurora toolset of Neverwinter Nights is a piece of software allowing the construction of custom modules by the user. Thousands of these modules have been and are being made by the players and most are still in use by the players.
The Electron toolset that comes with Neverwinter Nights 2 is an evolution of the Aurora toolset. The NWN2 toolset has been rewritten by developer Obsidian Entertainment from the ground up in C#.
The Education Arcade], which began as a collaboration between Microsoft and MIT's Comparative Media Studies program, has used the Aurora toolset combined with custom content to convert the game into a teaching tool, simulating the environment and setting of Colonial America during the American Revolution. A city in Virginia circa 1773 was recreated, providing a stage for teaching grade school students about the life, culture, and history of Colonial America.[2] 2b1af7f3a8