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Mailing List Logs for ShadowRN

Message no. 1
From: KiltedJamesman@***.com (KiltedJamesman@***.com)
Subject: Shadowrunner Nights
Date: Tue, 1 Nov 2005 13:53:35 EST
Anybody know where I can find some mods for this game? For those not in the
know, it's the Shadowrun adaptation of Neverwinter Nights. I've got the
adaptation but apparently nobody's made or posted any mods for it yet, and I've
never figured out how to set up a mod.

Just my .02¥
The Mad Kilted Cyberzombie GM
Message no. 2
From: owen@***.edu.au (Owen McKerrow)
Subject: Shadowrunner Nights
Date: Wed, 2 Nov 2005 08:36:44 +1100
On 02/11/2005, at 5:53 AM, KiltedJamesman@***.com wrote:

> Anybody know where I can find some mods for this game? For those
> not in the
> know, it's the Shadowrun adaptation of Neverwinter Nights. I've got
> the
> adaptation but apparently nobody's made or posted any mods for it
> yet, and I've
> never figured out how to set up a mod.
>

Where did you get it from ?
Message no. 3
From: KiltedJamesman@***.com (KiltedJamesman@***.com)
Subject: Shadowrunner Nights
Date: Tue, 1 Nov 2005 16:42:11 EST
_http://shadowrunnernights.chaoticdysfunction.net/_
(http://shadowrunnernights.chaoticdysfunction.net/)

This is the website for the project. Again, no mods there, but at least if
you have NWN you can download this game and it's a start.

Just my .02¥
The Mad Kilted Cyberzombie GM
Message no. 4
From: sfeley@*****.com (Stephen Eley)
Subject: Shadowrunner Nights
Date: Tue, 1 Nov 2005 17:05:38 -0500
On 11/1/05, KiltedJamesman@***.com <KiltedJamesman@***.com> wrote:
> _http://shadowrunnernights.chaoticdysfunction.net/_
> (http://shadowrunnernights.chaoticdysfunction.net/)
>
> This is the website for the project. Again, no mods there, but at least if
> you have NWN you can download this game and it's a start.

That looks like an impressive piece of work. Still in progress,
clearly, but the idea's very cool and it looks good. I had no idea it
was happening.

Did you ask at the forum there about mods? If you didn't get a good
answer back, learn to program and create one!

--
Have Fun,
Steve Eley (sfeley@*****.com)
ESCAPE POD - The Science Fiction Podcast Magazine
http://www.escapepod.info
Message no. 5
From: derek@***************.com (Derek Hyde)
Subject: Shadowrunner Nights
Date: Wed, 02 Nov 2005 00:24:31 -0600
> Anybody know where I can find some mods for this game? For those not in the
> know, it's the Shadowrun adaptation of Neverwinter Nights. I've got the
> adaptation but apparently nobody's made or posted any mods for it yet, and
> I've
> never figured out how to set up a mod.
>
> Just my .02¥
> The Mad Kilted Cyberzombie GM
>
>
Argh.....shadowrunner nights *****IS***** a mod, you can't get mods for
mods, and since NWN2 comes out fairly soon, it's a waste to learn the NWN
methods of C programming for the scripting and such when you'll be learning
a totally new version for NWN2
Message no. 6
From: tjlanza@************.com (Timothy J. Lanza)
Subject: Shadowrunner Nights
Date: Wed, 02 Nov 2005 06:51:37 -0500
At 01:24 AM 11/2/2005, Derek Hyde wrote:
>Argh.....shadowrunner nights *****IS***** a mod, you can't get mods for
>mods, and since NWN2 comes out fairly soon, it's a waste to learn the NWN
>methods of C programming for the scripting and such when you'll be learning
>a totally new version for NWN2

Two different definitions of the abbreviation, module and modification. I'd
wager he's looking for the first rather than the second.

--
Timothy J. Lanza
"When we can't dream any longer, we die." - Emma Goldman
Message no. 7
From: KiltedJamesman@***.com (KiltedJamesman@***.com)
Subject: Shadowrunner Nights
Date: Wed, 2 Nov 2005 08:08:23 EST

In a message dated 11/2/2005 1:24:50 A.M. Eastern Standard Time,
derek@***************.com writes:

Argh.....shadowrunner nights *****IS***** a mod, you can't get mods for
mods, and since NWN2 comes out fairly soon, it's a waste to learn the NWN
methods of C programming for the scripting and such when you'll be learning
a totally new version for NWN2



That's only if I buy NWN2. ::turns out his empty pocketses::

Just my .02¥ (which I really can't afford!)
The Mad Kilted Cyberzombie GM
Message no. 8
From: KiltedJamesman@***.com (KiltedJamesman@***.com)
Subject: Shadowrunner Nights
Date: Wed, 2 Nov 2005 08:09:45 EST

In a message dated 11/2/2005 6:52:15 A.M. Eastern Standard Time,
tjlanza@************.com writes:

Two different definitions of the abbreviation, module and modification. I'd
wager he's looking for the first rather than the second.



We have a bingo. Nobody throw away your cards, we still need to verify if
it's a good bingo. Okay, yes it's good. Give 50¥ to that lucky man right there.

Just my .02¥
The Mad Kilted Cyberzombie GM
Message no. 9
From: oukami@**.rr.com (Patrick Bierlein)
Subject: Shadowrunner Nights
Date: Wed, 02 Nov 2005 23:13:02 -0500
Derek Hyde wrote:
>> Anybody know where I can find some mods for this game? For those not in the
>> know, it's the Shadowrun adaptation of Neverwinter Nights. I've got the
>> adaptation but apparently nobody's made or posted any mods for it yet, and
>> I've
>> never figured out how to set up a mod.
>>
>> Just my .02¥
>> The Mad Kilted Cyberzombie GM
>>
>>
> Argh.....shadowrunner nights *****IS***** a mod, you can't get mods for
> mods, and since NWN2 comes out fairly soon, it's a waste to learn the NWN
> methods of C programming for the scripting and such when you'll be learning
> a totally new version for NWN2

Actually, no. From what I read in an article (I'll try to track it down,
it's buried somewhere in my room) in PC Gamer this month that had a
decent sized article on NWN2, the Aurora Scripts system is the only
thing that is not getting an overhaul... it's staying the same (with
maybe a few tweaks) but for the most part is going to be the same as it
was for the original NWN.

Patrick
Message no. 10
From: derek@***************.com (Derek Hyde)
Subject: Shadowrunner Nights
Date: Wed, 02 Nov 2005 23:21:59 -0600
>> Argh.....shadowrunner nights *****IS***** a mod, you can't get mods for
>> mods, and since NWN2 comes out fairly soon, it's a waste to learn the NWN
>> methods of C programming for the scripting and such when you'll be learning
>> a totally new version for NWN2
>
> Two different definitions of the abbreviation, module and modification. I'd
> wager he's looking for the first rather than the second.

Yes, and shadowrunner nights again...IS a module, which happens to be a
modification, it's not like halflife, in which you get counterstrike and
then you can get custom maps and stuff to run in the mod for counterstrike,
when you try to run shadowrunner nights, you open neverwinter nights, and go
to "load custom module" and choose "shadowrunner nights", and the game
goes,
the closest you could get to what he's asking for is someone taking the hak
packs, the erf's, the overrides, and everything else and making their own
custom modules that would be based from the shadowrunner nights, and likely
would have to be modifications thereof and wouldn't likely work right with
saved characters. Simply put, I've been "modding" for NWN for a while and
you still run into problems when someone builds a mod based off of yours but
doesn't include all of the "module rules" that you do, for a fine example of
this, go find a few mods for NWN that use the prestige class pack, which is
a community created expansion pack designed to give you the ability to get
extra prestige classes in the game, so far, I've run across two, one's a
"level up area" which contains an arena and stores, and the other is a
nearly persistant world (or intended to be) type of mod, while they both
claim to be using the prestige class pack, classes gained in the arena one
will cause the character to fail in the persistant world one, and while they
both claim to use the CEP (community expansion pack) things that're CEP
items don't work properly in the persistant world mod. Simply put, for
neverwinter nights, there's not a difference between module and
modification, aside from modifications are done via modules, and modules are
the actual game files.

Derek
Message no. 11
From: derek@***************.com (Derek Hyde)
Subject: Shadowrunner Nights
Date: Wed, 02 Nov 2005 23:24:38 -0600
> Actually, no. From what I read in an article (I'll try to track it down,
> it's buried somewhere in my room) in PC Gamer this month that had a
> decent sized article on NWN2, the Aurora Scripts system is the only
> thing that is not getting an overhaul... it's staying the same (with
> maybe a few tweaks) but for the most part is going to be the same as it
> was for the original NWN.
>
> Patrick
>
>
That'd be good news for someone like me, who's spending way too much time
working on learning the fine art of NWN modding.....who knows, maybe they'll
pre-release a NWN2 toolset which has a "convert NWN1 module to NWN2 module"
function....that'd be nice!

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Disclaimer

These messages were posted a long time ago on a mailing list far, far away. The copyright to their contents probably lies with the original authors of the individual messages, but since they were published in an electronic forum that anyone could subscribe to, and the logs were available to subscribers and most likely non-subscribers as well, it's felt that re-publishing them here is a kind of public service.