I have my NW server running in a W7 VM (in proxmox). Works great, but the VM will not run the client. This is probably because of the graphics settings. I can run the client on my W11 PC though. Just need to edit hosts file to point to the server. If you want to get rid of the extra PC, give proxmox a shot. I'm thinking about putting it behind a proxy and opening up to the internet, that way I can play anywhere. Wonder how long it'll last until it's hacked lol.
if you want i can talk you through setting up a remote dev client on your pc so you can edit your server and maybe we can team up?
my end goal is to eventually be good enough at their tools to make all the items we are missing, and start working on the maps. i have tried map creation and wow... i can make a very bad looking field that has a few spawns but nothing i would say as play worthy.
items though i can actually create almost anything except for the ones that require "on receiveing damage" buffs i can make combat only buffs and random chance on hitting enemy ones even heal over time and full heal and damage buffs etc stat buffs etc
i have yet to attempt geometry for items yet.. but i think that will be fun i will have to re read the doc.pdf for the editor that was on here to see if im missing something.
UPDATE 2: so as it goes i can actually pull all the assets from the latest version into the game minus the defs for them.. so i will need to recreate them all (some geobin stuff breaks it but this is because of duplicate definitions.. so choices and adaptations will need to be made)
if anyone knows a way to get the TextFilters def working that would be awesome so i can launch the 64 bit version and have highter budget limits and live edit artist mode (this will aid in wtex generation and testing)
when i get a working updated version with textures i will upload to resilio or mega or something and make it so people can grab it (this is the early stage before i remake some maps etc and will be pushing some items powers etc when i can in free time)
UPDATE 3:
how to setup a remote dev client on windows 11 for neverwinter
firstly you need a working neverwinter server setup inside your vm or windows 7 server
you also need the correct hosts inside your hosts file to connect to the win 7 server with the name code (this is covered in many other guides)
set up a samba share for C drive (where the night folder lives) and map it as a network drive on your windows 11 pc)
now you copy the Night folder from win 7 over to your hdd on windows 11
launch the server on windows 7 and now you need to turn all the server options on (inc masterbcn) just do not turn on testserver and multiplexer and clientbinner
now you need to open up the Night/Tools/Bin folder and then right click and open terminal window here
Code:
./GameClient.exe -SetProductName Night NW -SetShardCategory Live -SetShardName Neverwinter -MTCategory Live -ShardName Neverwinter -ShardCategory Live -controllerHost code -SetAccountServer code -SetTicketTracker code -SetShardBeaconMasterServer code -SetControllerTracker code
(if you did not get the code hosts file use the ip address of win 7 instead of the name code)
important notes: YOU MUST mirror the files from the win7 pc to the dev client on windows 11 and vice versa when you make changes (like adding new items or doing weird things)
Note: when you first open the editors you will get "server not responding" do not panic wait for around 2 mins and it will fix itself and let you use the editor (it is loading all local assets and remote assets it can into the editor)
UPDATE 4: if you are using the items i upload then want your clients to also see them, make the new hoggs and package them with your client (i can explain this in another post but this will take a while and hit this posts limits)
also just added some bags that were missing runic bag of holding and improved bag of holding (inc their assets)
currently trying to work out artifact weapon creation i have kinda got it but... its a little buggy on refining.
UPDATE 5: awakened forgers box (this version does not have a random chance to apply spare stats.. yet it just applys them all)
Note: if you use these items on your server and are connecting via a remote client on another pc you will need to build new hoggs and send them to your client and overwrite their current ones (or you will not get the item images loading or any fx etc)
UPDATE 6: okay so after some poking around it seems the geobin hoggs just contain mset files (use pig.exe in tools/bin to extract) but they throw an error when in use (this will stop the server and the client from loading)
this seems ot have something to do with the depth of objects or their headers being different depths (more investigation is needed on this) however you can clone maps (even if the tools are a bit.... bad on the dev client) you just need to remember to mirror the data if using remote dev client because it splits the assets between remote and local for some reason.
you can create most objects and things without issues (next thing i get to try is to recreate the base combat mount powers which shouldnt be too hard and then after that upgrade some of the older powers for the fighter to the newer powers.. i just like reave okay)
seriously if anyone wants to help im open to it but it will require you to actually do the testing on your own server (my server is litterally dev test reroll so i flatten it after a few days and start again to be sure i get things working how they should)
the assets are able to be converted from mset to obj and then from obj are able to be converted to vrml (which is needed for the game engine iirc) then you can use get_vrml.exe in tools/bin to add them to a hogg (which hogg mind you im unsure but it should be in there somewhere)
i have a full working version of 3ds max 8 that they used includings cryptic ar for the animation creation (documentation on this part is also sparse so when i get this nailed down i will make a pdf or something)
end goal is to make the game more up to date and be able to recreate or reverse engineer the current content to allow it to be imported
if anyone can figure out a way to pull the defs from the main server of the current neverwinter let me know im not sure if they would ever actually leave the serverside or not. but if anyone had them laying around that would be great.
some consideration on power creation the powers that can be used as passive buffs cannot fall into stat categories (this will not work because of some weird way the game uses it) but you can create a "applypower" power as a passive on a combat timer etc to apply a click power that should do what you need (im thinking the rings of brutality for power stat increase, which is "stat_power" not "power".. which is action points)
with that being said i hope everyone here followed that because i know i can ramble a bit and loop round (it would be awesome if we could get a neverwinter section in the forum split in to categories like mods and files and research and development and tutorials)