Neverwinter Online Development

Yes, it's possible. But it's not a repack — it's manual porting of each map and item. We do it ourselves, from scratch.
That's wonderful! Can you please share what you've done or do you have a guide on how I could do it myself ? I also would like to add more to the world.
 
that's part is being in development.. a lot of this we are doing blind hence no tools but it can be done we are in the "does this translate to that" "can that be this and work" phase if that makes sense

You can port items easily enough using the pig.exe and extract the live Hoggs for the latest steam version of the game

When you do this you get all the geo and item icons etc

Things will need translating in container type and values to drop for module 2 or you will get loads of errors and break ****

This is one of those sit and wait unless you understood 100% of the above because it is complicated and very very deep.. I don't have the time to teach.. I don't think rene13 does either

This is why we are in the active development stage
 
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Tha that's part is being in development.. a lot of this we are doing blind hence no tools but it can be done we are in the "does this translate to that" "can that be this and work" phase if that makes sense

You can port items easily enough using the pig.exe and extract the live Hoggs for the latest steam version of the game

When you do this you get all the geo and item icons etc

Things will need translating in container type and values to drop for module 2 or you will get loads of errors and break ****

This is one of those sit and wait unless you understood 100% of the above because it is complicated and very very deep.. I don't have the time to teach.. I don't think rene13 does either

This is why we are in the active development stage
Gotcha, no worries, thank you for the reply !
 
Gotcha, no worries, thank you for the reply !
Before you even start working on adding models, you need to rewrite the source code for modern VS Studio, then port the code to x64 architecture, compile the server to run on Win 10/11, and only then start working on adding new item models, mounts/companions, or maps.
 
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Before you even start working on adding models, you need to rewrite the source code for modern VS Studio, then port the code to x64 architecture, compile the server to run on Win 10/11, and only then start working on adding new item models, mounts/companions, or maps.
Crazy stuff. Seeing this I'm appreciating even more the work that you guys do, heh :)
 
Dev update FX can now be ported tested strangler mount FX and they work as expected

Edit

Starangler

Autocorrect is dumb

gamerinamask - Neverwinter Online Development - RaGEZONE Forums


cfx work and can be ported along with the rest of the fx

gamerinamask - Neverwinter Online Development - RaGEZONE Forums

Ported every FX now but had to patch the gameclient due to amount limit.. works well
 
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dev update video guess the map

and yes im using the mount to show the fx port works and it isnt just a screenshot

 
animations and attack ai sorted for this worm fella from the undermountain story


dragonflight dragons, red, black, green, blue are all skinned and have correct ai and attacks now

orcus works videos:

basic combat:

death animation:

Deeper look at orcus fight and the corridor with spheres
 
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minor update today: patched the fx limit out,
patched the red shadow seen in the orcus fight when standing to close out so now the dragons work as intended also

gamerinamask - Neverwinter Online Development - RaGEZONE Forums
 
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Dev update FX can now be ported tested strangler mount FX and they work as expected

Edit

Starangler

Autocorrect is dumb

gamerinamask - Neverwinter Online Development - RaGEZONE Forums


cfx work and can be ported along with the rest of the fx

gamerinamask - Neverwinter Online Development - RaGEZONE Forums

Ported every FX now but had to patch the gameclient due to amount limit.. works well
I'd like to shed some light on this for those who want to achieve the same results the guys have.

First, you need to be armed with AI agents - of course, none of this is done manually, that's a given. Restoring this much content by hand would take an enormous amount of time.

Second, you really do need to use AI as an operator to adapt the Module 2 source code to the latest Visual Studio versions, port it to x64, and compile the server to run on Win 10/11 - only then can you even start working on new item models, mounts, companions, or maps. On top of that, you'll have to add new data arrays, restore the structure and support for various functions, adapt the code for new parameters, etc.

As a starting point, you can use the leaked Module 9 files - you can ask AI to start reverse engineering so you can get the necessary code strings (Claude or Codex handle this well).

To restore effects, textures, models, FX, animations, and the like, it doesn't take a genius. Just unpack the client contents of any module via pig.exe, as the authors are doing, write instructions (prompts), and ask AI to port this or that over. The only real pitfall is translating container types and values for Module 2 - otherwise you'll get a pile of errors and a broken build. But even that is solvable if you give the AI proper context and verify the results iteratively.

Of course, there's still a fair amount of manual work involved. What the guys are doing is undeniably cool, but please don't describe it as some titanic feat. The difference is that with AI agents, the same amount of work gets done in days, not months.

I'll be posting my findings and instructions soon so everyone can access them.

P.S. Post files, not just screenshots and videos. A screenshot of a working FX is nice, but the script, the prompts, and the list of pitfalls are what actually moves the community forward.
 
I'd like to shed some light on this for those who want to achieve the same results the guys have.

First, you need to be armed with AI agents - of course, none of this is done manually, that's a given. Restoring this much content by hand would take an enormous amount of time.

Second, you really do need to use AI as an operator to adapt the Module 2 source code to the latest Visual Studio versions, port it to x64, and compile the server to run on Win 10/11 - only then can you even start working on new item models, mounts, companions, or maps. On top of that, you'll have to add new data arrays, restore the structure and support for various functions, adapt the code for new parameters, etc.

As a starting point, you can use the leaked Module 9 files - you can ask AI to start reverse engineering so you can get the necessary code strings (Claude or Codex handle this well).

To restore effects, textures, models, FX, animations, and the like, it doesn't take a genius. Just unpack the client contents of any module via pig.exe, as the authors are doing, write instructions (prompts), and ask AI to port this or that over. The only real pitfall is translating container types and values for Module 2 - otherwise you'll get a pile of errors and a broken build. But even that is solvable if you give the AI proper context and verify the results iteratively.

Of course, there's still a fair amount of manual work involved. What the guys are doing is undeniably cool, but please don't describe it as some titanic feat. The difference is that with AI agents, the same amount of work gets done in days, not months.

I'll be posting my findings and instructions soon so everyone can access them.

P.S. Post files, not just screenshots and videos. A screenshot of a working FX is nice, but the script, the prompts, and the list of pitfalls are what actually moves the community forward.
i wondered when you would show up.. leave
 
I'd like to shed some light on this for those who want to achieve the same results the guys have.

First, you need to be armed with AI agents - of course, none of this is done manually, that's a given. Restoring this much content by hand would take an enormous amount of time.

Second, you really do need to use AI as an operator to adapt the Module 2 source code to the latest Visual Studio versions, port it to x64, and compile the server to run on Win 10/11 - only then can you even start working on new item models, mounts, companions, or maps. On top of that, you'll have to add new data arrays, restore the structure and support for various functions, adapt the code for new parameters, etc.

As a starting point, you can use the leaked Module 9 files - you can ask AI to start reverse engineering so you can get the necessary code strings (Claude or Codex handle this well).

To restore effects, textures, models, FX, animations, and the like, it doesn't take a genius. Just unpack the client contents of any module via pig.exe, as the authors are doing, write instructions (prompts), and ask AI to port this or that over. The only real pitfall is translating container types and values for Module 2 - otherwise you'll get a pile of errors and a broken build. But even that is solvable if you give the AI proper context and verify the results iteratively.

Of course, there's still a fair amount of manual work involved. What the guys are doing is undeniably cool, but please don't describe it as some titanic feat. The difference is that with AI agents, the same amount of work gets done in days, not months.

I'll be posting my findings and instructions soon so everyone can access them.

P.S. Post files, not just screenshots and videos. A screenshot of a working FX is nice, but the script, the prompts, and the list of pitfalls are what actually moves the community forward.
There's absolutely no need to modify x64; it can be directly ported to the original Dnc release version M2.
 
There's absolutely no need to modify x64; it can be directly ported to the original Dnc release version M2.
Yeah, x64 isn't mandatory, fair enough. If 2 gigs is enough for you, it ports as is. You'll still have to fight the toolchain though - old code won't build on modern MSVC out of the box, and you'll be rebuilding the libs. But no, you don't need to rewrite it for x64 specifically, you're right about that.
 
To restore effects, textures, models, FX, animations, and the like, it doesn't take a genius. Just unpack the client contents of any module via pig.exe, as the authors are doing, write instructions (prompts), and ask AI to port this or that over. The only real pitfall is translating container types and values for Module 2 - otherwise you'll get a pile of errors and a broken build. But even that is solvable if you give the AI proper context and verify the results iteratively.


thats wrong and if you knew about the mod 9 client you would have figured out why by now



we do not release any tools to the public because they can and will break many things if used wrong.. have you any idea how many tries it took me to port an animfx to module 2 (not ai there)

then to figure out why it crashed when you hit a limit and patch that out

i used ai to write a batch script to iterate over many files and follow a rule set i found to be true through years of trial and error (seriously like i did with the chunk unpacker for the m9 chunks)

and you dont need to port anything to x64.. everything is possible in dnc module 2 release

but by all means i look forward to the release that is clearly being held by danvalic

since you clearly are better than everyone in every neverwinter thread on this forum
 
Sorry you have been porting the dungeons layers from M2 to M9.. instead of m33.5 to M9.. yeah thanks but as they said in Fleetwood Mac you can go your own way

Also some of that is completely the wrong way of doing it example.. the defs you can actually get them real working defs for powers UI items itemset etc
 
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