The following aren't in the game, probably as no surprise to anybody at this point:
-Multiplayer/DM client.
-Climbing.
-Jumping.
-Swimming.
-Mounts.
-Pushing/grabing objects around in real time.
-Path over path. You can do this but the pathfinding doesn't support it. In drive mode it works fine, but if you move with point and click or use scripting to move a creature it fails.
The following can be done, but only in hacky ways and were rarely done in the main campaign:
-Day/night. This can only be done with area transitions. No real time
-Placing/picking up objects in the world. Unlike NWN, you can't drop items into the world, or pick up anything that's not in a container. For picking up you have to put placeables into the world (and no model exists for most items). For placing you'd have to put an invisible placeable into the world which you click on, which spawns another placeable.
-Destroyable environments. Placeables can be destroyed, but they tend to stick beucase the lighting is different, especially large ones that you're trying to disguise as part of the background level art. Our artists have found ways to bake the lighting texture into the diffuse texture to pull a decent blend off, but it's hacky and hard to maintain.
-Ambient usage of objects. You can't hook an extra object up to an animation. So for instance, outside of a cutscene, you can't have people drinking from mugs, or working a forge with tools. We actually figured out too late that you can do this with visual effects, so hopefully the community can do a better job of it that we did.
Things that were in NWN that are different/missing from DA:
-Runtime local variables. All variables stored on an object have to be declared in a 2da.
-Custom equipment. NWN was more flexibile in allowing outfits to be made piece by piece and selecting different colours. DA's armors are one piece and the tinting is limited.
-Accessing objects. You can only grab/effect objects which are in the player's current area. If you want to change things in other areas, you set plot flags and update the other area in the area load script.
-Beam Effects. DA doesn't have beam visual effects.
-Using items. Plot items can't be usable in DA, and generally making items that are not consumed when used is a bit painful.
-Instancing. NWN allows you to modify any property of a placed object. DA has a much smaller list of instanced properties, and expects you to use more templates. I quite like the system, but it might take getting used to.
-Scaling. Creatures and placeables have a fixed size. NWN didn't have scaling, and neither does DA.
-Putting items into containers. DA doesn't let the player drag items from their inventory into a container. This functionality is actually included in the engine and can be accessed by changing a parameter in the function call to open the inventory, but users of the custom content probably won't realize they can do this.
-Placeable actions. Unlike NWN where the player can pretty much do any action on any placeable, DA only supports one action per placeable at a time. The state controller has a list of states and each one has an action. So a placeable can be bashed, or it can be examined, or it can be used, or it can be a container, or it can be an area transition or it can be locked, but it can't be multiple of these simultaneously. We did at one point have a second action accessed by shift-click, but I think we cut every place we used it in the main campaign and we might have cut the functionality from the engine. It's something to look into, but even then you're looking at two actions per placeable and not a radial menu.
There were definite plot holes, the hero (Van De Merwe) I had a hard time rooting for instead of rooting that we would just get shot. He was weak and pathetic, and only had courage while in the exo-suit, and even then, he was wishy-washy.
A protaganist and a "Hero" are not the same thing. Hollywood forgets this, and in turn, many moviegoers forget this. I'm sorry you had a hard time rooting for an ignorant, racist, cowardly protagonist, but that was the point of the character.
and I just couldn't believe the government would allow the Nigerians to become so powerful inside the district, especially when they knew how dangerous they were.
This is a very Amero-centric point of view. Just because something like this is not plausible in the United States, does not make it far-fetched. The situation with the Nigerian warlord happens all the time in less wealthy or stable countries.
The father in law was evil for no apparent reason, and his wife suddenly believes Wilkus without explanation why?
You complain about the depth of the main character than complain about the one-sidedness of a minor character with minimal screentime? We don't see enough of the father to know much about him, aside from his greed. As for his wife, that's called a romantic subplot...she chose to love her husband regardless of the lies around her.
A lot of the gore was unneeded, and made me turn away from the screen a few times... Did we really need to see him biting off his nails?
Yes, I happen to think we did. The nails being lost did exactly what it was supposed to: sent a shiver up your spine. I prefer a movie that doesn't shy away from the dirty details of it's events. It potrayed the messy and tragic reality of Wilkus's condition.
why weren't the aliens using the weanpos to revolt instead of selling them to the Nigerians?
Explained directly in the plot. Almost all the aliens were worker drones with little free will of their own, bred to follow orders. They were very good at building things, but only rarely did any have the drive and wit to form complex plans (Christopher). I have to question if we watched the same film.
The game of life is a game of boomerangs. Our thoughts, deeds and words return to us sooner or later with astounding accuracy.