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Toolset became rocket science?


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11 réponses à ce sujet

#1
Kemor

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I haven't had much time to spend on it yet but the few bits and pieces I grabbed around seem to indicate that this toolset is FAR FAR more complicated to handle than the NWN ones.

I was "kinda" expecting that it would be a bit more complex since Bioware mentioned it in various posts but can we still expect the module builders community to thrive as it did with NWNs or are we heading to something only very professional and focused teams of people can handle?

Cheers for comments on this if you do.
 

#2
ixobelle

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it's a bit overwhelming, yes.



however, once I think you scrape the surface, it begins a cycle where you begin to realize the power it offers. They didn't dumb anything down, but on the other hand, they aren't going out of their way to make it simple.



I'm still at the "wow, this is really a lot fo stuff to digest" stage, but am already realizing that there's so much it can do. I'm trying to put stuff together for a design portfolio, and I think if you can demonstrate you can build somehting using this, then employers will recognize that. It certainly isn't a stack of legos.



That said, for just diddling around, it's pretty crazy. So yeah, I feel you.

#3
Incognito JC

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All I know about the toolset is making new items to include into the campaign. Anything else, I have not a clue. Chances are, I'd probably break the campaign, so I'll stick to making items for now. ..Quite the rocket science.

#4
Drachengelt

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I have to say, that after nwn1 and 2 toolsets, it was a bit of a shock opening this one and trying to make sense of whats what. I'm used more to learn by doing, but I guess it's step by step tutorials for me now =)

#5
Toom316

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Well seeing as the toolset is the same toolset that the developers / scripters / designers used to make the game. I imagine its a bit much for your average joe to pickup and use. But what we are getting is exactly what they have said we would get from the start.



At the end of the day the modding community now has the power they have always wanted. It's just a matter of them / us learning to use the tools of the trade.



And what we see now is alot more refined then what the dev team originally had to work with. So we already have a leg up on them in that department.



In-house tools are almost always very rough and finickly. They tend to crash at the slightest misuse. I know, I have been there and used them.



Just work through the tutorials and you will learn a lot of the basics of using the tools. It will help you alot!

#6
MrEugie

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The tool set from my hours spent in it seems to be more a challenge to memorize where things are and what they do. The tool does not help you find what you are looking for. To me it is a bit unorganized. Though I will give it credit. It is a powerful tool.

#7
CID-78

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nah rocket science is mostly math. and you don't have to do much math when dealing with the toolset. the toolset is amazing, it's not as restricting that most tools are and it's worth the extra effort it takes to get going.

#8
Incognito JC

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If you want to be technical, it's not even maths. It's scripting. I know nothing on programing, so yeah..

#9
W1taker

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I hope to actually get to use the toolset at some point, been unable to get it to install for the past 2 days, and YES i have used the toolset troubleshooting and talked to someone important, still doesn't work

#10
CJohnJones

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It is a powerful toolset, outdoing the previous champion, which (IMHO) was the Elder Scrolls toolset. It is pretty daunting. The difficulty will probably discourage those who just want to turn a set of armor black or make Morrigan stop squinting or whatever. If one wants to build modules that work more-or-less within the Dragon Age milieu, though, I think that one has struck gold.

#11
allothernamesweretaken

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I give it a month before the wiki is so inundated with information, that you can learn how to do anything step by step in less than five minutes.



This *is* the internet, afterall.

#12
Ticladesign

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I've managed quite a bit today, after the initial hurdles (Instalation issues, module setup issues and especially module exporting issues) getting a module to run with several premade areas and linking them, adding a few darkspawn and making items (and yes colouring them a bit). And so on... works.



Things I cant figure out at the moment are encounter trigggers (do they exist?) making the player character to seathe their weapon after combat (guessing that's some kind of a script appearantly) and adding (empty) Rune slots on a weapon.