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The Baldur's GAte remake thread


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#226
Shallina

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For now we use the campaign folder as override when we need an "override function", wich mean, so far we got a clean "clean override".
The custom content is in hak files and the 2da as well.

The 2da will be in specific hak file containing only 2DA, wich mean it will be really small and really easy to update for poeple who wants to tweaks the game with content that require 2da.

There is 2 set of 2Da, one for the modules that doesn't work with SOZ placeable, and one for the modules that works with SOZ placeable

There will be a custom TLK since we got many custom text entry, and 6 custom custom spell/feat al ready (The custom ability that the main char gain as the game is progressing, 3 for good aligned, 3 for evil aligned.), and the description need to be in TLK.

For those a little curious, the 3 good ability are a direct translation or strongly inspired from those of the original game, except that they scale better with the lvl, they scale as "normal spells/abilitty" do, they don't remain lvl 1 when youa re lvl 9, they'll be usefull and powerfull ability at lvl 9 for a lvl 9 without beeing monster ability that destroy all .

Evil ability in the original game were very crappy and useless next to the good one. For those reason they have been 100% altered to give as much power as the good one. 2 of them are 100% original.

I made new VFX when needed for those spell, 3 of the 6 spell got a custom VFX. 1 for the good one and 2 for the evil one.

Also just like in the orignal game, if you are to much evil, things can becommes really ugly for you.

We'll also have custom voiceset made from the orignals one for NPC.

Modifié par Shallina, 09 décembre 2010 - 11:02 .


#227
mcneil_1

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I have to say its looking pretty good from what the screenshots have shown

#228
driller

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You probably already know this, but you could save a lot if time if you used some of the areas from BGTSCC, jlf2n released it on the vault. Lots of high quality areas.



http://nwvault.ign.c...s.Detail&id=585



-driller

#229
drechner

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driller wrote...

You probably already know this, but you could save a lot if time if you used some of the areas from BGTSCC, jlf2n released it on the vault. Lots of high quality areas.

http://nwvault.ign.c...s.Detail&id=585

-driller


Josh does excellent work. However, we're pretty much already done with all the areas (we are using a modified version of his Gullykin though!), so it's unneeded at this point.

#230
Shallina

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Josh goals and ours are different, wich mean our area will be different in order to acheive what we wants.

#231
devildog32

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I wonder if anyone would be interested in using the custom Flaming Fist Mercenaries that we have been using on BGTSCC?
Posted Image

I can't thank the ACME Studios team enough for creating the armor and tabards and thanks to SirC of SOD for helping me design the Flaming Fist emblem and placing it on the tabards, afterwards the armor was easily enough designed on the toolset by me. Which is all I can really contribute with such meager talent.

BGTSCC has yet to use this shield, but SirC has already given his blessing as well

Posted Image


My inspiration comes from these two pics.

Posted Image

and this one which has alway been my personal favorite.

Posted Image

Modifié par devildog32, 10 décembre 2010 - 06:29 .


#232
Luminus

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Just finished Baldur's Gate, for the first time, a few hours ago. :D What a game...

I have to admit, one of the reasons I played it is because of the remake that is coming and wanting it fresh in my memory to be able to compare.

#233
ihc308

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Shallina wrote...

There will be a custom TLK since we got many custom text entry, and 6 custom custom spell/feat al ready (The custom ability that the main char gain as the game is progressing, 3 for good aligned, 3 for evil aligned.), and the description need to be in TLK.

What kind will the custom TLK file be?An alternate dialog.tlk or a new tlk file?I don't want it be an alternate dialog.tlk because I'm using none-English version of NWN2,If it is an alternate dialog.tlk it may convert the whole game into fully English version.I like the game system in my mother tongue even playing an English module,another way,If it is really an ulternate dialog.tlk I'll also accept it too.

#234
Shallina

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The mod will be in english. We are not many at alll and we really haven't got the mean to work on translated version.

#235
ihc308

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I'm waiting for the great module.It must be the best nwn2 module
Thanks to all the remake staff  for your hardwork over years.

Modifié par ihc308, 11 décembre 2010 - 02:45 .


#236
The Fred

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I think he was asking will you be using a custom tlk (which I expect you will), or overriding the dialog.tlk file? Since in the latter case, you would turn the whole game into English.

#237
Shallina

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if we can use a custom TLK that don't alter the original instalation we will.

#238
rockman202

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Anyone mind telling me how far away from finishing you are? I was playing Baldur's Gate and was thinking how I wish I could use NWN2 feat and skills points with this game and found that you are doing that. Also are you going to do the other infinity engine games aka. Icewind Dale 1/2 and Planescape Torment after this?

#239
Shallina

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there is an IWD2 beeing remade, with the begining available. Very good stuff :)



BGR ? I d say less than 1 year.

#240
rockman202

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Ok I have another question, is this going to include Baldur's Gate 2? If not are you going to create another mod to create it? I do not really consider Baldur's Gate 1 and 2 to be separate games but when combined make one complete, awesome game.

#241
Shallina

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BG+ TOSC only for now, for the few poeple we are it's al ready a lot.

#242
Turdl

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A few questions come to mind, about how you're handling the transfer to NWN2 rule system/engine. I know you've already scripted cursed items, but i'm curious about the other stuff :



How will ...

the reputation system

monster summoning

dual-classed companions

conversation skills



...work ?

#243
Luminus

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Turdl wrote...

A few questions come to mind, about how you're handling the transfer to NWN2 rule system/engine. I know you've already scripted cursed items, but i'm curious about the other stuff :

How will ...
the reputation system
monster summoning
dual-classed companions
conversation skills

...work ?


Most of these have already been answered in previous pages actually.


The rep system will be replaced with alignment shifts.

Monster summoning will stay the same as in NwN2 I think.

Some conversation skills will also be implemented where appropriate.

As for multi/dual-classing I'm not  too sure how they'll be implemented.

Modifié par Luminus, 14 décembre 2010 - 08:36 .


#244
Luminus

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One question: since social skills will be implemented, can we use the other NPCs for Intimidate, Diplomacy, Bluff and Appraise? Or the main PC only can use these skills? For example can we have Kagain for Intimidate, Viconia for Diplomacy and Montaron for Bluff?

Modifié par Luminus, 22 décembre 2010 - 04:22 .


#245
Shallina

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You can use compagnion for conversation and have them in front.

#246
drechner

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Happy Holidays, everyone! :)
 
Posted Image

Modifié par drechner, 23 décembre 2010 - 04:06 .


#247
ihc308

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Merry Christmas and Happy New Year!

#248
dunniteowl

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Is that Irenicus I see, spiking Jahiera's eggnog? Scandalous!

Merry Christmas and thanks for that "Card." Much appreciated.

dno

#249
steelfire_dragon

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dunniteowl wrote...

Is that Irenicus I see, spiking Jahiera's eggnog? Scandalous!
Merry Christmas and thanks for that "Card." Much appreciated.
dno



no that was Irenicus CeNsCoReD!

oh I'm going to get it for this....hahahahahahahaha

Modifié par steelfire_dragon, 24 décembre 2010 - 07:08 .


#250
FlameArt

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Merry Chirstmas!