Thanks for plugging away at this I am quite looking forward to meeting Imoen and Minsc again..
Hopefully Mr Eligard will have to look up some hat recipes soon
PJ
drechner wrote...
kamal_ wrote...
With that much custom content, I hope that is made available for other builders to use.
/Please!
Absolutely! Everything (areas, etc.) will be for community use. The only thing we ask is that we are credited in some fashion if something of ours is used (you don't need permission or anything). Unfortunately, we probably won't do too much in the way of .erf, etc. so you'll have to manually look at the 2da and hak file for the content.
I also forgot to mention that I created custom textures for BCK and terrain textures; those can be used as well. There are lots of other very talented people out there that have created similar things though, so you might prefer theirs instead.
Modifié par Shallina, 02 juin 2011 - 11:14 .
In the original game, you could do this anyway by starting a "multiplayer" but just playing all the characters, so this would probably be a good idea.Shallina wrote...
I don't know if I told it al ready but we may put a "party manager SOZ style" to allow a full custom party for those who want it at the beginning of the game in Candlekeep inn.
Modifié par rjshae, 08 juin 2011 - 08:59 .
rjshae wrote...
The one item I was wondering about was the issue of visibility of NPCs and creatures. In BG I often didn't know about a potential encounter until I was virtually on top of it. In NWN2, however, it seems likely that I would have better long range visibility and be able to spot encounters well before they happened. Do you know how well that is working out in play testing?
drechner wrote...
rjshae wrote...
The one item I was wondering about was the issue of visibility of NPCs and creatures. In BG I often didn't know about a potential encounter until I was virtually on top of it. In NWN2, however, it seems likely that I would have better long range visibility and be able to spot encounters well before they happened. Do you know how well that is working out in play testing?
We've been experimenting a lot with the placement of the encounters as well as anything that can block the LoS of the player a bit. Honestly, it takes a bit of tweaking with both the encounter and the area design, but the end result should most likely have the player "surprised" a bit when they enter an encounter, similar to the Fog of War in the original Baldur's Gate.
Modifié par Jonesta, 20 juin 2011 - 01:38 .
Modifié par Shallina, 01 juillet 2011 - 09:56 .
Modifié par BartjeD, 01 juillet 2011 - 10:51 .
Just use VersusRaceEffect(); or VersusRacialType(); or whatever it is.Shallina wrote...
There is one thing that may not make it, it's "the scroll of undead protection" that is supposed to give you immunity against all undead attack behing physical or magic. I can't find a "clean way" for scripting it.
// Set eEffect to be versus nRacialType. // - eEffect // - nRacialType: RACIAL_TYPE_* effect VersusRacialTypeEffect(effect eEffect, int nRacialType);
Modifié par The Fred, 01 juillet 2011 - 11:08 .
Modifié par Shallina, 01 juillet 2011 - 11:32 .