The Baldur's GAte remake thread
#426
Posté 01 juillet 2011 - 12:07
#427
Posté 01 juillet 2011 - 02:58
#428
Posté 01 juillet 2011 - 03:12
#429
Posté 01 juillet 2011 - 03:48
alignement one, shouldn't cause trouble.
But I fear it was only made for rangers attack.
#430
Posté 03 juillet 2011 - 04:47
#431
Posté 03 juillet 2011 - 10:33
Found how to do it, but found how to make something ok with the default UI.
Full in game scripted UI, is clearly out of scope for now.
Modifié par Shallina, 03 juillet 2011 - 10:33 .
#432
Posté 03 juillet 2011 - 10:46
#433
Posté 04 juillet 2011 - 12:06
You hit the lvl button and you have 2 or 3 class in the list.
#434
Posté 04 juillet 2011 - 12:20
RemoveListBoxRow(OBJECT_SELF, "SCREEN_LEVELUP_class", "class_LIST", "<className>");For each class you want to remove from the list, e.g. "Fighter" instead of "<className>". I've experienced some mild odd behaviour where the first time you select a different class, the class which began as selected appears still to be selected too, but other than that it seems to be totally fine.
Obviously you will need some more logic to determine who is leveling up, and thus which classes to remove, etc, but it looks pretty simple.
#435
Posté 04 juillet 2011 - 03:21
But in patch 1.23 Obsidian gave the "4 or 5 GUI core function". So we can script it all by ourself.
But that mean we need to script the full lvl up process. I did a script that load the UI class selection list box from a custom 2da file. So I could load a different list of class for each henchmen.
the problem is that the next screen is fueled by data that comes from the first hard coded function.
Wich mean it's needed to script the whole process to achieve a correct result. The rules for lvling are all in the 2da files (class selection, feat selection, skill selection).
#436
Posté 04 juillet 2011 - 03:56
#437
Posté 06 juillet 2011 - 01:38
#438
Posté 06 juillet 2011 - 05:20
#439
Posté 06 juillet 2011 - 08:13
Everything that can be done in NWN can be done in NWN2.
Remaking NWN OC in NWN2 is actually really easy. First the city of NWN and port last al ready exist, secondly almost 100% of script made in NWN works in NWN2 you probably won't have to rewrite them.
NWN is also smaller than Baldur's gate.
#440
Posté 06 juillet 2011 - 10:26
Not everything that can be done in NWN2 can be done in NWN (sorry but as a student of Mathematics, I cringe at less-than-rigourous statements); otherwise, your two statements taken together would imply that nothing can be done in NWN.Shallina wrote...
Everything that can be done in NWN2 cannot be done in NWN
Everything that can be done in NWN can be done in NWN2.
Also, there are something which can be done in NWN but not in NWN2, such as colour channel and body part changes (including wings and tails through script). NWN2's functionality is, overall, much better (IMO) but it doesn't contain everything; NWN1's patch 1.69 in particular had loads in it and came after NWN2 was released.
That said, you are right, NWN1->2 conversions are by and large much easier than NWN2->1 ones, and the OC in particular would be fine (there may be some issues with certain creatures and models, but that'd probably be it).
#441
Posté 06 juillet 2011 - 10:30
EDIT: It's only the Prelude, though.
Modifié par The Fred, 06 juillet 2011 - 10:30 .
#442
Posté 06 juillet 2011 - 12:14
Sorkvild wrote...
Few questions... There is really no reason it can't be done right? I mean was there anything in nwn that is simply unable to be replicated in one way or another with this toolset? And I guess one of the most important elements, time. bgr will end up taking what, 5, 6 years to complete? What might be a rough estimate of nwn? 10+ years? Probably more....
10+ years??? Hell no. Baldur's Gate is at least 3-4 times bigger and longer than NwN1.
I say, if you know what you are doing, 1-2 years.
Most stuff already exists and about stuff, like models that don't, there is custom content on the vault (Intellect Devourer model etc).
You can even import conversations and scripts from NwN1 which makes it even easier.
The greatest thing thing about a NwN1-to-NwN2 remake in my opinion, is that you can, and should, be able to recruit most of the henchmen and have them in your party at the same time. The difficulty should be increased alot too.
Modifié par Luminus, 06 juillet 2011 - 12:19 .
#443
Posté 06 juillet 2011 - 04:39
#444
Posté 06 juillet 2011 - 10:47
The Fred wrote...
This is something I was planning on doing myself. I haven't hashed it all out yet, but it seems that all you actually need to do is fire off a script when the levelup_class.xml UI is loaded which has some code like this:RemoveListBoxRow(OBJECT_SELF, "SCREEN_LEVELUP_class", "class_LIST", "<className>");For each class you want to remove from the list, e.g. "Fighter" instead of "<className>". I've experienced some mild odd behaviour where the first time you select a different class, the class which began as selected appears still to be selected too, but other than that it seems to be totally fine.
Obviously you will need some more logic to determine who is leveling up, and thus which classes to remove, etc, but it looks pretty simple.
Yes, I would love a way to fine tune the character development options for recruited PCs. Trying to steer a recruited PC into a specific PrC is a royal pain. But I'm not sure how you would go about trapping the launch of the XML file.
#445
Posté 06 juillet 2011 - 11:05
For compagnion for which you can choose differents class on lvl up, you'll speak to them, and ask them to lvl up in a different class.
For compagnion that have a multiclass that's hasn't becomme completly out in 3 ed, (Fighter/rogue ) is ok, while (Wiz/cleric) is clearly not usable.
For fighter rogue as exemple, they will switch from one to the other at each lvl.
For compagnion that have a dual class that is completly out in NWN2 3ed (Wiz/cleric ) beeing the main one they'll be given an other class.
Modifié par Shallina, 06 juillet 2011 - 11:08 .
#446
Posté 06 juillet 2011 - 11:48
Shallina wrote...
For compagnion for which you can choose differents class on lvl up, you'll speak to them, and ask them to lvl up in a different class.
For compagnion that have a multiclass that's hasn't becomme completly out in 3 ed, (Fighter/rogue ) is ok, while (Wiz/cleric) is clearly not usable.
For fighter rogue as exemple, they will switch from one to the other at each lvl.
For compagnion that have a dual class that is completly out in NWN2 3ed (Wiz/cleric ) beeing the main one they'll be given an other class.
I suggest keeping multiclassing free for everyone. So people can choose to change
Minsc from Barbarian to Ranger
or Montaron to Assassin/Nightsong Enforcer
or Imoen to Wizard/Arcane Trickster
or anyone to anything
or just keep them canon and single classed.
People have different opinions about what are the correct class combinations for each companion, so they should not be limited. That way you keep everyone happy.
If you give us the choice to make our own party from scratch, then there's no point to limit multiclassing. If someone wants to powergame they can ignore the default companions and make their own min/maxed uber team.
Also the only Mage/Cleric is Quayle. If you are not going to enable Mystic Theurge, then I strongly suggest you make him a Bard, with Loremaster package and high (16) Intelligence.
Some reasons:
Gnomes have Bard as favored class.
Bards focus on Illusion and Enchantment spells mostly.
Bards also have Cure Wounds spells on their lists which also makes them support healers.
And if BG2 is ever remade in NwN2, Aerie is an illegal (elves can't choose it) Mage/Cleric, trained under Quayle and Avariels are supposed to have great singing voices which further reinforces the Bard class.
Modifié par Luminus, 07 juillet 2011 - 12:27 .
#447
Posté 07 juillet 2011 - 07:44
Use either the OnAdd event of the levelup screen or the OnLeftClick event of the character sheet's Level Up button (010010's enhanced level-up system uses both). The callback UIObject_Misc_ExecuteServerScript() can be used to call a script. Of course you have to modify the XML files for this. I've been doing this myself but I've been having some weird issues with getting the controlled character or really doing anything other than removing class options (it won't give me debug messages or anything).rjshae wrote...
Yes, I would love a way to fine tune the character development options for recruited PCs. Trying to steer a recruited PC into a specific PrC is a royal pain. But I'm not sure how you would go about trapping the launch of the XML file.
#448
Posté 07 juillet 2011 - 07:47
#449
Posté 07 juillet 2011 - 09:28
Then, if someone really wants to powerbuild them all and make Imoen into a rogue/wizard/monk/EK/RDD or whatever, then so be it. That'll also open the way for some possibilities that we might not have thought of.
Plus it'd be one more thing that you scripters don't have to do. And if you do spend all that time scripting it, someone who really wants to remove the restrictions will do so anyway. So it may not be worth it anyway.
#450
Posté 07 juillet 2011 - 09:49
No way. NPC will have a set of possible class, and some of them will have choice, for exemple imoen, rogue/wizard/arcanne trickeser. Edwin wizard/Redwizard
Other won't have choice for Exemple Coran alternating between Fighter and thief at each lvl. They aren't the player character, they are compagnion and got a will on their own.
For the runs with 100% custom party we may include a SOZ party creator.
We are making the game we wants to play
Wich mean, if someone want a BGR a little different, he'll just have to open the toolset and modify it to her/his taste.
We are making it for our taste
The possible class for henchmen will be defined in a bgr specific 2DA file. And the choice (for those with choice) will be made in conversation that aren't hardcoded.
Wich mean I think it will be easy to change.
Modifié par Shallina, 07 juillet 2011 - 10:09 .





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