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The Baldur's GAte remake thread


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#101
Atrumitos

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This is the neverwinter nights 2 BG mod thread btw. Not the DragonAge one ;P

On topic: Keep going guys! A lot of people are more interested in your mod than all the games they're releasing for the holiday season ;P I'm one of those people....:lol:

Modifié par Atrumitos, 02 octobre 2010 - 10:12 .


#102
Luminus

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In my opinion, this will be the greatest fan made module in NwN 1/2 history.

 Many great modules were released but nothing of this scale. If I had to choose between the Kingmaker expansion pack and Mysteries of Westgate adventure pack COMBINED, I would still choose the Baldur's Gate Remake module any day of the week.

But please guys, and I mean this in the best way, don't make the same mistake Obsidian made.
Don't rush things because of the release date. Deliver us the best module possible, this is all that matters. ^_^

#103
drechner

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Well, at this point, I don't think anyone is going to accuse us of "rushing" the project ;)



On a serious note, thanks for all the support! We're still chugging away on the project and it's looking quite good. In fact, I think the game should be playable up to BG city within the next couple months. Shallina is still holding down the "fort" on scripting and I'm still finishing up some areas (it never seems to end! But it is getting close!).



Thanks again for keeping posted!

#104
The Fred

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rjshae wrote...
I recall that when a party member is subject to Dire Charm, they effectively become hostile NPCs for a period of time and can't be controlled. It should be possible to make a simulacrum of a character, hide the current character for a time, then replace him/her for the duration of the spell. When the spell is over, the results upon the simulacrum would need to be transferred back to the party member. Seems like it should be do-able, at least conceptually. Has anybody scripted that? Likewise just curious. Thanks.


I've messed around quite a bit with these sorts of things in the past and maybe we should start a new thread for them or something, but a simulcrum character ought to work pretty well, actually. The only problem is that you would need to adjust HP and things afterwards. A bigger deal would be that I don't think spell effects would be transferable, so you might suffer some problems there. Provided you could hide the character properly, though, it might work.

Also keep up the good work on the rest of the project!

Modifié par The Fred, 04 octobre 2010 - 03:31 .


#105
daranium

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I hav been following this project from day 1 and cant wait it's finished.Keep up the good work u guys. (y)

#106
Luminus

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Will you (or did you) include skills that were not in Baldur's Gate? Like the Craft, Conversation and Heal skills? And will they be disabled if not?

#107
steelfire_dragon

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I think they said the craft skills were out.... but that's IIRC and WON they changed their minds or not.

#108
Shallina

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Heal skills ? What custom content for it ? It's used in fight or with healing kit but whay else ?

Conversation skill : nothing fancy but some conversation of the original games beg for it, so yup there are use for them.

Craft : nothing planned/specified at the moment, Drew doesn't want it (yet).


We are trying to do the campaign/module as open as possible, so if someone wants to put more stuff or work on it it will be easy.

- 0 stuff in the ovveride folder.
- Custom 2da are into a specific 2da hak.
- Custom class stuff will be in a specific as well.
- Custom soundset for Party member will be in a specific hak, so if someone wants to use them for something else it will be easy.

And so on.

We are trying to make it as easy as possible for poeple who may wants to alter something .

Modifié par Shallina, 08 octobre 2010 - 10:04 .


#109
FlameArt

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drechner wrote...

Well, at this point, I don't think anyone is going to accuse us of "rushing" the project ;)

On a serious note, thanks for all the support! We're still chugging away on the project and it's looking quite good. In fact, I think the game should be playable up to BG city within the next couple months. Shallina is still holding down the "fort" on scripting and I'm still finishing up some areas (it never seems to end! But it is getting close!).

Thanks again for keeping posted!



2006 to 2010, 4 years seems not enough for Baldur's Gate remaking but for EA it's enough to make C&C3,  RA3, C&C4 and a couple of NFSs, ruining most of its reputation by the way.
God bless Bioware!

#110
Luminus

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drechner wrote...

Well, at this point, I don't think anyone is going to accuse us of "rushing" the project ;)


By the way, I forgot to add, I'm not actually worrying about the content itself being rushed but more about the bugs. Bugs could ruin a perfect module that took years to make.

#111
lady_lunatic08

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But aren't modules normally buggy because they were rushed?

If the developers take the time to play from start to end following completion as the outside player would then most bugs are discovered and can be rectified.

#112
Luminus

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I was reading some old threads and in one you were debating about the classes of the NPCs. Is it resolved yet? I mean, is Minsc going to be a Ranger or a Barbarian? Or a Ranger/Barbarian multiclass?

#113
Shallina

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Minsc Barbarian I think

Dynaheir Sorcerer

Tiax Warlock

Dual class mage /cleric I think about making them Favored soul. (MAge/ cleric don't exist in DnD3)



I found a way to have the specialisation Work for NPC wizard, but if you load the mod in the toolset, it's gone.






#114
The Fred

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Imo, Dynaheir is a scholar so should stay a Wizard. Make Edwin and/or Xan a Sorcerer (I think one of them was going to be but for the lack of a sorcerer class in BG, and there's definately a "Xan as a Sorcerer" mod out there... not so sure about Edwin, though, he strikes me as more of a mage).

You could have Mage/Clerics but without the Mystic Theurge class they'd be far weaker as dual casters than the other NPCs and the player. Fighter/Mage and other combos could work, though (at least if you could let those characters take Eldritch Knight, for example, as a PrC).

Modifié par The Fred, 18 octobre 2010 - 05:53 .


#115
Luminus

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Hmm there should be a way to make them specialized mages permanently,because both Sand and Safiya are. If you cannot, then give them Spell Focus/Greater Spell Focus to encourage players to use a certain school of magic more often.

Some suggestions:
For Tiax (Cleric/Thief) you can either make him a Cleric of Cyric with the Trickery domain and/or a Cleric/Rogue using a prestige class from Kaedrin's (like Black Flame Zealot).

For Cleric Mages you can either enable Mystic Theurge or make them Clerics with the Magic Domain or Magic, Illusion (Quayle) and give them 6-8 strength so it becomes harder for them to carry heavy amor.

For Jaheira you could give her Martial Weapons and Heavy armor (and to balance it out, lower her Wisdom) instead of making her a two level character (Fighter/Druid).

And Yeslick, as a Cleric of Moradin, could have the War Domain (grants Martial weapons) instead of being Fighter/Cleric.

I believe that we should not stray too far from their old classes but at the same time we shouldn't make them unplayable or overpowered.

Modifié par Luminus, 18 octobre 2010 - 07:50 .


#116
The Fred

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Can't you just specify in the toolset what their specialization is? I forget...

Personally, I don't think there's anything wrong with Fighter/Druid or Fighter/Cleric. Presumably the player can chose how they progress? Beyond that, you could just have them take less than half fighter levels so they don't lose too much spellcasting. There's always the Warpriest, too, for example.

Modifié par The Fred, 18 octobre 2010 - 08:00 .


#117
steelfire_dragon

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Most always see Jaheira with Nature's Warrior prc.....



Tiax as a Warlock... hahahahahahahaha I could definitely by that one.



could also buy into Sa...(whats her name that we end up killing in bg2, that played coran for a fool) to be a roge/wizard/ arcane trickster..... or a sorceress loaded with charm spells

#118
Shallina

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You can't specify specialisation in the toolset, the toolset only knows Generic wizard.

I don't Know what Obsidian used to have specialized wizard. I am only able to do it with a character editor.

The very good thing about this remake at the moment is:

We got a new team member :wizard: He is working on custom voiceset for the compagnion, and has finished the first one, wich is working correctly in game :).

It's really cool :)

Modifié par Shallina, 19 octobre 2010 - 08:40 .


#119
Luminus

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Shallina wrote...

We got a new team member :wizard: He is working on custom voiceset for the compagnion, and has finished the first one, wich is working correctly in game :).

It's really cool :)


Does this mean that we'll hear Xzar saying "I am become Death! Destroyer of worlds!" when attacking and Khalid running away when low on health shouting "Better part of valor!" ? :P That's awesome ^_^

#120
drechner

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Luminus wrote...

By the way, I forgot to add, I'm not actually worrying about the content itself being rushed but more about the bugs. Bugs could ruin a perfect module that took years to make.


True, but we're being pretty careful about fixing bugs as we work (Shallina is definitely very good at this). We'll also do some testing when everything is done before we release the mod on a number of different machines under different scenarios to ensure a pretty high standard of quality.

As Shallina mentioned, we do have a new team member and we're very excited they joined the team. So far he's done nothing short of excellent work and I'm looking forward to seeing his future contributions to the project.

I think we may try to put together a video preview of the project before the end of the year so people can see the environments and some of the cool stuff in something other than a screenshot, so be on the lookout for that in the next couple months.

Also, I'm curious to know what  areas you guys are looking forward to seeing recreated the most. What were your favorite areas in the original Baldur's Gate?

#121
IAmDeathComeForThee

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Beregost and BG of course :) Probably Beregost was my personal favorite of them all. I was a big fan of the cloakwood forest as well.



Btw, is there any chance you guys could put out a demo where we could play up to Gorion's big battle or something? Just to get a better taste and feel for what is to come?

#122
UncleGerhardt

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Favorite Area ? The Undercellar :o)

Just kidding; I'm looking forward to see the Gnoll-Fortress and the ruins of Ulcaster in the NWN2-Engine - and of course Baldur's Gate itself.



If you choose the first level of the joinable NPCs carefully we could use i.e. the Feather of Multiclassing from the Vault to costumize them as we imagene them.




#123
Kangaxx

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drechner wrote...
Also, I'm curious to know what  areas you guys are looking forward to seeing recreated the most. What were your favorite areas in the original Baldur's Gate?


Because it is the first area of that awsome game, I have to nominate candlekeep. It's the place where you start your journey and where some cool entr'actes take place.

I liked Beregost as well. It is the first settlement, which consists of more than handful buildings. So it was a lot of fun to explore it.

Of course every single area of Baldurs Gate itself. There are some cool quest and some nice items (Baldurians Helmet). But the most impressive aspect of this town, is its merely large dimension.

Dulrangs Tower is also a very funny spot. Here every adventurer can satisfy his/her urge to loot ruins inhabited by mosters and riddled with traps.

Modifié par Kangaxx, 21 octobre 2010 - 09:56 .


#124
steelfire_dragon

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all of beregost and the gate.

#125
Luminus

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IAmDeathComeForThee wrote...

Btw, is there any chance you guys could put out a demo where we could play up to Gorion's big battle or something? Just to get a better taste and feel for what is to come?


I second that. I would really like to see an updated demo with the new Sarevok model and cutscenes.

And btw,  the gnoll stronghold is probably my favorite. With all the paths, how you could go really low and really high and then fight gnolls here and there...so fun!

Modifié par Luminus, 22 octobre 2010 - 12:39 .