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Should I make my module into a campaign?


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12 réponses à ce sujet

#1
M. Rieder

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Right now I have one module finished except for the final stages of debugging.  I plan to make 2-3 more modules which are sequels and I am wondering if I should make my current module into a campaign now or wait until I am done with all the modules, then make it a campaign.


The reason I am asking is because I have seen some threads which suggest that some people have difficulty with certain scripts breaking when they convert their mod to a campaign.  I also want to avoid any extra work that I could avoid by making my mods a campaign from the beginning.

Suggestions?

#2
Morbane

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Just for reference - Bouncy Rock made Misery Stone a basic module - it has like 50 areas...

#3
_Knightmare_

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If you have any plans on ever making your stuff into a campaign, I suggest you do so with this one as well. It will lead to less headaches in the future (though more now).

#4
c i p h e r

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Only convert to a campaign if you plan to share resources across those modules or if you're designing for levels beyond 20. Otherwise, I don't think there's any benefit to switching. Happy to be proven wrong of course, but I don't think there is.

#5
M. Rieder

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I definitely need to share resources across modules. Looks like I am going to convert to campaign. Thanks for the input.

#6
M. Rieder

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Is it true that if you want custom content in your campaign, you can put it in the campaign folder instead of using a .hak?

#7
_Knightmare_

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M. Rieder wrote...

Is it true that if you want custom content in your campaign, you can put it in the campaign folder instead of using a .hak?


Yes its true. Anything that would work from the Override folder will work from the Campaign folder (which is just essentially an override folder that only applies to associated modules). However, if you are using some of the haks and such off the Vault, you should just combine the 2DAs and have the players download the original hak off the Vault. That prevents them having to download multiple copies of the same files.

#8
rjshae

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On a slightly related note, I recently attempted to convert a pair of modules into a campaign. However, when I attempted to run the thing in the game engine, it gave me an error saying something to the effect that the campaign I was trying to run had features that were not supported by the current game release. I have MotB loaded, but I've patched the install past that point, so I'm wondering if the toolset patch level is mismatched with the game engine? I checked Sunjammer's wonderful World Map Editor Tutorial for debugging hints on the Campaign Editor, but that didn't help. As far as I can tell, everything is set up correctly with the Campaign and the associated Modules. Has anybody run into this?

#9
Kaldor Silverwand

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There are features such as the party editor that are only available in campaigns. There is no disadvantage to releasing as a campaign.



It is possible to release your campaign with a single module now and then release the other modules later. That is exactly what I am doing with King's Festival. This will allow someone to play through the first module with their party and then continue on seamlessly with the same party when I release the second module. It does require a little planning ahead but nothing too severe.



Regards

#10
M. Rieder

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_Knightmare_ wrote...


Yes its true. Anything that would work from the Override folder will work from the Campaign folder (which is just essentially an override folder that only applies to associated modules). However, if you are using some of the haks and such off the Vault, you should just combine the 2DAs and have the players download the original hak off the Vault. That prevents them having to download multiple copies of the same files.



Good info.  Again, thanks.

#11
Shallina

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It's true there is many advantage to release as a campaign. But depending on how you made your module it could be very easy or a headhache to turn your work in a campaign.

#12
dethia

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There is one advantage to using campaign mode even in a small module, it will allow you to utilise SoZ's death system where characters don't die at -10 HP.

#13
The Fred

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_Knightmare_ wrote...

Yes its true. Anything that would work from the Override folder will work from the Campaign folder


Actually, for some reason, certain 2das do not seem to load early enough from the campaign folder or whatever - specifically baseitems.2da and the itemprop definition ones (at least these are the ones I've found) do not work unless you also put them in the override (though a hak should work).

Other than that, though, is there actually any good reason not to use the campaign folder over haks?