Modifié par rjshae, 15 septembre 2010 - 09:19 .
Group Mod idea: "Character mortar"
Débuté par
Gilradthegreat
, août 27 2010 12:25
#51
Posté 15 septembre 2010 - 09:14
Perhaps an easy way to grease the skids on a project of this nature is to try and re-use existing content on the Vault as much as possible. There are plenty of pre-built Areas on the vault that can just be modified to serve the goal of a mini-adventure.
#52
Posté 20 septembre 2010 - 01:57
I made rjshae change his avatar! You look much tougher now.
Is this thread dead or gone elsewhere?
Is this thread dead or gone elsewhere?
#53
Posté 20 septembre 2010 - 12:33
I would consider attempting to 'leverage' the forum assets by creating a Project or Group in the appropriate locations, and then using this thread as an update and information topic. In the Projects and Group sections, you can sub-topic, thus providing a contextually separate series of threads, while still keeping it all under one umbrella of the whole idea that was spawned here.
We've got these tools, we might as well start using them.
Of course, this is a 'royal' we in the sense that I am not actually part of this idea, just presenting a path. I think it's a great idea. I just don't know that I can devote any time to it. And if I were to devote any time to it, you could ask me about building small areas. I prefer external Area building to anything else, but can also do some decent interiors.
regards,
dunniteowl
We've got these tools, we might as well start using them.
Of course, this is a 'royal' we in the sense that I am not actually part of this idea, just presenting a path. I think it's a great idea. I just don't know that I can devote any time to it. And if I were to devote any time to it, you could ask me about building small areas. I prefer external Area building to anything else, but can also do some decent interiors.
regards,
dunniteowl
#54
Posté 21 septembre 2010 - 11:57
What are the chances that this could be a project without a strong central manager? Like, have somebody churn out a central mod file, and from there just open it up for anybody who wants to help? Like, the only real amount of management that would be needed is to make sure everybody understands and follows the guidelines.
My original vision was to have a very minimal and simple hub mod that needed very little to no upkeep, and simply have modders make mods when they're between projects to add to the list. As far as I see it, as long as the guidelines are out there, it is always an option to contribute to the project.
My original vision was to have a very minimal and simple hub mod that needed very little to no upkeep, and simply have modders make mods when they're between projects to add to the list. As far as I see it, as long as the guidelines are out there, it is always an option to contribute to the project.
#55
Posté 22 septembre 2010 - 07:09
Perhaps it would be easier to start with a sample mini-adventure or two, then worry about the hub? At least that way there is something tangible.
A few questions:
Would each of the side trek add-ons be stored as separate mini-modules in the vault, then be merged into the bigger module? Or would somebody serve as a collector and perform periodic updates? Would each side-trek mini-module have it's own contact figure with a conversation that would lead to the side trek? (With the figure then being merged into the hub.) Or would there be a single, central wrangler to arrange adventures for the party?
A few questions:
Would each of the side trek add-ons be stored as separate mini-modules in the vault, then be merged into the bigger module? Or would somebody serve as a collector and perform periodic updates? Would each side-trek mini-module have it's own contact figure with a conversation that would lead to the side trek? (With the figure then being merged into the hub.) Or would there be a single, central wrangler to arrange adventures for the party?
#56
Posté 22 septembre 2010 - 08:17
I was just thinking of a simple script that checks the player level and then loads up the mod designed for that level, likely when you exit the hub.
I don't see any problem with people making their mods for this before the hub is finished, I'm not very qualified to make such a statement as there are many issues that I likely wouldn't see, such as hak compatibility, or how easy it would be to combine mods into a campaign.
What are people's thoughts on haks? I recall someone said earlier in this thread it would be much easier if every mod used the same hak? If that's the case, should that hak be filled with lots of custom content to give the modders more resources, or would it be easier (or even possible) to add to the hak as more modders join and need their own custom content?
I don't see any problem with people making their mods for this before the hub is finished, I'm not very qualified to make such a statement as there are many issues that I likely wouldn't see, such as hak compatibility, or how easy it would be to combine mods into a campaign.
What are people's thoughts on haks? I recall someone said earlier in this thread it would be much easier if every mod used the same hak? If that's the case, should that hak be filled with lots of custom content to give the modders more resources, or would it be easier (or even possible) to add to the hak as more modders join and need their own custom content?
#57
Posté 22 septembre 2010 - 08:32
If you are serious about this. I would suggest a unified hak. There are already some PW's sharing haks to make it easier for their players to move back and forth. That would be a good place to start.





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