200x150http://dl.dropbox.com/u/3879894/hidden_lead_pocket_armor.jpg[/img]
Modifié par kamal_, 02 mars 2011 - 02:10 .
Modifié par kamal_, 02 mars 2011 - 02:10 .
Modifié par Quixal, 02 mars 2011 - 03:46 .
The code I'm using allows builders to make custom item groups. For example hidden weapons include any weapon with "sh_hidden_" at the beginning of the tag (it doesn't matter what the rest of the tag is), plus entire weapon categories (all darts and shuriken for example).Quixal wrote...
This is some fantastic stuff. I especially like the lead lined robe idea. Suddenly NWN2 is looking a lot more like a tabletop game.
Modifié par kamal_, 06 mars 2011 - 03:25 .
Pros was a prefab. City Hak is nice, but hard on the toolset, Pros tended to crash the toolset. You're right though, Pros itself was a large but single area city. Crimmor is about 5 times the size. Crimmor has roughly double the population of Neverwinter, and I want it to feel like it.Quixal wrote...
The city really is as filled out as the engine will allow then. I thought Pros was a good example of city design that actually created the impression of a city but this looks like it will blow that away. Not all that surprising I suppose, given that Pros was a single exterior area.
kamal_ wrote...
In PnP, if a couple of orcs ran away when you stumbled across their camp and saved the town should you get less xp? I'm doing that to specifically force the player to focus on quest completion and not try to kill anything in their way (unless you feel it's the best way to complete your goal).
The delaying of combat when a creature equips a non- quickdrawn weapon? Not tested yet. I havn't been working on this for a while. My blog explains why. I'll get back to it when I'm ready, but have RL things to deal with.The Fred wrote...
Wow Kamal, those areas are looking really nice. The fact that you're having to optimise them for performance might not be a good thing in itself, but is probably a testament to how huge and detailed that city is.
By the way, did you get the weapon equipping script working? I've been messing around with the same idea myself and I've seen some odd behaviour. Maybe it's something I've missed out but I think your scripting is delaying the tagbased scripting, but not the equipping of the weapon itself. In the end I used SetCombatOverrides() on the PC to make any attacks they make right after drawing a weapon miss, which is not exactly ideal, but works.