NWN2 MotB Makeover SoZ Edition released
#26
Posté 03 février 2011 - 03:33
#27
Posté 06 février 2011 - 07:30
Modifié par Shallina, 06 février 2011 - 07:31 .
#28
Posté 06 février 2011 - 09:28
Thanks for the info. Occasional resurrection by the gods is a known issue documented in the read me.
Regards
#29
Posté 06 février 2011 - 10:29
It's a bug, not a god will. And bugs have to be squashed.
playing the NWN2 OC a little, while waiting more area to script for BGR to see if there are idea I can fetch
It's better than the orignal but here the remark :
1) resu bug, annoying, not dramatic but annoying.
2) I would have done the rest limitation differently. No rest outside Inn in town, and you need to pay for it, (except at old Dunkan home and in you castle) I wouldn't have done those 8 hours limitations (feel like a cheap trick IMO, I don't know why I would'nt take a day when I can).
3) you haven't adressed the problem of the main character switching in front for convo.
For the rest what I would have done :
Random monster on exteriors that disturb you often, and same as you did :no rest inside ennemy territory.
And no rest for when it doesn't make sense (you are on ennmy territory or pressed by time).
I find it better than the original game, but beceause of few things like those I mentionned, I haven't got the impression to play something fully done.
(I am always harsh with my critics, if I don't critic something, it's beceause there is to many thing to critic about it.)
If I was really evil I would allow to rest everywhere, but punish the player that dare to rest in a dangerous area with a 100% rate spawn of a dangerous army against him that disrupt his rest.
Modifié par Shallina, 06 février 2011 - 11:04 .
#30
Posté 06 février 2011 - 11:41
dno
#31
Posté 07 février 2011 - 04:55
Shallina wrote...
It s not a resurection by the god it's a resurection by a remove all effect function in the ginc_cutscene script. Ginc_trigger is also involved.
Changes to include files that are used by multiple scripts in many places throughout the campaign are too risky to mess with. The cost in time and testing isn't justified. Sorry you don't like it. It is a minor annoyance that I do not plan to fix, which is why it is documented in the read me. My advice is try not to get your people killed and you won't notice it at all
You and everyone else. Rest is something that everyone has their own ideas about. That is why there is a customizable 2da file that allows you to change its behavior. That is also why there is the Verge of Morpheus in the vault, and why you can rest whenever you want if you change to easy mode. The default settings are to my taste, but I spent extra effort providing several ways to change them to suit other preferences.2) I would have done the rest limitation differently.
I did where possible. Most NPC's can be spoken to by anyone in the party and the main PC will not switch. The conversation skills of the party member are used rather than the main PC. But the game is PC-centric (you are saving the world after all) so it isn't possible to do so 100% of the time. Also if you installed over an existing game then you will only see that in new modules because it is done in the creature spawn script. If you have something installed that overrides the standard spawn script then that explains why it isn't working for you.3) you haven't adressed the problem of the main character switching in front for convo.
I have my own wandering monster system in King's Festival. I didn't implement it in the Makeovers because the existing systems are not well documented and I didn't want to risk breaking something that would be very difficult to address. I didn't have the luxury of working with well documented and consistent code. If these things were properly documented somewhere I would have done more.Random monster on exteriors that disturb you often, and same as you did :no rest inside ennemy territory.
I don't see how that is doable when I cannot make any modifications to areas. Some of the OC areas do not even have on area enter scripts that can be modified. As it is the rest system is essentially one script. So if you don't like it you can just replace that one script if you have something you prefer.And no rest for when it doesn't make sense (you are on ennmy territory or pressed by time).
My focus was on enabling additional functionality and allowing more player choice. I also spent a significant amount of time dealing with Shandra. The only bug you mention is one I documented. Everything else you mention is your personal preference. Those are certainly valid and will affect your enjoyment, but I don't think it fair to say something is incomplete because it doesn't implement features the way you wanted it to that were not in the scope.I find it better than the original game, but beceause of few things like those I mentionned, I haven't got the impression to play something fully done.
Regards
Modifié par Kaldor Silverwand, 07 février 2011 - 04:57 .
#32
Posté 07 février 2011 - 06:50
#33
Posté 07 février 2011 - 03:47
Shallina wrote...
2) I would have done the rest limitation differently. No rest outside Inn in town, and you need to pay for it, (except at old Dunkan home and in you castle) I wouldn't have done those 8 hours limitations (feel like a cheap trick IMO, I don't know why I would'nt take a day when I can).
What I implemented is very close to what you are describing here. You can rest at a couple of different inns for pay any time you like. You are not restricted to the 8 hours for those. Duncan's isn't one of those inns though. The OC provided very few inns to choose from though.
You can remove the 8 hour limitation by editing the 2da file using any text editor. You can also remove them by playing in easy mode. The reason for the rest restriction is to prevent resting after every battle. Which is truly a cheap trick.
Regards
#34
Posté 07 février 2011 - 03:53
manageri wrote...
It wouldn't be a great idea to change the resurrection thing anyway, if a convo has a companion participating you might break the game (or a quest) if they're still dead.
That would be a concern, yes. There are a lot of cutscenes in the OC and there are already bugs associated with some of them. I wouldn't want to inadvertently add more with the Makeover.
They are also very difficult to test because they have so many variables that are used to determine what should be done. I don't implement modifications unless they can be reasonably tested.
I have no doubt that the code could be modified to resurrect the standard companions and not the other party members. What I doubt is that it could be properly tested. So I consider it a minor nuisance not worth messing with. Most people try very hard to keep their party members alive.
Regards
#35
Posté 07 février 2011 - 04:22
Resting after a tought battle isn't a cheap trick, it's what everyone have done when it's possible since the beggining of living creature on earth.
Basically if you want to limit resting the solution used in the last area where ennemy have a strong chance to disturb you is a better solution. (make it a 100% chance for when you don't want any resting).
Also rest limitation like a 8 hours one means that you are forced to restrain battle, and can't make a really difficult battle that would force the player to use everything at his/her disposal.
Modifié par Shallina, 07 février 2011 - 04:28 .
#36
Posté 07 février 2011 - 06:33
Shallina wrote...
Resting after a tought battle isn't a cheap trick
Only if the mod is balanced that way. The OC and MotB were balanced by/for a 5 year old and propably don't require you to rest a single time to beat them.
Basically if you want to limit resting the solution used in the last area where ennemy have a strong chance to disturb you is a better solution. (make it a 100% chance for when you don't want any resting).
I can't imagine a less fun way to implement a no rest zone (except Nelson going HA HA every time the monsters appear), why do you feel like making players hit the rest button over and over for no reason until they figure it out when you can just make the area not restable at all?
Also rest limitation like a 8 hours one means that you are forced to restrain battle, and can't make a really difficult battle that would force the player to use everything at his/her disposal.
That's generally mostly true but if you're referring to either the OC or MotB that's not a real issue as there is no such battle.
#37
Posté 07 février 2011 - 08:39
Second, I'll also say that the time for alternative suggestions was really over a year ago. What I implemented was based on discussions back then and since then I added a number of enhancements to make the rest system easy for users to modify.
Third, I'll repeat that neither of the makeovers alters any existing areas. I couldn't do that without redistributing OC or MotB modules, which would be legally questionable, would be incompatible with any patches (patches were still a possibility when I started working on the OC Makeover) and could get my work banned from the Vault. So creating buildings, placing triggers and encounters, and many other things were just not practical. Modifications to area on enter scripts and existing conversations provide some means of altering things, but there are limitations.
If you want to rest after every battle then you have several options. Play in easy mode or just temporarily switch to easy mode when you want to rest. Download the Verge of Morpheus from the vault and use it to rest anytime. Modify the campaign options 2da file to disable the rest restrictions.
If you want a wandering monster system to be implemented then you will have to replace the existing rest script with your own. In Kings Festival I use area variables to determine what kinds of creatures should appear when resting, but I decided not to implement that in the OC because it would have required a significant amount of additional time to implement and I figured most people would just turn it off anyway.
I think I have said all I can really say on the topic of resting. Use it or customize it or disable it or replace it.
Regards
#38
Posté 07 février 2011 - 09:16
#39
Posté 07 février 2011 - 10:30
I suggest you set the game options to easy mode. No modding required. Then all rest restrictions are removed. Or travel to the inns to rest. Or download the Verge of Morpheus. Or switch to easy mode when you want to rest. Or edit the campaign options 2da using notepad or TextEdit. None of these solutions require modding anything. There are several options available to you. Thanks for playing.
Regards
#40
Posté 07 février 2011 - 11:07
A full compatibility with a Kaedrin pack.
I want the OC how it should have been, and not the rushed version we had at NWN2 release.
Your work is a step in the right direction, but there are several other step needed for a full makover of the OC
#41
Posté 08 février 2011 - 01:25
I actually understand people wanting a limitless sleep system: Unload spell book, decimate opponents, rest, reload, repeat.
As for compatibility with Kaedrin' packs, I totally support Kaldor for not doing it (no offense meant, Kaedrin). Kaldor and Kaedrin would have to continually do joint projects for every single release of their material. They would also have to each issue 2 versions of their work-- one for the makeover w/ the pack and an issue independant of each other. Every time they modify or add to their work, they would have to check with each other and revamp both of their work. It's a needless cycle easily avoided by not having the compatibility.
Kaldor, as I said before, you are a treasure to this community. The makeovers are excellent and thank you for your hard work.
#42
Posté 08 février 2011 - 07:16
Will - Thanks for the support.
#43
Posté 11 février 2011 - 04:54
Regards
#44
Posté 13 février 2011 - 08:57
I have not confirmed any other issues and clearly none of these are game breaking.
Regards
#45
Posté 14 février 2011 - 01:30
Regards





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