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Looking for people interested in modding the OC


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12 réponses à ce sujet

#1
Vaalyah

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Hello everybody. Some of you here (those that had the opportunity to read my random rant and rave against the OC) (I LOVE the OC, it is just... incomplete!) already know that I am interested in modding it, by adding many contents like side quests, new areas, more NPCs interactions and also developing the abandoned-romances.

I am learning the toolset, scripting, writing dialogues, thinking about quests and drawing area-maps. And I discovered a great truth. I cannot do everything on my own. So I am opening this thread to let you all know that if someone is interested in this project and has some proficiency, it would be more than welcome. If we gather and work together, we'll be able to do something that all the players can enjoy.

I am afraid that this thread will remain empty. Please, don't let this post feel alone :crying:

#2
Mad.Hatter

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While I am one of the least expert members of these forums I would be willing to help you with a few things. I've noticed your posts over the last few months and empathize with individuals of passion.



Let me know how I can help.

#3
NWN DM

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Rule 1 - make a copy of the OC module(s) you're modifying and work off of that (renaming slightly).

#4
kamal_

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I'd suggest incorporating the bug fixes from

http://nwvault.ign.c...s.Detail&id=343

once you separate out all the things that are not fixes but the author's preferences.


#5
Vaalyah

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ehm... I'm not sure to have understood your last sentence...

#6
kamal_

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Vaalyah wrote...

ehm... I'm not sure to have understood your last sentence...

The author fixed some bugs. This is true, I confirmed some of the bugs he posted.

But the author also does things that are not bugs at all, for instance preventing you from taking certain companions because he did not like them.

#7
Vaalyah

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Well, I don't like the last thing you wrote. A bugfix is a good thing, but I think everyone should be able to complete the game as s/he likes...

#8
Kaldor Silverwand

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There are also the bugs that have obvious solutions, like a conversation mistakenly checking the wrong skill or a node in a conversation that is unreachable or an item blueprint with an incorrect description. These are mostly caused by typographical errors.



But there are also more complicated bugs that can be solved in a variety of ways, and for those greater care and thought is required. For example, I provided a fix for Nasher's item set in the vault. Later on the "bugfix" also fixed it, so now there are two solutions.



The further one goes from the obvious typographical errors, the more complicated it gets and the more the game is altered.



Regards

#9
Vaalyah

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But of course, all these fixes work in English... If you fixed typo errors, I don't think I can "appreciate" the things, having an Italian game...

#10
kevL

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i think Kaldor is referring to typos in the Code (not languages per se) - hence the little things that do not work in the game, yet are obvious as to what the original designers intended, V.

#11
dunniteowl

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kevL is correct. Kaldor is referring to scripting and coding that have typographical errors in them. Instead of fixing those, sometimes folks "fix" the scripts by adding more changes, because they don't realize the ''bugs'' are as simple, sometimes, as a spelling error during the scripting of the events.

dno (at least, that's what I took from his posts.)

#12
Kaldor Silverwand

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Typos in variable names, function parameters, item properties, script names, are all language independent but are the cause of many bugs. The Obsidian programmers were sloppy in more than just spelling, unfortunately.



Regards

#13
Vaalyah

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Ok, now I've understood, thanks. I'm still learning scripting, it would take a lot of time. At least, at job one of my new duties will be rendering with Maya 2011, so I think I could use this skill also for modding :-P