Community Project Proposal
#176
Posté 26 février 2011 - 12:14
#177
Guest_Chaos Wielder_*
Posté 26 février 2011 - 12:27
Guest_Chaos Wielder_*
Shallina wrote...
Could you put the RWS all in one ? they got fine building as well.
RWS all in one hasn't been updated since 2009 and there have been numerous additions/fixes since then. So, I'm adding in the various haks that it compromises. Are there specific haks you're looking for?
#178
Posté 26 février 2011 - 12:32
Placeables (plus what you have listed of course)
- Cave Entrance Reskin + Others
- Lava Group
- Stain Glass
- Drow cave
- Zpirit's Placeables Pack 1.01
- *New* Tintable Circle Pack With *Glow*
- RWS Bridge Pack
- RWS_Merchants
- Underground Skydome
- RWS - Dungeons
- RWS Deep Halls - Anniversary Edition
- RWS Pocket Castle
- RWS Deep Chasms Tileset
- RWS Pocket Caves
- RWS Grand Citadel
- Container Fillers
- Stone Statue Special Effect File
- Anduraga's VFX and Light Pack
- Cobwebs
- Camb's Placed FX Factory
Modifié par MokahTGS, 26 février 2011 - 12:42 .
#179
Posté 26 février 2011 - 12:36
Shallina wrote...
Could you put the RWS all in one ? they got fine building as well.
I gave CW our master 2das that comprise all of our haks... now. thats for the fix CW!
#180
Posté 26 février 2011 - 12:39
There are also the custom "sign" for shop and tavern that are pretty amazing on the vault, and the Draw bridge that can be openned/closed. I don't know if anyone will make use of them, but those placeable are really cool.
#181
Guest_Chaos Wielder_*
Posté 26 février 2011 - 12:47
Guest_Chaos Wielder_*
Shallina wrote...
Drechner found a retextured torch on the vault that we are using for BGR that is prety amazing. without that orange "hat".
There are also the custom "sign" for shop and tavern that are pretty amazing on the vault, and the Draw bridge that can be openned/closed. I don't know if anyone will make use of them, but those placeable are really cool.
Providing a link would be very helpful. I'm willing to add it in, but I would rather be shipped right to it.
MokahTGS wrote...
Chaos, my CC list is a bit longer...This is what I know I'm using:
Placeables (plus what you have listed of course)Placeables I would use if they were there but could live without:Tilesets (plus what you have listed of course)
- Cave Entrance Reskin + Others
- Lava Group
- Stain Glass
- Drow cave
- Zpirit's Placeables Pack 1.01
- *New* Tintable Circle Pack With *Glow*
- RWS Bridge Pack
- RWS_Merchants
- Underground Skydome
VFXs
- RWS - Dungeons
- RWS Deep Halls - Anniversary Edition
- RWS Pocket Castle
- RWS Deep Chasms Tileset
- RWS Pocket Caves
- RWS Grand Citadel
- Container Fillers
- Stone Statue Special Effect File
- Anduraga's VFX and Light Pack
- Cobwebs
- Camb's Placed FX Factory
Okay, I'll add those in.
All VFX files can be dumped into the campaign folder, so it's not so much a worry adding them into the hak at the moment.
#182
Posté 26 février 2011 - 12:48
To add to the master list:
Ree Beholder
RWS creature conversion project (we should really use all creatures, I'll definitely be using many of these and wyrin will need the sharks and stuff)
#183
Posté 26 février 2011 - 12:50
manageri and Eguintir, don't make me turn this thread around.
For the record, manageri, I lean towards seeing it from Eguintir's point of view. You should have seen what I almost wrote early this morning as regards complaints and shooting ideas down, with you, specifically in mind. Making a suggestion does not include telling folks if you don't get it your way, you'll just use the console and change it. That's not constructive.
That said, perhaps there's some other form of friction going on, if so, then it needs to be addressed outside of the open posts (better yet, just agree to leave it be.) In the open threads, I have seen this several times (and have had it pointed out to me several times as well in both directions.) Let's keep this neutral in that regard if you please.
God I hate that part of my responsibilities.
[Mod Cap Off]
dunniteowl
#184
Guest_Chaos Wielder_*
Posté 26 février 2011 - 01:08
Guest_Chaos Wielder_*
Modifié par Chaos Wielder, 26 février 2011 - 01:08 .
#185
Posté 26 février 2011 - 02:21
Couple mentions regarding facelift:
Could anyone redesign the examine window UI with a nice scroll with big writing (readable books hak is a great example). Then people would actually want to read (and maybe I will write some)?
Wondering if we will use Shagrets bigger text window? I would like to know before I start drumming up conversations since it affects lengths of text we can use.
Anyone object to using my more popular spell graphic overrides from islander?
Here's mirror image for example (ignore blue bars, they arent part of it) with actual... mirror images:
http://nwvault.ign.c...e.php?id=156925
Implementing these takes no 2das at all btw its drag and drop done.
#186
Guest_Chaos Wielder_*
Posté 26 février 2011 - 02:29
Guest_Chaos Wielder_*
EDIT:
EE,
It depends on other people if they want to use the new spell effects. I'm ambivalent on whether we use them, to be honest.
And no Shagret content is going to be used on this project. Thew new creatures, probably, but nothing else. Sorry, but I'm much to tight-lipped to let things out.
Modifié par Chaos Wielder, 26 février 2011 - 02:30 .
#187
Posté 26 février 2011 - 02:31
#188
Guest_Chaos Wielder_*
Posté 26 février 2011 - 02:36
Guest_Chaos Wielder_*
But let me tell you, the guys who have these conflicting entries have now earned my wrath. It's gonna be like righteous fury descending on them with golden--nay!--fiery vengeance. Luckily none of it is from Hellfire--he'd be immune, in the first place, and he'd probably build a "Pocket Prison" just for me.
Modifié par Chaos Wielder, 26 février 2011 - 02:37 .
#189
Posté 26 février 2011 - 02:45
Chaos Wielder wrote...
Luckily none of it is from Hellfire--he'd be immune, in the first place, and he'd probably build a "Pocket Prison" just for me.
#190
Posté 26 février 2011 - 03:08
I supposed if you reskinned them this could be set as a second texture choice in the toolset the way we are talking about the RWS floors? If so then I wouldnt need my own hak, since I w ouldnt have to override any stock sets.
Modifié par Eguintir Eligard, 26 février 2011 - 03:09 .
#191
Posté 26 février 2011 - 06:54
Or click here.
Modifié par MokahTGS, 26 février 2011 - 06:58 .
#192
Posté 26 février 2011 - 07:06
dunniteowl wrote...
For the record, manageri, I lean towards seeing it from Eguintir's point
of view. You should have seen what I almost wrote early this morning
as regards complaints and shooting ideas down, with you, specifically in
mind. Making a suggestion does not include telling folks if you don't get it your way, you'll just use the console and change it. That's not constructive.
The point was that the only difference between what I was taking about (standard SoZ system) and using the console to rest instantly is that one of those wastes the player's time and has no balancing effect in game. Just having to run out of the dungeon to rest is essentially no different from slapping a one minute loading screen on resting and calling that a restriction (annoyance != restriction), and therefore hastening the process with the console is no different from shortening a loading screen. Pointing this out was 100% constructive.
#193
Posté 26 février 2011 - 07:14
Modifié par nicethugbert, 26 février 2011 - 07:14 .
#194
Posté 26 février 2011 - 07:37
I'm guessing Shalliana meant these torches
I may have some custom tga's in mind to use, but they can probably work fine from the campaign folder
CW - you touched on this, but I take it you have a campaign-wide companion in mind? Open to others?
What are people's thoughts on flavour text triggers, skill check triggers, hidden item triggers?
#195
Posté 26 février 2011 - 07:44
WyrinDnjargo wrote...
CW - you touched on this, but I take it you have a campaign-wide companion in mind? Open to others?
What are people's thoughts on flavour text triggers, skill check triggers, hidden item triggers?
I like the idea of a campaign companion or two, thier growing dialogue could fire off PC level rather than events within the mod. If we built a log of these at the start along with a few dozen words on the character and the pool is small, designers could build with these npc's in mind if they choose.
Triggers are IMO a great way to wake up areas. I guess thier use is personal choice as they should exist within the exp range you award in your campaign. I personally would choose to use them.
#196
Posté 26 février 2011 - 10:27
http://nwvault.ign.c...l.Detail&id=366
Realistic torch.
http://nwvault.ign.c...es.Detail&id=39
#197
Posté 26 février 2011 - 12:27
I was going to suggest this very thing - we'd only then need to add them on an individual basis, too, if there weren't that many of them.Chaos Wielder wrote...
All VFX files can be dumped into the campaign folder, so it's not so much a worry adding them into the hak at the moment.
Personally I'd rather have time devoted to making the thing good rather than just dressing it up. That said, those Mirror Image visuals do look good (I think I actually want them for my campaign tooEguintir Eligard wrote...
I think putting as much of a facelift as possible on the campaign the better; the game is old and getting older and the more fresh we can make the experience the better.
Actually these, and the workings of the companions, did come to mind. It would be cool if we could have the companions interjecting and things throughout but it would probably be a big awkward logistically. Also, things like skill checks sounds great, but again, consistency between mods would be ideal.WyrinDnjargo wrote...
What are people's thoughts on flavour text triggers, skill check triggers, hidden item triggers?
#198
Posté 26 février 2011 - 02:24
About companions: I'm guessing it would be only one campaign-wide companion, right? If more, you'd probably be forced to dismiss one of them if a certain module adds a module specific companion.
Maybe it had already been mentioned, but you could use Wyrin's Foraging system.
Modifié par Arkalezth, 26 février 2011 - 02:25 .
#199
Posté 26 février 2011 - 03:42
Scanned the thread, so apologies if this has already been addressed:
If the hook is going to be a "Power of Turm"-like artifact, could it be designed so the player can complete the module without collecting all pieces? Contrasting Legacy of White Plume Mountain with Path of Evil, in both free-roaming modules I found myself skipping over various low-level areas as my level increases. For WPM, it just means I can check them out next time I play through the module. For PoE, it meant I got bored before finishing the main storyline, as I was always "one or two pieces away" from finishing it, but didn't have the momentum to trudge through PoE's equivelant of goblin caves.
So, perhaps the pieces could be totems that get more powerful the more pieces you assemble?
Like, the Turm Shard of Swords would automatically give you a +1 enchantment bonus to damage if by its self. Paired with another one, it changes to a +1 enchantment bonus, +1 damage bonus. And so on until with all pieces assembled, you get a +5 bonus.
Then finally, "using" the assembled Turm totem would grant all the bonuses of all the pieces to your whole party, while at the same time automatically wishing away the beast when it dies.
Additionally, alternate victory conditions would be pretty fun. Like a "ring of wishes" with only one charge left on it that you could randomly find, or stumbling across a wizard perfecting an experimental "any-sized Bag of Holding" to trap it in. Or the aforementioned spelljammer ship coming to "take him home"
Just some thoughts, really looking forward to it!
#200
Posté 26 février 2011 - 03:58
There actually is one in a lorebook. It's a kobold relic, a portable hole than can expand up to 50 feet by 50 feet on command. Great for trapping the unwary.Gilradthegreat wrote...
experimental "any-sized Bag of Holding" to trap it in.




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