Aller au contenu

Community Project Proposal


  • Ce sujet est fermé Ce sujet est fermé
334 réponses à ce sujet

#176
Shallina

Shallina
  • Members
  • 1 011 messages
Could you put the RWS all in one ? they got fine building as well.

#177
Guest_Chaos Wielder_*

Guest_Chaos Wielder_*
  • Guests

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
MokahTGS

MokahTGS
  • Members
  • 946 messages
 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)VFXs

Modifié par MokahTGS, 26 février 2011 - 12:42 .


#179
Hellfire_RWS

Hellfire_RWS
  • Members
  • 623 messages

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
Shallina

Shallina
  • Members
  • 1 011 messages
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.

#181
Guest_Chaos Wielder_*

Guest_Chaos Wielder_*
  • Guests
 

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)VFXs


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
Eguintir Eligard

Eguintir Eligard
  • Members
  • 1 832 messages
2nd the need for new signs ( tho I havent seen these). Whatever happened to the rickety old warning sign that was slanted down on one side?



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
dunniteowl

dunniteowl
  • Members
  • 1 559 messages
[Mod Cap On]

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_*

Guest_Chaos Wielder_*
  • Guests
As far as those placeables go Mokah, are there certain lines in the 2da that I need to account for? Or just throw them in where they stand? You seem to be on the up and up with this, so just inquiring.

Modifié par Chaos Wielder, 26 février 2011 - 01:08 .


#185
Eguintir Eligard

Eguintir Eligard
  • Members
  • 1 832 messages
I'm staying out of the main plot etc as its not my place but just a thought 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.



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_*

Guest_Chaos Wielder_*
  • Guests
Is there a way to quickly edit massive numbers of 2da lines? It appears that these packs don't want to play nice(something is in conflict with the item placeables, and that's like almost 1000 lines).

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. :wizard:

Modifié par Chaos Wielder, 26 février 2011 - 02:30 .


#187
kamal_

kamal_
  • Members
  • 5 254 messages
Someone will have to make forehead chalk marks so I can kill some people for not being able to do what they claim.

#188
Guest_Chaos Wielder_*

Guest_Chaos Wielder_*
  • Guests
Oh, I can do it. 1 line at a time. I figure if I start now, I can finish before I pass out.

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
Hellfire_RWS

Hellfire_RWS
  • Members
  • 623 messages

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.


:P

#190
Eguintir Eligard

Eguintir Eligard
  • Members
  • 1 832 messages
for those of us where our areas will be its own module... do we even need to be in on the unified hak? the hak include is at the module level right. Just thinking I might want reskinned tile textures, namely the ugly brown caves.

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
MokahTGS

MokahTGS
  • Members
  • 946 messages
Chaos...please speak to Pain about a master placeable.2DA...he has one kicking around that might make your life a lot easier, plus blueprints I bet.

Or click here.

Modifié par MokahTGS, 26 février 2011 - 06:58 .


#192
manageri

manageri
  • Members
  • 394 messages

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
nicethugbert

nicethugbert
  • Members
  • 5 209 messages
I know you guys have a lot of work to do on the plot, i.e., the most important part of the module. But, I insist that the Tarrasque controlling device mentioned earlier be made out of pig skin. I'll be around to enforce my request. Pig Skin! Modules must have it!

Modifié par nicethugbert, 26 février 2011 - 07:14 .


#194
WyrinDnjargo

WyrinDnjargo
  • Members
  • 136 messages
Maybe we have a central large CC hak purely for building, and then if builders keep a tight log on what they use, things can be removed as needed prior to release? A bit more work, but that's looking like one helluva download at the moment? Do you want loading screens too? Someone mentioned music earlier?

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
PJ156

PJ156
  • Members
  • 2 985 messages

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
Shallina

Shallina
  • Members
  • 1 011 messages
Draw bridge



http://nwvault.ign.c...l.Detail&id=366



Realistic torch.



http://nwvault.ign.c...es.Detail&id=39


#197
The Fred

The Fred
  • Members
  • 2 516 messages

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.

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.

Eguintir 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.

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 too Image IPB).

WyrinDnjargo wrote...
What are people's thoughts on flavour text triggers, skill check triggers, hidden item triggers?

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.

#198
Arkalezth

Arkalezth
  • Members
  • 3 191 messages
Triggers are cool.

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
Gilradthegreat

Gilradthegreat
  • Members
  • 66 messages
Wow, step away for a week and this pops up!



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" :) The perfect balance for me would be enough where I can play through 80% of the module, say "right, I'm ready to finish this", and have a different finishing method in my hands than the last time I played it.



Just some thoughts, really looking forward to it!

#200
kamal_

kamal_
  • Members
  • 5 254 messages

Gilradthegreat wrote...
 experimental "any-sized Bag of Holding" to trap it in.

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.