Eguintir Eligard wrote...
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.
The way the project is being structured is that there will be a master hak provided that builders can opt in to use.
Each project is going to end up being its own module(this is why, overall, the individual projects should probably lean on being longer than a few modules). If you've played the Halloween module, that's my general plan on the structure.
In your case, yes, I suppose we could edit the celing/wall/floor 2da and add in some options(did it for my "Cthulhu Caves", and I love it). Provide me with the textures and, preferablly, an edited 2da--I can dream, can't I?--and I'll put it in.
MokahTGS wrote...
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.
PM sent to pain. It's really only 2 packs that are in conflict, but the two of them share like 600+ lines...
In any case, I appreciate your direction on this. I've done a great deal of 2da editing in my time, but not with the ultimate goal of compatibility.
WyrinDnjargo wrote...
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?
We could add/remove things as we see fit(those item placeables have earned my ire), but I'm going to lean on having everything in there even if it ultimately isn't used. Okay, it'd be some baggage and bandwidth pain--ultimately, however, most of this stuff is going to be used.
There is going to be custom music(I've already got a new track on the OLM). Adding in music is very easy, though. Edit the master 2da hak, and toss it into the music folder. Easy. Load screens are a bit different as I've never made them as of yet(last thing planned to do for Shagret). If people want loadscreens we could do it. I'm willing to go down that road when we get there. I imagine it's just a matter of editing a 2da file and referencing things in the campaign folder, correct?
With the campaign wide companion, I originally planned on having more. However, since this is a community project, DNO suggested that we let individual modders have their own, project specific companions. I think that's a good idea. So, since we're using the SOZ system, there will be 4 PCs in a party, the 1 Companion and then if people take the leadership feat the mod specific companions can be drawn in. I think this is th best compromise for having a campaign companion and allowing people more leverage on their own projects. And, really, you're going to love this companion. I promise you, you *will* smile.
Anything you did in WPM is good in my book. Get into the feel of your areas and let loose. Skill triggers, flavor text, foraging...go for it.
Shallina wrote...
Draw bridge
http://nwvault.ign.c...l.Detail&id=366
Realistic torch.
http://nwvault.ign.c...es.Detail&id=39
Noted. Thanks for the links. I'll try and get them in.
PJ156 wrote...
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.
That was the idea(and this particular companion is just too good of a choice). The goal is, come Monday, to reveal this companion to individual designers so they can add in little options and all that.
The Fred wrote...
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.
We probably won't have a campaign wide conversation that allows for individual editing, but as far as specific mods--yes, I would like this fellow to say things every now and again. "Why's the water so ugly here?" Flavor text goes a long way towards making things work.
Consistency will not be a problem, I think.
Arkalezth wrote...
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.
Yeah, that was the worry. I wanted people to have cool companions like Ribsmasher, a Bronze Wyrmling and things like that. However, due to the nature of the project, it could prove difficult. Having one companion simplifies things, ultimately, and allows for mod specific undertakings(Leadership required, of course).
Gilradthegreat wrote...
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!
I am very open to having mutiple ways to complete the campaign. They'd have to be discussed down the line, sure, but for some reason the giant bag of holding is just a grea image.




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