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Community Project Proposal


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#201
Guest_Chaos Wielder_*

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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. :wizard:

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. :P

#202
Shaughn78

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In addition to the CC do we want to look at some scripting systems.

Arkalezth beat me to suggesting wyrin's foragins sytem.



I would be willing to provide the following systems I used with Risen Hero:

-Placed Scrolls: Script provides a random scroll based on players level. There is also a chance to get a blank scroll or a ruined piece of paper. It is a dynamic way to quickly provide scrolls, both divine and arcane) to a party.

-Encounter Sneaking: Allows a party to sneak through encounters. DC and experience reward is based on the main PC's level. Experience increases with each successful sneak while resets with a fail. This is a party wide script so it cycles through the companions/cohorts and they either add bonuses or penalties base on their skills. I will need to rework it a bit as it currently is set for Risen hero companions, but should be easy enough.

-Boulder Toss for Giants: A gaint can generally toss three boulders at an opponent duing a radius damage. I will modify the script and reserve it a line in the spell 2da. Currently it conflicts with some other projects.

-Disarming Traps: It assigns a CR to the trap then gives the appropiate party experience.

-Picking Locks: Gives expierence to the character picking the lock. Experience based on the difference between the lock's DC and player's picklock rank, gives double xp for picking locks in combat since they can't take 20.



-I am looking at creating a slime/ooze area. This will include ooze splitting, armor and weapon disolving, hidden acids dropping from the ceiling, and some new consuables: Ooze Fusing Powder: prevents ooze from splitting for a short duration, Ooze Resistance oil: Provides protection to weapons and armor for a short duration, Ooze Restoration Paste: Removes ooze damage from weapons and armor. (each exposure to a ooze will increase the chances that an item will be destroyed, this resets the exposures).

#203
Eguintir Eligard

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As for flavor text: yes if we are going to use it everyone will have to put at least some or it wouldn't homogenize as a game. I am in favor. That said I already have a system in place to make the flavor text happen when you click an auto-examine object.

Think of Infinity games if you will?

What happens is you click the item and isntead of the ugly examine window you get instant feed back (and you can set the text color in the placeables variables).

All it is is a script, and using 2 variables on the placeables.

Odds are it will increase the likelihood of anyone reading your descriptions by about 200 times if they are like me. Although that is a scary thought, to have players of that mindset :o

img196.imageshack.us/i/boatfloat.jpg/

aye or nay?

I may just put up a smaple module with some of these ideas I am bringing to better make a choice.
PS Yes to exp for traps/pick locks, I will be using those probably the most of anyone.

Modifié par Eguintir Eligard, 26 février 2011 - 04:44 .


#204
Shaughn78

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With floating text dialog, I think wyrin did a good job with the bark strings based on skills that would appear in different areas. It give the ccharacters a bit more life as you play the game.



His hidden objects were also a neat little thing. ~hint~hint~

#205
Arkalezth

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EE: That's nice, but can the float text appear where the object is, not on your character?

XP for traps/locks is always good, as well as for sneaking or for completing quests without combat.

#206
kamal_

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Arkalezth wrote...

EE: That's nice, but can the float text appear where the object is, not on your character?
XP for traps/locks is always good, as well as for sneaking or for completing quests without combat.

Floating text can appear on whatever you want, so you could assign it to an ipoint

#207
Eguintir Eligard

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Ya I already went through that rigamaroll and the float text just wasnt working at the source but ya, if you want to improve it to that ideal state, I can re-dig up that thread.



I just know a lot of you like your description text and i cant stand the examine window.



Further to the general vfx use; anyone who needs a new vfx can contact me if they dont know how to do them. Even if its something minor like a stock vfx but with different parameters (maybe you want it more dense, moving quicker etc) just let me know. Vfx are pretty much zero size, no 2das, and take little to no time. Only caveat is if you want it to be an image (like a ghostly wolf head) you provide the image.




#208
The Fred

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Shaughn78 wrote...
-Disarming Traps: It assigns a CR to the trap then gives the appropiate party experience.
-Picking Locks: Gives expierence to the character picking the lock. Experience based on the difference between the lock's DC and player's picklock rank, gives double xp for picking locks in combat since they can't take 20.

This is something which sounds pretty cool. However, again, I think consistency is key, here particularly. If I get XP for disarming a DC 22 trap in an ooze cave but then don't for disarming, during battle, a DC 35 trap later on, it seems messed up (which is because it is). We'd need to agree on a standard XP rate, distribute the scripts (so that everyone has the same version, for better or worse), and then all use them.

To come back to the point about facelifts and things (whether new item models, spell visuals etc) I'd actually err on the side of not including such things. The reason being is that players can install override-based packs of these things if they want them, without us forcing longer download times and greater disk space usage on people. Really, I think the general rule should be that cosmetic override packs should be kept separate from modules. Obviously, this does not apply to modifications which actually change how we build things (e.g. certain UI changes etc).

#209
Shaughn78

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The Fred wrote...

Shaughn78 wrote...
-Disarming Traps: It assigns a CR to the trap then gives the appropiate party experience.
-Picking Locks: Gives expierence to the character picking the lock. Experience based on the difference between the lock's DC and player's picklock rank, gives double xp for picking locks in combat since they can't take 20.

This is something which sounds pretty cool. However, again, I think consistency is key, here particularly. If I get XP for disarming a DC 22 trap in an ooze cave but then don't for disarming, during battle, a DC 35 trap later on, it seems messed up (which is because it is). We'd need to agree on a standard XP rate, distribute the scripts (so that everyone has the same version, for better or worse), and then all use them.


I putting these scripts systems out as a suggestion. They would need to be a campaign resource with the appropiate blueprints. There would be campaign traps and doors that builders would use instead of global blueprints. If any of these sound like something we would want to include they would need to be added to the campaign folder or master HAK so they would be avaliable to all the modules. Some like xp rewards for traps and picking would need to be universal others can be module specific and still maintain constist game play.

#210
WyrinDnjargo

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There's built in go_xp_trap/lock scripts so we could just say everyone uses them



more than happy to carve out the WPM scripts if people want - fairly basic stuff to design/use, as EE's pointed out





I do agree tho that it'd be better for all these things to be used in everyone's content, to maintain the right 'feel' accross the campaign. That goes for any subsystems we want to implement

#211
Eguintir Eligard

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How is a UI tweak and 2 KBs of vfx going to affect their disk size? That wouldn't even be the case in 1983.

People are making assumptions about my offers: that it is taking time away from area development, that it takes up size. Neither of these are true, its just a case of yes or no. They are already made and they take up no space.

I will put off the UI discussion as I think using the float text examine method solves any issues I had. 

Modifié par Eguintir Eligard, 26 février 2011 - 06:55 .


#212
MokahTGS

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 As far as scripting systems my suggestions are below.  I'm assuming these are systems that are used campaign wide, and not just things that a per module.
As far as a harvesting system, I personally like Wyrin's Foraging System but I felt very limited in the models used for the plants you could forage.  In Jabberwocky I'm using his system on the OM, but have subsituted a lot of the models for unique ones found in the NWN2 Foliage Pack 3.  I know these are more placeables, but a quality product means a little more bang for buck.

On CC and the amount of it:  This is a big module.  Any way you look at it it's going to be large.  There is an OM, and many smaller modules making a big project.  The amount of CC to download is something that will be proportional.  I have pushed for this many many many times before, but maybe this project could be the catalyst for it actuually sticking.  This is now the 3rd community project that has happened in NWN2 history.  Community made modules are fun, well recieved and an easy way for authors to get stuff out quickly as the individual work loads are less.  More bang for buck.

There should be a standard CC package that is used for community projects like this.  I'm not talking about a CEP or 3C type package.  I mean a central master 2DA package that allows all authors that come on board this or future projects to just drag and drop what they need.  But as CW has stated, this is it's own thread...
 

#213
kamal_

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MokahTGS wrote...
As far as a harvesting system, I personally like Wyrin's Foraging System but I felt very limited in the models used for the plants you could forage.
 

I'm going to be doing bad, bad things to the foraging system for Crimmor...  :whistle:

#214
Shallina

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And for the community campaign Kamal, what nasty thing are you planning ?


#215
Eguintir Eligard

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On CC and the amount of it:  This is a big module.  Any way you look at
it it's going to be large.  There is an OM, and many smaller modules
making a big project.  The amount of CC to download is something that
will be proportional.


Ya. Cutting someone off because it would make the hak 1.2 GB instead of 1.1 is a little bit of penny wise and pound foolish.  Much beyond a couple hundred MB the dial up crowd is pretty much taking a pass anyway, so why sweat over 2 more minutes of DSL/Cable bandwidth.

#216
kamal_

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Shallina wrote...

And for the community campaign Kamal, what nasty thing are you planning ?

:ph34r:

#217
Guest_Chaos Wielder_*

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I'm still waiting on hearing back from pain(the weekend and all, so he's probably busy).



All that said, I'm all for using scripted systems on a whole level across the campaign(I'd like it, in fact). Generally, the feel of WPM was about right in my mind--that is, XP per traps/doors and explaining to the player the relative EL of the encounter you're about to take.



As with CC, if people want certain scripting systems in I would *very* much like a full list provided(such as what Mokah started). I'm willing to do it, but you've got to let me know. Now, granted, I can add stuff in later, but this makes it easier for everyone.

With traps and doors, there are default scripts for those(that Wyrin provided above).



As far as the UI tweak EE is talking about. Well, I don't know. I have no problem with the UI, so I don't particularly think a change is necessary. And different VFX for the spells--again, I guess I'm in the same boat. I like you doing it for your own pack--I sure as hell have modded tons of stuff for my own project--but, since this is working with different groups and all, I sort of air on the side of not modding that stuff. Not because of size, but just out of consistency.

#218
Shaughn78

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The reason I suggested using custom disarm and pick lock scripts is that while there is default scripts they are very lacking. They are static scripts and do not reflect the character's abilities or the danger in failure.

For traps the xp reward is only based on the DC of a trap. Why should a minor spike trap and a deadly electrical trap give the same experience reward if their DC is the same. There is much less danger or consequences for failing and triggering the spike trap when compared to the electrical trap. Also whay should a level 2 character recieve the same experience as a level 10 character for disarming the same trap. The level 2 takes much more of a risk with damage to hitpoint ratio and with significantly less avaliable skill points.
The same goes for lock picking. A character who is a master lock picker should recieve less xp for picking the same lock as a novice.
The player is rewarded for fighting and defeating more powerful monsters and recieves a smaller experience reward for defeating effortless critters. I feel that traps and locks should follow that same dynamic reward system.

Modifié par Shaughn78, 26 février 2011 - 10:23 .


#219
nicethugbert

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


NEAT!

#220
Guest_Chaos Wielder_*

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I contacted pain and he said he can look at the 2da soon enough. I'm willing to accept a delay if it means doing the placeable 2da right. Rushed is not good for anyone. I'll keep everyone posted here.



@Shaughn

I contacted Wyrin to see if we can use his scripts from WPM. This would allow for consistency. I fully agree with you on this point and I aim to have it done right.

#221
Shaughn78

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CW once we have our way to upload stuff I can provide the pick locka dn trap scripts I have been using.

#222
Guest_Chaos Wielder_*

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You could just email me the scripts now. It's not a problem, really. We might be waiting a little bit for the fully compatible placeables 2da, so I certainly have time for checking them out.

#223
MokahTGS

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Chaos Wielder wrote...

You could just email me the scripts now. It's not a problem, really. We might be waiting a little bit for the fully compatible placeables 2da, so I certainly have time for checking them out.


Didn't you see the one I linked?

#224
WyrinDnjargo

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Why should a minor spike trap and a deadly electrical trap give the same experience reward if their DC is the same

I'd ask, why have they got the same DC... ;)
I do see your point more generally, but I'm less bothered about the XP/DC in the core scripts - and am fine just scaling DC to the party level - but that's just horses for courses.

I've emailed CW my (now modified) WPM core scripts.

If anyone wants them for their own project outside of this - you can download the erf here.

It includes the most common systems I found myself using in WPM
- recovering useable items from traps on disarm e.g. arrows
- secret door/passageways
- hidden objects
- skill/class-based barkstrings
- track checks
- rough terrain triggers
- summoning NPC animal companions
- cursed items

#225
The Fred

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Eguintir Eligard wrote...
Ya. Cutting someone off because it would make the hak 1.2 GB instead of 1.1 is a little bit of penny wise and pound foolish.

I wouldn't suggest cutting someone off, but with things like purely cosmetic UI changes and visuals, my issue is that they are optional extras so that tiny increase in size is an increase that we don't need, and it all adds up. A GB sized download is pretty humungous for everyone without super-fast download speeds. What if someone has already downloaded these packs and has to download them twice? What if someone has different overrides of the same type (there are plenty of UI mods on the Vault, for example) and doesn't want to use these? What if they just prefer the old standard ones? Yet if people do want these things, they can get them separately.

So, my inclination is to let people use whatever stuff they want, but beyond that, pare everything down to the minimum, or use full packs which are already available (so that, in the same way the CEP could be used across modules, people needn't download the same stuff twice).