Greetings.
I am very interested in the toolset, but since I run xp with SP2 I can't use it yet. (Haven't bothered to DL it) but I do have a few questions that I hope members in this community can answer
1. How easy is it to create a new area? I dont mean to just drop a few items like grounds, floors, walls, hills and such, but rather to have effects and triggers work. For example. player walks along a path. Ahead are 3 farmers, but they want to fight, so they should trigger at a certain point. Can you determine when this will happen. As in what range from the player.
I've tried it in NVN2 toolset in a dungeon, and either I got all the monsters to attack as I entered, or not attack at all, until I was on top of them
2. Conversation. How are conversations with NPCs handled? Is it like the original game with a cutscene type dialogue. I dont have access to voice actors, so for now I have to write all the dialogue. Or will it be floating text above the NPCs. Is there a setting to make this be handled like in the original? And how much editing with the tool do you need to do?
3. items. Do all the items available in the toolset have the same stats as the items in the campaign? As in a rough leather chest piece will have the same stats in the toolset as in the campaign as well as cost? Can this be edited easily. I think that by copying an existing item, I can then change the stats on it to what I want. Also. Will the cost of said item reflect the changes, or does the cost have to be changed manually?
4. Slotted items. Are they easy to do? reason I ask is because the mod I plan on doing, require the player to find specific items spread out, these dont have to be new models (skins) but have specific properties. I also wish to be able to have the items early on, but the 'runes' to slot into them be found through quests. Is it easy to add these enchantment slots to items? Whats the limit per item? Can they be added to more then weapons? Like armor, rings, belts, necklases and such?
5 Area transition. How is moving from 1 place to another handled? I dont want a linear progression, but rather a open world, where the player can select where to go. But for this to work, I think a worldmap is needed. How hard is it to import your own worldmap and to add locations to it? Also having some places be off limits until triggered by a quest. Similar to the campaign, or until you enter the 'primary' location and then unlock the others after that. Like orzimmar.
6. Quests. How are these handled? I figure you need some type of trigger in a conversation to get the quest. In NVN2 TS I really struggled with the dialogue trees and the triggers for quests in them. Overall I do find the dialogue the one that causes me the most trouble. Creating a zone was easy in the other toolsets, but as soon as I needed to place triggers in dialogues I got stumped. Specially at the point where one conversation would play out at a first meeting, then another after that. This also tied into the quest trigger in the conversation.
I did go over the first 7 pages in this forum, but didnt really find any of the information needed. I haven't checked the wiki but I dont think it explains how easy or hard it is, just explains how to do it. Which doesn't apply to me at this point since I dont have the toolset yet.
Questions about the toolset
Débuté par
vinterviken
, nov. 16 2009 03:36
#1
Posté 16 novembre 2009 - 03:36
#2
Posté 16 novembre 2009 - 03:48
1. I'm struggling with the area editing, but I've done very little level design in the past. It seems easy once you learn the controls, which are my primary frustration.
2. Yes, dialogues are all handled like the original game. Voice over isn't required for it, although it can be done. The dialogue editor is one of the easiest editors I've worked with; if you're familiar with the idea of a dialogue tree you'll be fine.
3, 4. Haven't messed with items yet.
5. Area transitions are handled fairly simply. The linearity of the campaign is only because they used triggers/variables to open up different areas of the game as needed. You can just as easily make all the areas available.
6. Quests are going to require the use of variables and triggers. It sounds like the concept of a variable is what you're missing; PCHasQuestItem = false until they pick it up, then PCHasQuestItem = true. Or you could scan their inventory to verify it. I haven't played with this too much.
The forum's search function just started working; if you get a page with no results try simplifying the search. Having the search work is fantastic tho.
2. Yes, dialogues are all handled like the original game. Voice over isn't required for it, although it can be done. The dialogue editor is one of the easiest editors I've worked with; if you're familiar with the idea of a dialogue tree you'll be fine.
3, 4. Haven't messed with items yet.
5. Area transitions are handled fairly simply. The linearity of the campaign is only because they used triggers/variables to open up different areas of the game as needed. You can just as easily make all the areas available.
6. Quests are going to require the use of variables and triggers. It sounds like the concept of a variable is what you're missing; PCHasQuestItem = false until they pick it up, then PCHasQuestItem = true. Or you could scan their inventory to verify it. I haven't played with this too much.
The forum's search function just started working; if you get a page with no results try simplifying the search. Having the search work is fantastic tho.
Modifié par Talonius, 16 novembre 2009 - 03:50 .





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