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Anyone think this toolset sucks?


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#101
Atraiyu Wrynn

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Those modules demonstrate my point pretty well though.  Nothing being done that requires the fabled awesome power of the toolset.  And it's more or less an exercise in taking the same areas from the OC, and filling them with monsters.

Hey look, I'm in the fade now.  Hey look I'm in the Circle of Magi tower, hey look, that leads to the Deep Roads somehow.   This is not me taking a shot at your module, but I've seen this level of modding on games without any kind of toolset.  What could you have accomplished had you tried to creating areas that were your own?  That were truly unique? 

It would look a little something like this.

If your just happy that there is a toolset at all, that's great.  But the title of this thread is "Anyone think this toolset sucks?"
which was followed by post after post of people declaring that the redeeming quality of the toolset was how much you could do with it.  That defense falls flat on it's face.

#102
Mengtzu

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  What could you have accomplished had you tried to creating areas that were your own?  That were truly unique? 


Doesn't matter how good the toolset was, any art I created would look terrible.  I'm not an artist.  But the scripting and event model for DA is actually very powerful, and I think my new module demonstrates that.

I'm not supporting the idea that there's a direct usability/power tradeoff at work here (pretty sure the tradeoff is budget!), but you're engaging in severe hyperbole.  Lone modders have to make tradeoffs.  Teams have an organisational overhead.  These are more siginificant factors than the toolset itself.

Modifié par Mengtzu, 21 mai 2010 - 01:21 .


#103
ladydesire

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I do remember reading something from one of the Bioware developers that said in effect that this toolset was designed for teams of modders, not a single modder; it's so compLex that one person simply can't learn everything about it and expect to produce something like DAO themselves.

#104
AmstradHero

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Atraiyu Wrynn wrote...
We are now 7 months out from release of the toolset and the lack of any real PLAYABLE modules demonstrates this better than anything else.   In the long run the toolset will be considered a failure.  A decade after it's release, more people will still be using the NWN toolset over the DA toolset because it enables them to get there ideas into a game quickly, despite the fact that looking at the graphics has become painful. 

Show me the modules that were released 7 months after the NWN toolset was released. I'm going to go out on a limb here and say they were pretty horrible. That isn't much of a limb, because I remember trying several, and no offense to the modders that did them - but all the ones I played were dull, lifeless, and filled with bugs, spelling/grammar errors and plot inconsistencies.

Mengtzu isn't the only person to release playable modules for DAO so far, so I don't see how there's no "real PLAYABLE modules". Not to mention that there are a number of others in the works.

The problem is that quality bar is a lot higher now. In NWN days, modders could churn out any old garbage because people were grateful to get anything for free. Plus creating a level in NWN1 was a simple as slapping together a few tiles.  If you did something like that for DAO, people would complain how terrible your areas look if they even bothered to download it, and as a modder you'd endure endless criticism over how bad your area design is.

Players are not kind when reviewing mods, simply because they've come to expect quality. Dragon Age is a highly polished game, and when players experience something that is of a lot lower quality in the same engine, they're going to see the flaws very quickly. I personally would prefer to release a small 30-60 minute module/add-in that is highly polished rather than releasing an adventure lasting several hours that is of lower quality. Why?

For one, I'm a bit of a perfectionist, and I'd love to work in the game industry professionally.  As a result, I consider that everything I release should be as close as possible to a professional work as I can make it.  I'll make sure characters are fully animated when talking (facial expression, hand/arm gestures and posture), I'll try to test all the choices I've put in, I'll proofread everything (multiple times), I'll do post-processing on the VO recordings I receive to get a consistent volume and remove noise/pops... etc, etc.

Secondly, if I don't do those things, then players are going to pull me up on it. Players are going to take issue with difficult combat, spelling errors, plot inconsistencies, and so on. Heck, even with the days/weeks of effort I go to in order to polish up a mod by fixing those little things, people still find issues and things to complain about: This fight is too hard/easy, there's no new loot items, why can't I make this decision, the voice acting isn't good enough, it was too short, etc, etc.  This is not to say that I don't appreciate the constructive criticism - it lets me know what to work on for future modules. Criticism can be hard for a modder to take, but ultimately it tells them what the players want and allows them to improve their work.

Atraiyu Wrynn wrote...
Nothing being done that requires the fabled awesome power of the toolset.  And it's more or less an exercise in taking the same areas from the OC, and filling them with monsters.

I'd like to think that my module Alley of Murders is a little more than that, and I'm sure other modders consider their work more than that too (I'd agree - a significant amount of effort has gone into every mod I've played so far).  A big part of RPGs is the plot and the characters, so reusing areas from the main campaign is no big deal for the projects that have been released so far.  That said, people are working on larger scale projects that will involve new area layouts - I'm one of these people and have screenshots of areas I'm working on in my blog, and also more shots here and here.

I'd like to think that I achieved my goal of creating something that almost feels like a part of the main campaign with Alley of Murders.  Would I have like to have created my own areas for it? Certainly, but as a solo modder I made the decision to use existing layouts in order to release something to the gaming public more quickly.

Level design is a big part of games nowadays, and it is time consuming process to make something that players can appreciate. Thus, so far most (all?) modders have chosen to reuse existing area layouts in order to tell their stories. However, that's not to say that it's the only thing that requires the "fabled awesome power of the toolset". There's a lot more power in DAO's toolset outside of the level editor when compared to NWN's and it is still being explored. If you were going to make an emotion provoking cutscene, I guarantee it would be far more effective in DAO than NWN. DAO's toolset is more powerful, but because of that is also more complex and more time consuming.

NWN1's proponents always talk about how the game is still going strong after 10 years... perhaps, for a small group of people, but they overlook the fact that the modding scene has had those 10 years to develop.  Compare DAO's modding scene to NWN's at the same time and I imagine the comparison would be far more favourable for DAO. I have nothing against NWN, but the proponents declaring that it is still the best game for modding ever don't appear to recognise that most players have moved on.  There are staunch communities for many small games that released many many years ago... but some of us are trying to use the latest tools to produce mods for the biggest audience we can.  That typically means keeping up with the latest and best games and technology - and in RPG modding that currently means DAO.

NWN1 modders declared NWN2 and its toolset sucked several years ago. They were wrong then, and they're wrong now about DAO and its toolset. "I can't use the toolset to produce a module as quickly as NWN1's toolset" does not mean that the toolset sucks. If you enjoy NWN1, fine. But please don't try and declare that everyone who loves DAO and its toolset are ignoring how "NWN1 is so much better". It isn't. (At least not in the opinion of lots of people, me included.)

Modifié par AmstradHero, 21 mai 2010 - 03:30 .


#105
-Semper-

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whoever uses the toolset knows one thing for sure: it aint the toolset that sucks, it's the lightmapper! with this brick quality will always be lacking ;)

#106
iceon

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Well... I for one love the tool set.

There is a lot of things I could change for it, but those would be unusable for anyone who knows a lot about the tool set, for instance a quick way of viewing modals or a way to figure out what modals are what etc, but those are just for me, when starting, that don't know anything so in a way it is not a flaw.

I love the feeling of that I can do basically anything in it.

I can't do 3d models and I will probably never learn to since it is not my cup of tea and when I open a file to even look if I could reskin it I feel like puking, this has nothing to do with the toolset but it is something I can't do.

With scripting, level/area design, quests, codex, storytelling, there is alot a person can do and so far I am only scratching the surface.

I could not imagine creating a mod that covers hours of game play and still have a daytime job but I am very happy to continue on my 40-60 min mod that I am trying to do as detailed and good as possible, only thing that scares me with it is that I haven't looked into cut scenes yet but I am sure I will come around. Voice acting will be a problem as well but just... force your friends to participate and put demands on them :D

I was happy when I saw about the tool set and I was not disappointed when I tested it out a while ago. Sure there is a lot to learn but.. a person who starts a 3d software for the first time will have problems understanding anything, a person who starts a programming tool for the first time will have problems.... just the way it is and the more advanced these things get, the more it will take from the user.

I for one love it and I am eternal grateful over that BioWare released it. Now I can do three of the things I love at the same time (play, program and create a fantasy story)

I do not care if that when I am done all people have started to play DA2 or moved on to another game. I have made it and I will love it and probably play it every time I go through the game.

Modifié par iceon, 21 mai 2010 - 06:04 .


#107
Fen Tabris

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Wow, this thread is still alive... Amazing, I've been lurking on the forums since DA started (anyone else remember how jacked the new social.bioware forum was?)

Figured I'd throw in my two cents.

Yes, the toolset was designed with a team mentality in mind (All right stop, collaborate and listen). On a pro level, people are specialists - you have set designers, modelers, texture artists, animators, playtesters - just apply to a game design company and you'll see. I think NWN was made with the D&D mentality in mind - I remember it was touted as a way to make gameplay similar to pen and paper RP, and in those days the DM had exclusive control over design. Remember whipping out the cell paper and drawing up those maps?

When I think of the DA toolset, really I think that this is how game design works, as opposed to old pen and paper RP. Yes you can argue that nobody has the time to do all these things, and if they do, they do it somewhat halfarsed. But I think having what equates to prosumer level game design tools opens a lot of doors. It sure beats the heck out of RPG Toolkit. (Not trying to knock that old game, just saying!) Speaking from the film/video world, there are reasons to shoot with a RED camera vs. a $7000 prosumer camera vs. a  $200 flip camera. The prosumers opened up the market to indy filmmakers, while the flips and Youtube have opened up video to anyone with a few hundred bucks, for better or for worse.

Ok, back to lurking, struggling with writing, and forging in the smithy of my soul the uncreated conscience of my race. Anybody else remember that Far Side of James Joyce's to-do list? Sheesh, I'm getting old...:ph34r:

#108
gordonbrown82

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since the toolset is out and is as powerful as it is i recon we will see more and more be done with it but it will take time. there are several interesting projects like the arthur one and the roses one. i've personally made loads of changes to core gameplay mechanics and my mod doesn't really play like dragon age anymore. the only thing that bugs me is that you can't add worldmaps, the loading screens can't be replaced, the lightmapper is not working well and that people who knows how to use the toolset best really aren't working hands on for any interesting projects. (thinking of people like sunjammer here). i'm not saying i'm dissapointed that no one wanted to work for my project when i started out (and now i don't really need that kind of help)  everyone is obviously entiteled to do what they want with their time and that's as it should be, i'm just pointing out that the whole idea of collaboration doesn't seem to work in practice a lot when it comes to quality projects, at least not yet.
 i suppose my main point is that i'd rather see the arthurian legend project getting finished than getting a new felderen gay bar mod or a new face tatoo for morrigan.

Modifié par gordonbrown82, 21 mai 2010 - 04:41 .


#109
TimelordDC

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NWN has a ton of modules but how many of them are really professional? Maybe a few hundred and that's stretching the definition of professional.

With Dragon Age, if you don't put the time and effort to make it good, it is going to look really bad -> there is no halfway point here, especially since the players demand a lot more from fan-made stuff these days. And the toolset has the capabilities to do that. It's just that it takes time.



Keeping in mind that everyone is doing this in their free time and it is a hobby, it is definitely going to take a lot more time to do a mod than in the NWN toolset and it is also going to look a lot better and give the users a richer experience.



There are a lot of modules that are in production that look promising -> Rose of Eternity, Mage of the Blood (which Sunjammer is a part of, btw), NWN2 OC, Shattered War, Enigma Island, Dark Times: Confederacy of Malkuth, BG2 Irenicus Dungeon remake and so on.

There have also been good modules that have been released - Alley of Murders, DAQuest, Fragments of Ferelden, Ser Gilmore NPC - to name a few.



The problem is (and this is not specific to DA) that a lot of released content has been armor retextures, new items and other cosmetic stuff. Not to say these are bad since they also require a fair amount of work but those are easier to do and there are so many of them released that it looks as if that is all the DA modding scene is capable of. I am sure that will change in a few months' time when some of the modules in production get released.

#110
gordonbrown82

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i think you should start working full time on my mod instead timelord.

#111
DLAN_Immortality

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Well, I hate the toolset.

But then again, I've never modded before and I can't program/script worth a damn... :-)

However, on the other hand, I reckon Bioware could have worked a bit more to allow the mods to be COMPATIBLE.

This reminds me of the good ol days of BG modding and why WeiDU was "omg so cool". Mods were compatible with that tool, and let's face it, people want to play with kazillion mods at the same time, not play the game kazillion times, each with a different mod. I would have thought Bioware would have figured out how people play their games already...

***

AmstradHero wrote...
because I remember trying several, and no offense to the modders that did them - but all the ones I played were dull, lifeless, and filled with bugs, spelling/grammar errors and plot inconsistencies.


What?! You offend me because you clearly didn't try Ser Gilmore NPC! X-D
(j/k, but now that you may consider playing it, wait till v1 is out with vo :-D)

Modifié par DLAN_Immortality, 21 mai 2010 - 08:30 .


#112
DLAN_Immortality

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ooopsss...

Modifié par DLAN_Immortality, 21 mai 2010 - 08:26 .


#113
AmstradHero

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Whoa! Steady on, DLAN - the dull, lifeless mods were from NWN 7 months after it was released. I like DAO's current mods! That includes Sir Gilmore! 

Also gordonbrown82: It is possible to add your own map - check out the wiki for details...

#114
TimelordDC

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The tutorial on the wiki is detailed but people have not had any success displaying their custom maps in the game.

#115
ladydesire

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DLAN_Immortality wrote...


However, on the other hand, I reckon Bioware could have worked a bit more to allow the mods to be COMPATIBLE.



I think that's what the Builder to Builder files are for; it seems that a lot of modders don't want compatibility, though, since they don't make those available.

#116
DLAN_Immortality

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AmstradHero wrote...

Whoa! Steady on, DLAN - the dull, lifeless mods were from NWN 7 months after it was released. I like DAO's current mods! That includes Sir Gilmore! 

Also gordonbrown82: It is possible to add your own map - check out the wiki for details...


I was joking! (therefore the "j/k") I took no offense. I was just being silly! :-) Sorry for the misunderstanding! :-D

#117
DLAN_Immortality

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ladydesire wrote...

DLAN_Immortality wrote...


However, on the other hand, I reckon Bioware could have worked a bit more to allow the mods to be COMPATIBLE.



I think that's what the Builder to Builder files are for; it seems that a lot of modders don't want compatibility, though, since they don't make those available.


No, the b2b was done so many modders can work in one mod.

b2b will never guarantee compatibility. Or somebody please tell me how many modders can edit the same dlg with lines from their own mods, and then generate VO/FaceFX with wavs from the many mods.

Or please tell Lady Olivia how to import things from my mod correctly into hers (and damn, she tried!)

That'd be completely impossible unless one modder took on the task of asking the others for their own wavs, renaming them one by one to the new string numbers he has in his toolset (yeah that can happen), and then generate vo. Seems like an epic task to me. Imagine 10 NPC mods with 30 lines each. Who'll be the poor lamb making the compatibility then? :-p

I do agree that making a compatibility b2b might "help", but that's it "help", and nothing more. For example in the b2b I had (which I took down because I was making modifications for v1), most of the files were my own plots in case a modder wants to use them. cutscene_slideshow.dlg is no problem because there's no vo, but I still wonder what any modder could do with my party_events.dlg if they want to add strings to it? (I have to admit I added the party_events for fix modders that modify existing lines only).

Anyways....

Oh, speaking about lambs... I was trying to make a global char_stage: http://social.biowar...discussion/7583


***

EDIT: The way to compatibility would always be to APPEND a file, never to modify brutally, like we have to do now.

Modifié par DLAN_Immortality, 22 mai 2010 - 08:02 .


#118
-Semper-

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to ensure compatibility is the lowest priority and also the hardest part to fix (if it's possible at all) i think. there are many other flaws which absolutely need to be fixed!

Modifié par -Semper-, 22 mai 2010 - 11:35 .


#119
gordonbrown82

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maybe they'll save the updates for dragon age 2:sundering of the blood (bloodfest)

Modifié par gordonbrown82, 22 mai 2010 - 10:24 .


#120
Guest_dewkl_*

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If you don't have any earlier experience with modding tools or (basic) programming, you're going to experience a steep learning curve if you want to fully utilize the Toolset. You have more than enough tutorials covering the basics and a few of them are starting to delve into more advanced subjects. If you have more questions you can just ask them at this forum and there's a good chance someone will have an answer for you.

There are usually the same 4-5 people answering the threads. I'd probably be at least 2 months behind if it weren't for those people. I'm afraid to mention name as I'd probably leave someone out. I see some of them have already posted on this page. Thanks to those people.

Modifié par dewkl, 23 mai 2010 - 10:15 .


#121
Inner

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I've been using it for the last couple of days off and on, it's extremely powerful I'll give it that I'm not going to blame the tool, that said tutorial wise for me I've not had much of a problem "SilentCid Video Tutorials" gave me a huge leg up, I downloaded the to my local harddrive so I can pause and see what he is doing in finer detail.

If I'm finding this easier by vertue of some 22 years of programming experience, I'm not quite sure.

#122
Guest_werwulf222_*

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The toolset does have a very steep learning curve.



It would be helpful if there was documentation about how to do the very simple things that many people take for granted that the user will know about. As an example, I only just learned that there is a help window that can be used for exploring functions and I've been trying to learn to use the toolset for about 3 days now, and I only found that out because I was exploring an unrelated topic on another thread in the forums.



I also wish there was an index available on the wiki. It seems to me that the search function is overly fussy, and if you're a newbie modder such as myself, you don't necessarily know what it is you need to know, just to get started.



That being said, it does seem like a very powerful tool, so of course there is going to be a learning curve; there's no way around that if you want to make good mods.



I still haven't figured out how to make an animation play in the toolset, but I suppose it will all come with experience.


#123
Arttis

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search youtube and other places for tutorials.

They can guide you set by step.

Do not have the toolset but I am hoping to learn the basics on everything.I have plenty of time.

#124
Guest_werwulf222_*

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Those vids were the first thing I checked out, about 3 days ago. Alas, there's almost nothing on in game animation and the like.

#125
Arttis

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You can try goggle Dragon age toolset input animations.