PW's for PW Builders
#1
Posté 18 juillet 2011 - 07:08
so I ask all of you great builders out there, if I were to skulk around on a PW for inspiration what would you suggest as the top 3 to check out in terms of content-design.
I dont want/needs lists of RP servers, or who has the most logins per day, or who has the longest running PW... I am looking for inspiration into my OWN works/ideas (just keeping it honest) and as such, want the cool little extras some of these PW's have that aren't apparent on the surface...things like Scrying, Mailboxes, Housing systems,etc..
so for me, I love "Aenea" by Amethyst Dragon...I get *alot* of inspiration seeing how they build/design/script and not to mention the content that they use (that I could potentially use as well - Thanks for those spell cloud VFX's and Wall of Fire VFX Amethyst!!)
so is there any others out there that you can think of that could help aspiring builders like myself?
remember I am not looking for the most popular servers per se, I am looking for the content that makes it unique and maybe different from the others.
Hopefully as builders we can all start sharing some of our guarded secrets!
#2
Posté 18 juillet 2011 - 08:00
As for recommendations, it would really depend what you were interested in. Even my little test mod has a few things I haven't seen in any others, though since much of that is in the scripting it's not really that easy to "show", as such.
#3
Posté 18 juillet 2011 - 09:19
Players are all different though. Some have to have Level 40 with all the CEP etc.
Some are in it for rp and will play on lvl 20.
So do you want players and what players do you want or do you want to build it exactly how you want it?
#4
Posté 18 juillet 2011 - 09:33
Like your old mod LoW I did indeed look through. Sometimes I type in the haks we use and look through a single player module to see what they did with the area.
Or prefabs.
I have seen some genius stuff. I have also seen some things that make me go wow...that sucks. So it is always a win if I see inspiration on how to do something or desperation to know I am not as bad as I thought, lol....
#5
Posté 19 juillet 2011 - 03:00
lordofworms wrote...
Ok, I know we all have plugs here and there for our own PW's...but lets face it, in this day and age of NWN many of us (builders mind you not players) are on the lookout for things to freshen up our own creations...not happily go parading through others hard works as players...thus my question (rude as it may seem it isn't I hope taken that way)
so I ask all of you great builders out there, if I were to skulk around on a PW for inspiration what would you suggest as the top 3 to check out in terms of content-design.
We use a lot of your stuff, and we do a lot of things both in design and code I haven't seen done elsewhere. I'll be happy to give you a guided tour, if you like, as well as to share code. Even a lot of our players make custom utilities - one just made a vfx previewer utility for our players designing our new paragon spell vfx.
Funky
#6
Posté 19 juillet 2011 - 12:50
like for instance, I have a persistent digging/burial system. I vastly improved it from the time I uploaded it as a small prefab package. anyways, not many people in game even know about it let alone use it, but the ones that do love it for its quirkyness, I have a player that buries the loot of people she has killed and sells the maps to other players.
so maybe I can try to re-phrase my question without creating another topic.
I am asking builders/PW admins/Players here...
whats maybe even one of your favorite custom systems that you have lovingly created?
#7
Posté 19 juillet 2011 - 01:14
One of the more recent things I added, still incomplete but I'm fond of it, was a skill based henchman command system. Handle Animals for beasts/magical beasts, intimidate for the humanoid races, and diplomacy for everything else. It adds some varied uses for skills that aren't normally taken.
#8
Posté 20 juillet 2011 - 06:26
#9
Posté 22 juillet 2011 - 12:02
real, which to me is one of the basic ideas of persistence.
Thanks for the mention DM_Vecna, glad you got some use out of that. Send me a Pm with your e-mail so I can send you my module, and you can send me yours.
Cheers!
#10
Posté 22 juillet 2011 - 03:05
script where you can dip a weapon into hot oil and get flameweapon effect.
my heartbeat for my mod every 12 seconds it heals 1 hit point.I have alot of fights in my mod so it helps instead of constantly resting
Made this.It uses cep cliff placeable i combined it with one of your tilesets.
Modifié par Builder_Anthony, 22 juillet 2011 - 03:08 .
#11
Posté 22 juillet 2011 - 05:16
Builder_anthony, thats a great great shot, I never did suceed in making usefull walls for scorched earth, that gives it a whole other feel.
and damnit i DO like my traveling wagon, where you get to ride in the interior safely, even if it takes a few lifetimes to complete a circuit..!!
#12
Posté 22 juillet 2011 - 04:03
lordofworms wrote...
very nice all of you, and I use your contract hits and bounty's in my own PW ffbj its funny that you mention that. I was going to..
Builder_anthony, thats a great great shot, I never did suceed in making usefull walls for scorched earth, that gives it a whole other feel.
and damnit i DO like my traveling wagon, where you get to ride in the interior safely, even if it takes a few lifetimes to complete a circuit..!!
I love the travelling wagon....
We did do a cool script with actual boat travel that takes real time with a ferry but after a bit of discussion with players who do have real life time we decided to allow the instant travelling of other PWs so players could get around the huge damn world...
If I had one complaint about PWs is that all of us have these real lives that contuine to cut into the playing time, lol.
I think in all honesty our best thing we offer is the building of the areas itself. We do very intresting things with making our maps and without massive use of tilesets. I hear that people dig our forest and things as we will take an hour to lay out just one small section of a map and line things up.
Very little is absolute our own as we borrowed from so many places and merged so many things it is quite strange at times.
Those players who are not running by looking for shinys will often walk around in first person a bit amazed that we took the time to put say...weeds here or actual muddy footprints when a player walks through mud. Silly details like that is what we are good at....
Modifié par TSMDude, 22 juillet 2011 - 08:02 .
#13
Posté 22 juillet 2011 - 07:46
Modifié par ffbj, 22 juillet 2011 - 07:48 .
#14
Posté 22 juillet 2011 - 09:20
I am currently editing it some more so instead of just a NPC doing the 'hits' anyone (PC) of the assassin class can opt to cash in on it and choose to kill the mark themselves (ala pvp)
so yeah, we have gotten alot of enjoyment out of your system.
one question (I had some issues with the bounties getting angry at locals(npcs), and saw that you fixed it in a re-release. is this true? I had to sublimate my bounties for a while because of that and would love to get them going again.
#15
Posté 23 juillet 2011 - 02:23
That's cool on contract hits getting some real world feed-back. I think that's interesting to have assassins able to go for bounties, and your kidnap idea, that's really cool. PM if you want and I will send you the whole thing. My module. Bounties spawn in my world for players 13th level and above with bumps at 20th and 30th. You get a different group of bounties at those levels. Thanks.
Modifié par ffbj, 23 juillet 2011 - 02:44 .
#16
Posté 23 juillet 2011 - 02:30
object oPercep = GetLastPerceived();
int iHD = GetHitDice (oPercep);
//the below lines were added to the default perception
if ((GetLocalInt (OBJECT_SELF,"Bounty") == 1) && (GetIsPC(oPercep)))
{
ChangeToStandardFaction (OBJECT_SELF,STANDARD_FACTION_HOSTILE);
DelayCommand (1.0, ActionAttack (oPercep));
}
//the above lines were added to the npc's perception
So the bounty npc only turns hostile when they percevie the PC. Of course if you attack them they turn hostile but not to nearby npc's. Now other npc's can join in the fight still but I don't find that to be a difficulty since it only happens if a PC is nearby and that is their persistent target. See if that helps.





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