Day 1:
My first area, which I designed to get away from the dirty, ugly-looking landscape of the rest of Ferelden. Seriously, there's no reason for a pre-industrial country to have such smoggy-looking skies.
This wasn't bad at all, and the landscape shaping and texturing was pretty much the same as in Oblivion, which I've used before. I hit a pretty big snag with the lightmapping, though, and that added at least 4 or 5 hours to work through.

I'm also not happy with the 8 texture limit for an area's terrain, but I'll make do.
Day 2:
I spent another few hours searching through the game resources, poring over the wiki, and searching the forums for information on where the terrain textures were located, so I could add my own, but had no luck.
Posted a couple of screenshots of my work on the forum here. DarthParametric answered my question about the terrain textures. Did some touchup work on the landscape.
Watched some more tutorial videos for NPC work. Created a questgiver NPC.
Wrote my first conversation and the bare bones of a plot. I had always considered NPC dialogue to be a daunting task, and had never learned how to make them in any game I've modded, though I came close with Morrowind and Fallout 3. In this toolset it turned out to be a smooth and easy task.

That last line in the dialogue was a temporary option for testing one of the mechanics, by the way. I've already removed it.
Day 3:
Spent most of today trying to get an NPC to go hostile if you choose a particular dialogue option. Hours and hours of study, trial and error, searching and trying suggestions with custom scripts and generic ones, and nothing was working. Finally found a very simple solution that worked, on this wiki page. But wow, that was a frustrating ordeal...even worse than the lightmapping one.
Also spent a few hours trying to start the module in a way that lets you level up to the appropriate level for the mod, and choose your own stats and skills. I tried a few approaches, with different degrees of success, but I considered them mostly unsatisfactory, so I just enabled the ability to let the user import a character from a save in any of the user's other modules. This worked. I'll suggest a recommended level character for the user to import in my readme. Possibly also supply a premade character of my own in case the user doesn't have any.
Tuned my first enemy to provide a decent fight.
Next I'll either create another location for the quest to take place in, or create a location where the PC can hire some party members to help. I'm guessing I'll need around 7 locations for this thing total. Ideally I'd like to have one particular location with a small open mausoleum or shack with an inside and out that you can see and walk into without needing an area transition, but I'm not sure if there are any of those in the toolset.
Modifié par Tchos, 20 octobre 2011 - 07:06 .





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