Has anyone tried moving the Official Campaign into a Persistent World Module, as an additional world/city etc
I have a PW with around 630 areas, however, alot of people on these forums, and indeed one of my DM's say they really enjoyed the Official Campaign, and would like to play it online with friends.
Im looking into taking chapter 1, and moving it into my PW, or at least elements from it, and see if it can be integrated into the World.
Has anyone made an attempt at this, and do they see any complications with doing so?
eg - Script Conflicts, Item Conflicts etc?
As far as I know, most of the resources for the campaign modules are inside toolset anyway. All I would need to do, is make sure I dont overwrite any of my own scripts with the default bioware ones?
OC in a PW
Débuté par
Baaleos
, sept. 06 2011 03:28
#1
Posté 06 septembre 2011 - 03:28
#2
Posté 06 septembre 2011 - 04:00
I had same idea for standalone PW project however you would actually have to rescript it and rework it. There is not continuos spawn, traps dont respawn, everything is done for one player in mind. Other than there shouldnt be any conflicts.
#3
Posté 06 septembre 2011 - 04:12
Parts to look at would be especially around the transition from one chapter to another - StartModule() etc.
Changing this to a JumpToLocation etc would be needed.
Changing this to a JumpToLocation etc would be needed.
#4
Posté 06 septembre 2011 - 09:21
Hmm, Here is just an off the wall Idea that ran through my head when I read the OP. I have no idea how well it would work.
basicly dont add it to the module, run it as another server. giving the players a port to the server from the main server.
The second server on first port would be just a lobby that would allow the players to chose the chapter that they want to play. At that point the server would just StartNewModule to to allow them to play the chapter.
This would be even more interesting if you could figure out a way to also save the game a load the saved games from the lobby. But the standard scripting functions do not allow this.
have the server when running the chapter reload the lobby after set amount of time with no player in it.
I guess the real trick in this is getting the quest states saved on the PC's for wen they come back. Sounds like the project would be a lot of work.
basicly dont add it to the module, run it as another server. giving the players a port to the server from the main server.
The second server on first port would be just a lobby that would allow the players to chose the chapter that they want to play. At that point the server would just StartNewModule to to allow them to play the chapter.
This would be even more interesting if you could figure out a way to also save the game a load the saved games from the lobby. But the standard scripting functions do not allow this.
have the server when running the chapter reload the lobby after set amount of time with no player in it.
I guess the real trick in this is getting the quest states saved on the PC's for wen they come back. Sounds like the project would be a lot of work.
Modifié par Lightfoot8, 06 septembre 2011 - 09:22 .
#5
Posté 06 septembre 2011 - 11:04
Anyway I always liked the OC as PW idea so I offer my help if someone wants to do it. However Baaleos I help only if its a standalone PW not if you want to add OC locations into your module...
#6
Posté 07 septembre 2011 - 09:48
Thanks for the offer, I have got Chapter 1 added to my PW.
I did notice some querks that still need ironed out.
1. Someone in Bioware thought it was hilarious to put a blank wp in the Docks District. This completely messed up the Subrace Engine, because the Shayans Subrace engine tried to get the Subrace start location, and if none was provided "", then it would look for a waypoint of "" as its tag, ordinarily, it wouldnt find one, but because of the blank waypoint in the docks, it was porting all subraced players to that location. Fixed - Deleted the wp.
2. Numerous Faction issues - Naytar etc and others, retained their faction ID's, and have translated themselves from their own factions, to the factions used in my PW. I've had to go through most of the areas and set each npc to one of the bioware standards. Not an easy task, as its hard to tell whether or not npcs need to start out friendly etc or hostile etc. Im worried about faction wars as well. I've got City Core, Peninsula, Slums, and Crypts processed, the other areas 'shouldnt' be much work, as blacklake etc is full of commoners/nobles if I remember correctly.
I will work on the factions again tonight.
(To be honest, I am tempted to re-Export the areas again, and reset to parent factions, to see if it resets them to the proper commoner, defender, hostile etc factions.)
I did notice some querks that still need ironed out.
1. Someone in Bioware thought it was hilarious to put a blank wp in the Docks District. This completely messed up the Subrace Engine, because the Shayans Subrace engine tried to get the Subrace start location, and if none was provided "", then it would look for a waypoint of "" as its tag, ordinarily, it wouldnt find one, but because of the blank waypoint in the docks, it was porting all subraced players to that location. Fixed - Deleted the wp.
2. Numerous Faction issues - Naytar etc and others, retained their faction ID's, and have translated themselves from their own factions, to the factions used in my PW. I've had to go through most of the areas and set each npc to one of the bioware standards. Not an easy task, as its hard to tell whether or not npcs need to start out friendly etc or hostile etc. Im worried about faction wars as well. I've got City Core, Peninsula, Slums, and Crypts processed, the other areas 'shouldnt' be much work, as blacklake etc is full of commoners/nobles if I remember correctly.
I will work on the factions again tonight.
(To be honest, I am tempted to re-Export the areas again, and reset to parent factions, to see if it resets them to the proper commoner, defender, hostile etc factions.)
#7
Posté 07 septembre 2011 - 11:36
that wont help, you found one conflict the factions are like 2da lines, OC uses line 6-10 for own factions, you use 6-10 for own factions so if you copy npcs from OC their faction will change to yours.
Anyway are you sure its a needed to add OC into your module? I think it would work better as standalone project really.
Anyway are you sure its a needed to add OC into your module? I think it would work better as standalone project really.
#8
Posté 07 septembre 2011 - 11:47
it probably would work best, however I want to enable the OC to have all the features of my main PW.
Eg - Subraces, Spells, Rituals etc
The faction issue is a minor inconvenience, which can be overcome.
The majority of the Encounters, are all hostiles - so no issue there.
Its just the npc's which are set up in the areas, I need to set them to be a bioware default faction, and if a special requirement arrises, where they need special factions, I can use / make another one.
In answer to your question - No, its not needed to add the OC to my module, but its just a 'nice to have' desirable thing I have thought about for a while now.
Players have often asked for areas they can level up in in my PW, and while the areas do exist, they sort of become farming areas for xp.
This just gives the players additional choice and lets them relive a good campaign setting.
Eg - Subraces, Spells, Rituals etc
The faction issue is a minor inconvenience, which can be overcome.
The majority of the Encounters, are all hostiles - so no issue there.
Its just the npc's which are set up in the areas, I need to set them to be a bioware default faction, and if a special requirement arrises, where they need special factions, I can use / make another one.
In answer to your question - No, its not needed to add the OC to my module, but its just a 'nice to have' desirable thing I have thought about for a while now.
Players have often asked for areas they can level up in in my PW, and while the areas do exist, they sort of become farming areas for xp.
This just gives the players additional choice and lets them relive a good campaign setting.
#9
Posté 07 septembre 2011 - 08:30
ShaDoOoW wrote...
Anyway I always liked the OC as PW idea so I offer my help if someone wants to do it. However Baaleos I help only if its a standalone PW not if you want to add OC locations into your module...
This actually sounds pretty interesting. Even expanding on it a bit. Adding more side quests, areas, items etc. Would make a PW and replay value very fun. I would proabably even play it again and I havent actually played NWN for about a year (OC or PW).
Modifié par GhostOfGod, 07 septembre 2011 - 08:31 .
#10
Posté 07 septembre 2011 - 08:56
Yeah exactly. I thought about it when I realized I probably never finish my old PW due to lack of locations which are somehow too hard to make for me, I rather dig in scripts... but since I already had some locations I choosed to continue in that. Also I dont have a hosting for such server.
#11
Posté 08 septembre 2011 - 11:28
OC in a PW sounds like a fun idea... although I'd like a PW with the SoU campaign even more.
#12
Posté 08 septembre 2011 - 11:49
Once you iron out the difficulties you might want to add in some random spawns so it's not just a repeat of the OC. Also a db object on the PC's to keep track of things would be useful. For instance if different individuals joined or left the group you could still move forward as long as the party leader had performed the requisit elements up to that point. Just thinking of potential problems in continutiy.
#13
Posté 09 septembre 2011 - 01:49
Androrc wrote...
OC in a PW sounds like a fun idea... although I'd like a PW with the SoU campaign even more.
I was kinda thinking all 3 mixed into one PW. I'd have to replaye all three though just to get an idea about what needs to be accomplished. It'd be a big undertaking. But I think something like this could really take off and grow popularity. It's not something l'd like to take the lead on but It's something I'd definitely help with.
#14
Posté 09 septembre 2011 - 02:31
Well all three are a bit problematic because OC and SoU are both designed for lvl 1, SoU would have to be pushed on higher levels, also HotU is very direct and I cant really imagine this as PW, the OC will work fine but not HotU imo
#15
Posté 09 septembre 2011 - 08:42
ShaDoOoW wrote...
Well all three are a bit problematic because OC and SoU are both designed for lvl 1, SoU would have to be pushed on higher levels, also HotU is very direct and I cant really imagine this as PW, the OC will work fine but not HotU imo
About the OC and SoU, the player could be given the option of choosing which of them to start on, with the possibility of doing the other one (although it would naturally be much easier, considering the player would have become of a higher level).
#16
Posté 09 septembre 2011 - 08:55
I removed chapter 1 from my PW.
Dont get me wrong, the majority of it worked, however there were certain parts that didnt work on import.
eg - The head Gaoler's onDeath script tries to spawn the devourer, but none actually spawns. Meaning the Devourer brain doesnt appear.
It is likely to do with the way I have added the resources to the module.
I've been trying to make use of resman as much as possible, to cut down on the 15k limit usage.
All the areas are accessible, its just certain things like creature templates and some conversations that dont work properly.
Dont get me wrong, the majority of it worked, however there were certain parts that didnt work on import.
eg - The head Gaoler's onDeath script tries to spawn the devourer, but none actually spawns. Meaning the Devourer brain doesnt appear.
It is likely to do with the way I have added the resources to the module.
I've been trying to make use of resman as much as possible, to cut down on the 15k limit usage.
All the areas are accessible, its just certain things like creature templates and some conversations that dont work properly.





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