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#126
Omega27

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Tchos wrote...

Eguintir Eligard wrote...
"This community is dead."

Give me a month or so, would you?  I'm just getting started here.  Haven't even finished the OC yet.

There's one thing I do agree with, though -- many short modules are better than few long ones.  Although I prefer the games themselves (the OC in this case) to be nice and lengthy, I don't have that requirement or expectation for mods.

 I welcome you as well:) hope to see you around  ^.^

#127
Tchos

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I appreciate the welcomes. I'm sure there are numerous other new players like me, and I'll do what I can to steer others this way. At some point, after I've played a good number of existing mods, I think I'd like to try making a short adventure of my own. I've also recently signed up to the Vault so that I can comment on and review the modules I play. :)

#128
Primalrose

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I came back recently and played the Maimed God's Saga, which reminded me why I liked this community so much. Create something of quality and people will come, basically. NWN2 and NWN1's communities are undeniably long pass their hey-day, but there are still people here craving a quality adventure. 

Modifié par Primalrose, 21 octobre 2011 - 10:44 .


#129
Tiberius209

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Glad you liked TMGS, Primalrose. Stay tuned for some exciting news.

As to the OP, this game isn't "dead." It's hit the equilibrium point it will stay at until the next big CRPG comes out. With the economy like it is, very few developers are greenlighting big games. (As an aside, this is very shortsighted, IMO, given lengthy development times, but that's how it is.)

So I think NWN2 has a few more years at its present level. That means a solid new module can expect between 1500 and 2200 downloads in the first 12 months.

#130
Hellfire_RWS

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Omega27 wrote...

rjshae wrote...

Omega27 wrote...

I my self am not here to bash or defend. Just want to agree with a few of these posting, and state a possible solution.
I fall into the category of the many building "Epic Mods", truth be told mines would have been out if not for the unknown crash of my laptop. That seemed to only affect Neverwinter, and everyone would have been exploring the world of Beshamel for roughly 12hrs depending on how you play.


Something that epic quest builders could perhaps do is take a look at their story line and see if one of their more entertaining optional side quests could be spun off and developed into a separate mini-adventure that's good for an evening of gaming. This could help sate the interest of the gaming community and provide a sense of accomplishment during a long period of campaign development.

In fact, I'm a little tempted to try something along those lines... :happy:



ACTUALLY! im glad we are on the same page about this, but me personally i have a handfull of side stories to pick. I want one that really grabs a taste of the game. Some will take you off the story  to be honest. Give players something else to do if they wish.


I would love to see builders make short well polished adventures that can be completed in one sitting.

#131
kamal_

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I made an old thread that listed ideas for short modules like that for beginning builders. One of the ideas only required two areas, another involved giving some polish to something that was released as a prefab but was actually a 10-15 minute module.

#132
The Fred

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Given your experience of making stuff quickly using prefabs and whatnot, it might be worth putting together a list of tips for speed-building. I was thinking of looking at that myself; I'm pretty slow because nowadays I load up the TS, forget what I was going to do, can't be bothered to tackle any of the big things, do something small, then close it up and do something else. Organisation is probably actually a good idea.

#133
LeeMer47

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I only come here 3-4 times a year, and usually then to edit my module lists, which don't get listed as new posts. I got so exhausted from NWN2 after my giant barbarian hack and slash module that I decided to play simple DOS games for awhile. So I've been playing and modding in FRUA, largely because I didn't when it came out, but also because I didn't when it came out.

I didn't want there to be a game editor for AD&D I hadn't made a module for. But it also has Gamma World, Wild West and Super Hero Hacks, which let me finally convert my Boot Hill and Gamma World modules, which NWN1 and NWN2 wouldn't. And I might be able to convert my Top Secret modules in the Sci-Fi hack. And the Oriental Adventures hack doesn't just have samurai armor (like NWN1).

But I think the real reason no one is here; is that they are all camped out on Wall Street.

#134
M. Rieder

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FRUA! Talk about a community that has been around for awhile. I believe the fact that people are still building for that should be very encouraging that when there is a toolset that lets people make their own adventures, it has continuing appeal.

#135
The Fred

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LeeMer47 wrote...
And the Oriental Adventures hack doesn't just have samurai armor (like NWN1).

Do you mean in NWN2? We have some samurai armour, it's just for humans only I think. I'm hoping someone will be able to convert it. We also have a whole load of cool OA stuff (see here; we haven't done much in a while, though).

EDIT: Wait, I read what you posted again and I think it makes more sense now. Image IPB

Modifié par The Fred, 22 octobre 2011 - 01:29 .


#136
LeeMer47

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M. Reider: Yep, FRUA is the oldest community for AD&D computer-gamers. The gold box games set the story-telling standard of all versions that came after. Artists like FRUA since story-telling is art oriented.

The Fred: I should have clarified. It is very hard to make oriental adventures in NWN1 and NWN2 because all you have is samurai armor and almost no monsters. Adventures would have to be mostly humanoid based, including undead and spirits, with samurai, ninja and peasants the main characters. There is an ogre mage and perhaps a ki-rin. No 8-armed octopi spirits with swords. I might actually have an OA adventure that would work in NWN2 though. I'll give it a try when I am done.

#137
M. Rieder

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The hearald of zehir has 6 arms. It looks pretty good. There is no blueprint but look for the Yuan-ti hearald appearance. Its in there and lots of fun to throw at players. The downside is finding a good weapon that doesn't look like a toothpick in its hands. The giant-size 2 handed sword that comes with the Hill giant Hak is pretty good, though.

There is some temptation with FRUA. Is it quicker than NWN2? I would imagine it is.

#138
LeeMer47

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I thought weapons would resize for giants. Or maybe that's in the 2das.

#139
M. Rieder

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LeeMer47 wrote...

I thought weapons would resize for giants. Or maybe that's in the 2das.



I think it may be in the .2da.  I have noticed some degree of scaling for some models, but not for others.  I don't understand it fully, but if you put a greatsword in the hand of the hearald of zehir, it looks like a greatletteropener.

#140
The Fred

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LeeMer47 wrote...
The Fred: I should have clarified. It is very hard to make oriental adventures in NWN1 and NWN2 because all you have is samurai armor and almost no monsters. Adventures would have to be mostly humanoid based, including undead and spirits, with samurai, ninja and peasants the main characters. There is an ogre mage and perhaps a ki-rin. No 8-armed octopi spirits with swords. I might actually have an OA adventure that would work in NWN2 though. I'll give it a try when I am done.

Yes, I interpreted your post as meaning there was no samurai armour for NWN(2), but then realised afterwards you meant that there was nothing *but* samurai armour for NWN(2). I have to agree that filling up the pallette with OA monsters is tough. I was making a list on the OA group of things which could be used (mostly general things like undead and elementals) but it's not so big, and most of the OA PnP creatures would need custom models. Still, if you actually look at NWN2 before the expansions, it has very few monsters and yet they just about managed to make the campaign stay fresh.

#141
LeeMer47

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I just gave a dryad and a fire giant an axe of ra. The fire giant's axe was bigger. So giants do increase weapon size.

Then I checked the appearances.2da and giants have 1.5 weaponvisualscale and yuan-ti heralds have 1.0. All the other snake yuan-tis are 1.5 as well. Also treants, trolls, shambling mounds, ogres, uthraki, sea monsters and golems. Bugbears are 1.3 and lizardfolk and fire newts 1.1.

#142
M. Rieder

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Well, then, that settles that. I didn't even know about that part of .2da. I wonder how the dryad felt about wielding an axe.... conflicted, I imagine....

#143
Lugaid of the Red Stripes

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I always wanted to give diminutive races, like gnomes and halflings, over-sized-looking (i.e. regular sized) weapons. So it's just a matter of fixing the 2DA files? Would that mess up any animations?

#144
M. Rieder

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I bet the worst that could happen is that the weapon model may occasionally pass through the player. I think it would be a good trade-off for the effect of making a weapon look the right size.

#145
LeeMer47

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Lugaid of the Red Stripes wrote...

I always wanted to give diminutive races, like gnomes and halflings, over-sized-looking (i.e. regular sized) weapons. So it's just a matter of fixing the 2DA files? Would that mess up any animations?

I have used other weapons for giants than giant-made weapons. But I wasn't paying close attention. I think it slows down the computer for a moment while it figures out how to display the weapon. The weapon should also not look as clean as at the model's actual size. If it had runes or something I would expect them to be blurred or non-existent. Especially if you used 1.33 or 1.2186 for your display settings. 2.0 would probably be better.

Yes, I think it is just changing the 2da. But if you don't want all your dwarves to have over-sized weapons make a new line in the appearances.2da and copy the dwarve statistics so you'll have two dwarf 2das with 2 different weapon sizes. You can even change the dwarf sizes while you are at it.

M.Rider: There is a weapon distance column in the 2da which probably has something to do with what it will pass through or not. I haven't tested it. Also, I think the dryad took it off the dead body of a wood-cutter and was just carrying it around until she could find a way to break it or melt it down. Image IPB

#146
Omega27

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Lugaid of the Red Stripes wrote...

I always wanted to give diminutive races, like gnomes and halflings, over-sized-looking (i.e. regular sized) weapons. So it's just a matter of fixing the 2DA files? Would that mess up any animations?

I my self been trying create my own races and jobs i know it 2da, but its a lot of studying for me.

#147
Quixal

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I admit I too have wondered about weapons sizes and how hard it would be to alter how they show up for some races. Kobolds in particular have silly weapon scaling. The weapons are so small they look like toothpicks in the kobold's hands.

#148
M. Rieder

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LeeMer47 wrote...

M.Rider: There is a weapon distance column in the 2da which probably has something to do with what it will pass through or not. I haven't tested it. Also, I think the dryad took it off the dead body of a wood-cutter and was just carrying it around until she could find a way to break it or melt it down. Image IPB



Ahhh, yes that makes sense. 

Modifié par M. Rieder, 24 octobre 2011 - 08:46 .


#149
LeeMer47

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Oops, that doesn't work with weaponvisualscale. But it works with NWN2_Scale_X, NWN2_Scale_Y and NWN2_Scale_Z. So what is weaponvisualscale then? Is it for arrows, bolts, sling stones, darts, etc.?

#150
Divine Crafter

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Hello all, 1st post here. I just bought this game myself. I have played the first one for a couple years, and finally decided to get this game. Not because of the following of this game, but because I love role playing games. I remember the days of pen&paper dice games. I played many, and loved to be a dungeon master as well as a player. But then we were lucky to get one or two other people that liked to play. So I will be happy just to play a few people's mods, as well create a few myself that a few people can enjoy. This is the stage of the game where the game becomes a "cult classic" and is held as a gem to those who loved this sort of thing for years already, and the ability to play it with others via the internet.

Anyhow hope to get to know you all during my stay here.Can anyone point me towards a list of mods catagorized by genre? for instance if I wanted to play some thief mods, villan mods, wizard mods, etc etc...