I welcome you as well:) hope to see you around ^.^Tchos wrote...
Give me a month or so, would you? I'm just getting started here. Haven't even finished the OC yet.Eguintir Eligard wrote...
"This community is dead."
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.
This community is dead
#126
Posté 21 octobre 2011 - 07:06
#127
Posté 21 octobre 2011 - 07:41
#128
Posté 21 octobre 2011 - 10:42
Modifié par Primalrose, 21 octobre 2011 - 10:44 .
#129
Posté 21 octobre 2011 - 12:29
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
Posté 21 octobre 2011 - 12:44
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
Posté 21 octobre 2011 - 02:13
#132
Posté 21 octobre 2011 - 03:58
#133
Posté 22 octobre 2011 - 04:07
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
Posté 22 octobre 2011 - 01:13
#135
Posté 22 octobre 2011 - 01:28
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).LeeMer47 wrote...
And the Oriental Adventures hack doesn't just have samurai armor (like NWN1).
EDIT: Wait, I read what you posted again and I think it makes more sense now.
Modifié par The Fred, 22 octobre 2011 - 01:29 .
#136
Posté 23 octobre 2011 - 01:57
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
Posté 23 octobre 2011 - 02:12
There is some temptation with FRUA. Is it quicker than NWN2? I would imagine it is.
#138
Posté 23 octobre 2011 - 02:50
#139
Posté 23 octobre 2011 - 12:56
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
Posté 23 octobre 2011 - 04:21
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.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.
#141
Posté 23 octobre 2011 - 04:39
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
Posté 23 octobre 2011 - 05:40
#143
Posté 23 octobre 2011 - 06:14
#144
Posté 23 octobre 2011 - 06:17
#145
Posté 23 octobre 2011 - 06:33
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.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?
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.
#146
Posté 24 octobre 2011 - 06:25
I my self been trying create my own races and jobs i know it 2da, but its a lot of studying for me.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?
#147
Posté 24 octobre 2011 - 07:41
#148
Posté 24 octobre 2011 - 08:44
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.
Ahhh, yes that makes sense.
Modifié par M. Rieder, 24 octobre 2011 - 08:46 .
#149
Posté 24 octobre 2011 - 11:17
#150
Posté 25 octobre 2011 - 04:53
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...





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