Without trying to spoil anything about the end, I will simply say that the last action the player can take in the game appears to be pretty final as far as that character's savegame file is concerned. Once the epilogue occurs, I don't really see a way to easily carry that character into a new campaign.
I am considering making some minor modifications to the existing single player campaign, which will change/expand some of the PC/NPC interaction options. This will have an effect on possible ending outcomes, which will not diverge...much...from the existing game. However, the new campaign, which I'm hoping to have created as a standalone "mini-sequel" to the game, is intended to allow your existing character to continue his/her journey while taking into account the events he/she has just been through.
Since I don't know of an easy way to carry over plot flags, I am considering other possible options. If any of you have any suggestions, I welcome them here.
My current plan is to try to make easy use of the head morphs from the character editor or the in-game one, but that could involve some manual copying by the player. The goal is to make it easy for the player to keep the same appearance.
Regarding plot flags, I intend to have a prologue, similar to the origins in the single player campaign. During this prologue, the only thing I can think to do is have the player go through some conversation(s), reminiscing about the events of the blight. Basically, the player will tell [my module] what he/she did, who he/she met, etc. to set up the initial plot flags. It may sound a bit tedious, but I am also thinking of adding a "Get to it already" style option that will give a generic setup.
Here is an example of how one of the setup dialogues could go:
NPC: Did you know Leliana?
1. Who?
2. Yes. We were friends.
3. Yes. We were lovers.
4. Yes. We are in love.
5. Yes. I hated her.
NPC: I've heard she was fond of...[widgets]
1. Oh? Really?
2. Yes. I gave her one. She adored it.
etc.
I'm hoping to have the conversations branch out to cover the most important events and interactions between the PC and NPCs. The goal is to allow the player to return to areas previously visited in the game, and have them in a post-campaign state where NPCs will recognize the player.
It's probably a bit of an amtitious project, but I'm hoping the release of the full campaign files will give me a big head start.
Does this sound like a decent way to pick up where the player left off?
Modifié par EJ42, 08 décembre 2009 - 05:23 .





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