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Tales from the Lake of Sorrows - Campaign thread


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#1
PJ156

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With From This Comes Strength up on the vault it seems I am on the home stretch :)

The last mdule will be Vault of the Damned, but before I start that I have to connect up the first four mods under one campaign. While I do that I will update Sheep and Stone and The Caravan Club than rebalance them all with the campaign npc's That will give me the starter characters for Vault of the Damned.

I need also to start working some of the plot points backwards so that the rvelations at the end do not seem abrupt.

Sheep and stone is coming alone nicely. There will be two new areas and three will be rebuilt, two new small subquests and a new cut scene in the middle.

Caravan club will have new areas and two rebuilt, one area will be extended and there will be two new subquests as well as a completetion of a thread I left open in the original game.

The other two will stay the same though in each of the mods I will put in more triggered companion conversations.
 
Once that is done then it is onto the Vault of The Damned hopefully for Q1 2013.

Here's one of the new areas in Sheep and Stone.

Posted Image

Cheers,

PJ

#2
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You're a braver man than me I started going back to add and remake bits from one of my mods got confused and ran away. Hope the transition goes smoothly it should do there's not that much to "campaignise."

I knew it would be worth me waiting for the whole lot !

#3
PJ156

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I think I am lucky that I thought this would happen from the start. I really did "dig in" for the long haul once I finished sheep and stone. I started using very prescriptiive tagging and from Dark days onwards started to put tests into the npc convos to define what module they belonged in.

I hope I have not bitten of more than I can chew but I am going to give it my best. In the end the debugging is going to be the most problematic part. Over thirty hours of game play I suspect I will lose what little hair I have left :D

PJ

#4
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PJ156 wrote...

 I suspect I will lose what little hair I have left :D

PJ


Happened to me doing Serene it's inevitable ! Sad thing is that by the time I finished testing etc I'd had enough of my module and want to see the back of it and it took me a year before I started doing repairs.

Fair play to you though you've stuck at it unlike many a once fearless modder that fell by the roadside..

#5
PJ156

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I am about halfway through the work I wanted to do on Sheep and Stone. I need to script a few more things in the mod and playtest it with its connection into Caravan Club.

I need to understand campaign npc's which i do not yet know what is involved. hopefully it is straight forward.

S&S has four new areas in the end, two interiors and two exteriors, the outside ones being rebuilds otf existing ones which, in the original were to cramped and, frankly, not that good. I might redo one other area if it bugs me enough in playtesting but chance are I will leave it.

The second new area is an upland wood which drops into wetlands; it looks like this ...

It needs lighting but the overall effect I wanted is there.

Posted Image

I'm mixing up my time with playtesting too ... I think the players out there are in for a treat soon Posted Image

PJ

Modificata da PJ156, 08 luglio 2012 - 07:37 .


#6
OfficerDonNZ

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Looking good PJ! Am looking forword to the campain version.

#7
Alupinu

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Nice pond! Nice color too.

#8
PJ156

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Thanks guys,

The campaign will be a different play experience as you will be able to level up the npc's as you choose. Bogging hard to balance though.

I find the area design interestiing Alupinu, playing yours the style of the woods is very different, mostly due to lighting and texture choice but yours feel more close. I am a little limited because I have areas which pass from open ground to light woods which means I need a lighting set that seems right for both. none the less our areas feel very different.

Which I guess is a good thing, It would be boring if they all seemed the same.

PJ

#9
Alupinu

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Well that because I’m going for a more actual forest, where your area appears more savanna. I was commenting on the color of your water when I said nice color. For some reason I can never get the color of my water just right. As you know color doesn’t only suggest the type of water, salt, fresh, pond but also depth. Trying to get the two variables to match can be a little daunting to say the least but you look like you have it spot on.

#10
PJ156

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Posted Image

Upland lake area for Sheep and Stone.

PJ

#11
PJ156

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Alupinu wrote...

As you know color doesn’t only suggest the type of water, salt, fresh, pond but also depth. Trying to get the two variables to match can be a little daunting to say the least but you look like you have it spot on.


Heh, dual post there.

I know what you mean, water is hard to get right and this is one of the rare occasions it has worked for me.

PJ

#12
PJ156

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This project is not dead and it moves on at a pace ... a slow pace, but it moves on regardless.

In the last three months I havelost what little hair I had connecting together the first four modules into a campaign. that is now done and I am starting the Vault of the Damned, the fifth and final part of the main story and the sixth part of the series.

The module opens in Beregost. This is where the players next objective is but they find themselves in a town effectivly under siege though people pass in and out with ease. Food is scarce and the town is vastly overpopulated. With the poorest having no where to go and food prices rising after the poor harvest rioting is likely as the coming winter takes grip.

But it is not winter yet and the PC has just arrived .... I smell adventure.

I present to the PC my own version of Beregost, one recently sacked by Bhaalspawn and rebuilt by the Lathander Temple. The town is complete and now need people and scripting, interiors (pah) and then I can get on with the story proper. I think I will be doing well if this campaign hits the shelves before next summer, we shall see.


Anyways, here's my Beregost. The named places are stil there, rebuilt since the fire. Here are the inns:

Posted Image

Feldeposts

Posted Image

The Jovial Juggler

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The Red Sheaf

Semper provided the Red Sheaf within his buildings pack, I am also using the city hak in this module and the building work well with Sempers and the various OC content. Thw swamp house make good slum buidlings for a city when clustered up.

PJ

#13
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Looking good, I like the way the mouldy walls blend in with the grass near Feldeposts, I'm a big fan of putting grass around buildings to break up the lines.

So will you be making any future project as a campaign from the start rather than back tracking ?

#14
PJ156

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Thanks Tsongo, I like the swamp buildings they retextured well for this application.

I have a future project in mind but it will be a campaign from the start I am not going through this S**T again :)

PJ

#15
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I thought you might have said something like that, Keep up the good work I'll still be around next year for the release and will definitely be giving this one a whirl.

#16
PJ156

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That's two of us that will play it then :)

PJ

#17
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I think there might be a resurrection of NWN2 after the Baldurs Gate release so you could be timing this very well and whatever happens it looks like your mods will be immortalised on the vault's lists ;)

#18
PJ156

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That would be good, to be frank I'm not often celebrated for my good timing, ususally I'm a touch early :D

PJ

#19
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Posted Image 

#20
PJ156

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Beregost exterior is done now ...

Posted Image

I need to add npcs and sounds but that is short work as most of the npcs are in (you can just see them lined up at the back) and waiting for orders.

The hard part for me is also done; I have picked the music. Once again Tillman Silescu comes up trumps with Winter Escape I find myself falling back on his work time and again. I thought long about this piece of music, thinking it was too full but now it is in the area I am really pleased with it.

For the Lathander temple I have sampled the Templar Chant. I think under creative commons I can sample thirty seconds, so I sampled the first thirty seconds and the second thirty seconds and joined them together Posted Image.

Anyways, music is often the hard part for me so it's good that is out of the way.

Three more interiors and  then I can script up and get the plot moving convos in. After that it's dungeons and Thalantyr's place. I think it will move faster once I get there.
 
Cheers all,

PJ

Modificata da PJ156, 13 ottobre 2012 - 10:58 .


#21
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Looking good, it can be a pain in the backside trying to get walls to form a boundary on two different levels and getting a straight line up to them as sheer drops are not the easiest thngs to make with triangles. I use a big chunk of crossroad keep wall snd the flatten under button then fiddle about with the rest..

#22
PJ156

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Thanks Tsongo

In this case I used the pavement placeable in the city hak or I have used walkmesh helpers. Put it ove the not so steep drop and the walkmesh forms the steep drop for you. You can delete the helper at the end, just dont bake again :)

PJ

#23
PJ156

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Things are progressing but I have been playing with custom content at the moment and that has slowed things up.

Also I have comepleted Beregost and dropped directly into another big and detailed area, High Hedge. My High Hedge has a village associated with it as you might expect. A town like Beregost will have a lot of farms supporting it and these will be close enogh to get to the town for protection at times of danger. The high hedge area needs to be large and large outdoor areas take time. Afterwards it is back to indoor areas and they progress faster. None the less ths will be 8 months later than i thought it would be :)

This is the first shot of the High hedge area. It is great in game with sounds, not sure if this area will have music or not. It would be very easy to spoil the area with the wrong choice.

Posted Image

Cheers,

PJ

#24
kamal_

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Dang that is cool.

#25
PJ156

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Thank you Kamal_ The windmill is a compromise for the water mill but the movement you get from it makes up for that. An animated water mill would be very nice indeed.

PJ