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Tales from the Lake of Sorrows - Campaign thread


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#51
PJ156

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I think the sunken ruins is the most flexible of the stock tile sets. I have held off using it for only key areas.

Posted Image

PJ

#52
OfficerDonNZ

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Looking good PJ!

Heh, I can almost hear your wife conplaning already about you making another mod ;)

Keep up the good work :)

#53
Guest_Iveforgotmypassword_*

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I'm looking forward to this one and have been waiting to play it all at once.. Not long now so as OfficerDon said.. Keep up the good work.

#54
PJ156

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Thank you gents. I am in the last area now which is pretty amazing for me. There is a lot to do here including some custom fx but I have the concept and the music done for me the rest is detail.

I also want to start with some lights switching on so I need to chase down Kamal_ sls fix as well.

Back to the tools :)

#55
kamal_

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This is the post you're looking for:
http://kamalpoe.blog...for-usable.html

#56
PJ156

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Thanks Kamal_ I am up to speed with that now.

To indicate progress here is my latest test screen shot:

Posted Image

There's still work to do. I am testing my way through and I have some known bugs from earlier modules. I have an npc who wont disappear when he joins the party and a few other polish issues. All in all I think the external playtesting will begin soon.

PJ

Bearbeitet von PJ156, 17 März 2013 - 02:09 .


#57
Guest_Iveforgotmypassword_*

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Glad to see you haven't put a don't forget to buy the latest DLC ( Bioware ) !!!

Or don't forget to vote etc that's pretty tacky too.

One thing though when it ends can you get it to return to the main menu or do you have to run the credits ? I always put in the credits file with my modules just in case as I don't want it to run the cutscene then return to the PC standing in a speak trigger in some green field.

#58
PJ156

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Iveforgotmypassword wrote...

Or don't forget to vote etc that's pretty tacky too.


That's on the next page :)

One thing though when it ends can you get it to return to the main menu or do you have to run the credits ? I always put in the credits file with my modules just in case as I don't want it to run the cutscene then return to the PC standing in a speak trigger in some green field.


No credits, I am putting then on the mod page on the vault.

PJ

#59
Guest_Iveforgotmypassword_*

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Not those credits I wouldn't know where to begin to make something like that ! I'm on about the ones that come with the game when you finish the OC. That way when you finish you can let them run or press esc and then it goes straight to the main menu. Otherwise you're still in the module.

#60
Arkalezth

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I thought you'd be just directed to the main menu if the credit video wasn't launched. Anyway, it's always good to run some sort of credits (the default ones or not) or ending screen, if only as a way to say: "Yes, it's finished.". I've played some modules where you reach the end with no notification, and you can't tell for sure if there's anything else to do.

#61
PJ156

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Heh, you will know this one as finished. Quite apart from the bit saying the end.

It's not the end that's giving me grief right now it's the start.

PJ

#62
PJ156

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Great I have the start too ...

Now for the middle bit.

PJ

#63
Tchos

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I prefer modules *not* to run the NWN2 credits, personally. It is indeed possible to have it just go straight to the main menu after an epilogue slideshow, and that's what I'm doing for mine.

#64
Arkalezth

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Credits or not, my point is that it should be clear to the player that the module has ended. It is clear most of the time, but not always, so any sort of credits or end screen, or just a big "You're finished. Get out of here!" message help avoiding that issue.

#65
Guest_Iveforgotmypassword_*

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Tchos.. How do you get it to jump to the main menu from a conversation ?

Bearbeitet von Iveforgotmypassword, 19 März 2013 - 09:52 .


#66
Dorateen

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There is a stock ga_ script that can be put on the action node of the final PC line.

I want to say something like ga_end_game. It should jump out from the drop down list. That should exit to the main menu.

#67
Guest_Iveforgotmypassword_*

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Thank you I will investigate but I think that might be the one that runs the credits.

#68
PJ156

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I does not run the credits Tsongo. That's the one I use.

I think the end credits are a video so if you dont call it you dont get them. I might be wrong but certainly the ga_end_game does not.

PJ

#69
Guest_Iveforgotmypassword_*

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****** ( Word that rhymes with mugger ) ! That means that I've always included the credits and written in my explanation how to install them for nothing !

Oh well ay least I know now, thank you everybody..

Keep on clicking away Mr 156 you're nearly there now. It's always nice to type those six letters when you've finished, It's the hak making and testing for all eventualities that sucks !

#70
PJ156

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Arrrrrggh!

All through the development of the last mod I told myself to do the principle npc convos as I went, and I didn't. Now I have them all to do and it is a very unpleasant job in deed and very slow!

On the plus side I am play testing through the first four mods with three character classes. Fighter type, Cleric and mage. I then have a save game for the end of each mod and can use those for future testing.

Anyways, in Thunder Bay there is a rival party who consider this their turf.

Eventually, with the insults out of the way it had to come to blows, there's just not room for two of us in this town.

Posted Image

Back to npc conversations,

PJ

#71
Guest_Iveforgotmypassword_*

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That's how I build my campaigns with a couple of PC's waiting in a save game at the entrance to the next module. Why not write the NPC conversations when you're testing that way they'll flow with the story better and you'll be thinking about what x would be saying as you play then you can finish the whole campaign all at once. If they're campaign conversations you can alter them at any time so can test them after alterations so long as you save before questioning the NPC.

#72
PJ156

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Wise words Tsongo.

I will do it that way! Currently I am thinking through the plot and noting out plot points but I can do it the way you say especially if I have excell up at the same time. They are campaign converations for that reason. I am at the point where I wished all conversation in the mod were campaign conversations but my notation is not good enough in the earlier mods.

Might do that for the later mods though and will certainly do that on my next project.

PJ

#73
ColorsFade

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Iveforgotmypassword wrote...

That's how I build my campaigns with a couple of PC's waiting in a save game at the entrance to the next module.


Another way to consider: I have a script that I can call from the console. I pass it two numbers: the Group I want to play with and the level I want to play at: 

rs x_create_group(1,3)


It will then create group #1 by warping the NPC's to my location (Group #1 happens to be a rogue and cleric to go with the PC - I can have as many configurations as I want) and then auto-level everyone (including the PC) to level 3 using their default packages. This makes testing a breeze. 

PJ156 wrote....

On the plus side I am play testing through the first four mods with three character classes. Fighter type, Cleric and mage. I then have a save game for the end of each mod and can use those for future testing.


I don't know what level your mod is designed for, but when you're in the lower levels I recommend also testing with a drow or other ECL adjusted type. Adjusted ECL can really change things. 

That dock area looks VERY COOL! 

Keep it up!

#74
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I always lose my campaign conversations tab so to make them into campaign ones you can just export the conversations and put the exported dlg file in the campaign folder any changed ones should override the originals. I did it for a bug in my first mod caused by some weird graphcs card issue with small areas, to fix it I uploaded a campaign conversation with instructions of where to put it and then when you talked to your companion it took you past the area..

#75
ColorsFade

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PJ156 wrote...
 I am at the point where I wished all conversation in the mod were campaign conversations but my notation is not good enough in the earlier mods.

PJ


I wouldn't do that. Then you're bloating the campaign folder for no reason. 

Think about the conversation itself. Is it likely to take place anywhere in the game world, or is it only going to take place in a location in that module? Most conversations belong in a module. The only ones that really need to be Campaign conversations are conversations with your companions, because those conversations can take place anywhere. 

Modules exists to segregate code properly and should really be used that way. They're a good way to organize your code.