It seems like this game's community is primarily made up of those with the Oblivion/Fallout 3 mentality; continue expanding on the core SP game. Where are the NWVault folks, the story tellers and module builders? I realize it's early, but not a single module has been completed?
Where is the Neverwinter Nights people?
Débuté par
adembroski11
, déc. 17 2009 08:10
#1
Posté 17 décembre 2009 - 08:10
#2
Posté 17 décembre 2009 - 08:29
I worked a bit with the NWN toolset when it came out like ages ago.. I think it was called "Aurora" ?
Anyways, i found that one easier to use. Dragon Age toolset it's more complex and offers more options (i don't think you could do the whole cut scene thingy back in NWN).
People like me -i don't have idea of scripting and stuff like that- could do some easy mods back in NWN because it was easier to use. On the other hand, the DA toolset is more directed towards people with some rendering/design base.
I'm not sure if it answer your question but it's all i had to say
Anyways, i found that one easier to use. Dragon Age toolset it's more complex and offers more options (i don't think you could do the whole cut scene thingy back in NWN).
People like me -i don't have idea of scripting and stuff like that- could do some easy mods back in NWN because it was easier to use. On the other hand, the DA toolset is more directed towards people with some rendering/design base.
I'm not sure if it answer your question but it's all i had to say
#3
Posté 17 décembre 2009 - 08:35
I'm currently involved in a significantly large project that involves a brand new campaign. A playable/testable version is already out, post in the Toolset Recruiting forum in my thread if you're interested in becoming a tester. =) The project is called Tower of Destiny, and it involves a 100-level dungeon that gets progressively more difficult, with brand new quests, companions, etc. Currently the only build I have released is testalpha1. Anyway, this seemed to be what you were looking for, let me know!
#4
Posté 17 décembre 2009 - 08:37
The toolset has a much steeper learning curve and only alpha versions of relatively basic modules have been completed. I'm sure most modders are waiting for BioWare to release the original campaign so it can be picked apart.
Modifié par Sensory, 17 décembre 2009 - 08:38 .
#5
Posté 17 décembre 2009 - 08:38
It's not easy modding something entirely new and independant. The toolset is not like making a new Unreal map (that took me 2 weeks for a single player mission, cutscenes included and all, and I was learning it).
I'm getting along quite well atm, but I had limited experience in scripting NWN-style prior to my current project. Mind you, while I want to release something testable, I also want to use my current experience for school (level design student).
Give it a few months and you'll have tons of mods out there
I'm getting along quite well atm, but I had limited experience in scripting NWN-style prior to my current project. Mind you, while I want to release something testable, I also want to use my current experience for school (level design student).
Give it a few months and you'll have tons of mods out there
#6
Posté 17 décembre 2009 - 08:50
Following along the lines of what Sensory mention I also believe it is the learning curve. It was very much the same way transitioning from NWN to NWN2's toolset. Give it a bit of time others including myself are tinkering away at it.
Another thing to mention is that DAToolset is geared more towards projects, groups of people working to complete a single campaign etc. NWN is was rather easy to throw something together by yourself, were as NWN2 became a tad more complex and engaging better accomplished with a few fellows. The DAToolset out the gate is driven to allow several people to work on a single project at once.
Longer wait time, but the community (as seen from NWN) will have amazing results no doubt.
Another thing to mention is that DAToolset is geared more towards projects, groups of people working to complete a single campaign etc. NWN is was rather easy to throw something together by yourself, were as NWN2 became a tad more complex and engaging better accomplished with a few fellows. The DAToolset out the gate is driven to allow several people to work on a single project at once.
Longer wait time, but the community (as seen from NWN) will have amazing results no doubt.
#7
Posté 17 décembre 2009 - 08:52
Very encouraging. On a positive note, since I posted this I started downloading some teaching tools, maybe I can make a contribution to the cause as well.
#8
Posté 17 décembre 2009 - 09:05
Honestly I've made a lot of headway with the toolset, it's just a matter of keeping at it. The DA Builder Wiki that Bioware has put up is quite helpful at times, but can also have inconsistencies and errors. The only real time-consuming issue with creating a new campaign would be adding original artwork/models/textures etc. Creating cutscenes seems to be quite time consuming as well. Other than that, I think you can get results very quickly if you know what you want to do with the toolset.
#9
Posté 17 décembre 2009 - 09:17
adembroski11 wrote...
It seems like this game's community is primarily made up of those with the Oblivion/Fallout 3 mentality; continue expanding on the core SP game. Where are the NWVault folks, the story tellers and module builders? I realize it's early, but not a single module has been completed?
Obviously you have never made a mod. It will take some time to finish a high quality mod and the DA was published just a little over a month ago. I am working on a mod that should provide additional 2-3 hours of gameplay in main campaign and it's still going to take several months to complete.
It would be interesting to know how many hours of work it took from BioWare to complete one hour of gameplay.
#10
Posté 17 décembre 2009 - 09:41
No, I haven't made a mod, and I'm sorry it came off like that. I understand it takes time, I guess I expected there would be one dedicated genius that would have come up with one by now. I hope you'll take this as a compliment to the genius that was the NWN/NWN2 communities, not a shot at the DA community.
@DarkJin 83: In just some exploring and watching tutorials, I've already noted some inconsistent and, more importantly, incomplete information (ie. tutorials that say "do this" then move on to other aspects of the project, but never show HOW to do that in the first place).
I had quite a bit of custom content for NWN (never released, just personal use), a bit for NWN2 (very little, I had started working on a prefab of Palanthas, but there was a problem with my graphics card that made it difficult, and by the time I'd gotten a new one, i'd moved on to other games I guess), and I can see how the learning curve with this one is significant comparatively in the short time I've messed with it.
@DarkJin 83: In just some exploring and watching tutorials, I've already noted some inconsistent and, more importantly, incomplete information (ie. tutorials that say "do this" then move on to other aspects of the project, but never show HOW to do that in the first place).
I had quite a bit of custom content for NWN (never released, just personal use), a bit for NWN2 (very little, I had started working on a prefab of Palanthas, but there was a problem with my graphics card that made it difficult, and by the time I'd gotten a new one, i'd moved on to other games I guess), and I can see how the learning curve with this one is significant comparatively in the short time I've messed with it.
#11
Posté 17 décembre 2009 - 11:13
waves.
here's one
here's one
#12
Posté 17 décembre 2009 - 11:14
oops.
Modifié par Redunzgofasta, 17 décembre 2009 - 11:14 .
#13
Posté 17 décembre 2009 - 12:04
Don't worry we're here, busily bevearing away in quiet dark rooms. Some of us just don't feel the urge to post details about every time "oooh I started the toolset and found it hard..." Gnash, gnash,gnash....bugger off and stand on a corner in a hoodie drinking beer if ya can't do it
#14
Posté 17 décembre 2009 - 01:17
The fact is simply that making (minor) changes and additions to the existing game is a lot less work than writing a significant stand-alone module, which is why you are (for the most part) just seeing game modification mods at this time. The situation will change over the coming months.
There are numerous stand-alone projects under development - some of which are overly ambitious and will almost certainly never be completed (the BG remake, for example), but others are much more realistic, and I really look forward to seeing them over the coming months.
There are numerous stand-alone projects under development - some of which are overly ambitious and will almost certainly never be completed (the BG remake, for example), but others are much more realistic, and I really look forward to seeing them over the coming months.
#15
Posté 17 décembre 2009 - 01:50
I made my first standalone module the other day. It was simple - two little levels. You start on the first one and the guy says "Hey, that nasty beastie over on the other level killed my family. Can you take care of it?" So you go over there and kill it and he gives you some XP and gold.
This is the same module I built with NWN my first time out of the gate. This one took me a little over a week (working evenings, etc.) to get finished. My first NWN module took me a little longer. The difference is with NWN, I pretty immediately got into DMing and built more soundstage modules to allow me to run campaigns. I won't have the opportunity with DAO so maybe I will spend more time developing stand alone modules.
Or maybe I won't.
This is the same module I built with NWN my first time out of the gate. This one took me a little over a week (working evenings, etc.) to get finished. My first NWN module took me a little longer. The difference is with NWN, I pretty immediately got into DMing and built more soundstage modules to allow me to run campaigns. I won't have the opportunity with DAO so maybe I will spend more time developing stand alone modules.
Or maybe I won't.
#16
Posté 17 décembre 2009 - 02:01
There's the Little Red Riding Hood Redux module if you want a quick one to look at. That was done by 4 people in 5 hours.
Some of the NWN1 and 2 people are still making things for those games also.
Some of the NWN1 and 2 people are still making things for those games also.
#17
Posté 17 décembre 2009 - 02:57
RoboBrad isn't a real person!
#18
Posté 17 décembre 2009 - 02:57
I was two years into building a campaign for NWN2 (6 modules; 10,000 words of dialog; 15 hours of gameplay) when I moved to Win 7. Could not get any of the fixes to work so I had to bail on that project. The upside, I'm porting it all over to DA:O.
The DA:O toolset is more robust and I will be able to get more expression from the "actors." It will take me a little time to come up to speed on the new toolset, but since much of it is the same as the NWN2 toolset it shouldn't take too long.
Any scripters willing to give me a hand understanding the new "approval" system, I'd love to hear from you. My campaign relies heavily on the effect the PC has on his/her companions.
The DA:O toolset is more robust and I will be able to get more expression from the "actors." It will take me a little time to come up to speed on the new toolset, but since much of it is the same as the NWN2 toolset it shouldn't take too long.
Any scripters willing to give me a hand understanding the new "approval" system, I'd love to hear from you. My campaign relies heavily on the effect the PC has on his/her companions.
#19
Posté 17 décembre 2009 - 03:00
IIRC, for NWN the toolset was released before the actual game, so people had a chance to get to know how to use it.
In addition, NWNs are based on D&D which people already knew the setting, gameplay, etc. DA:O is novel so modders (based on my experience) are still understading the setting & provided resources first.
Plus, the community is still very new and very much in flux. Once it settles down to those around for the long-haul (approx 3-6 months), I would expect more novel modules to be completed.
In addition, NWNs are based on D&D which people already knew the setting, gameplay, etc. DA:O is novel so modders (based on my experience) are still understading the setting & provided resources first.
Plus, the community is still very new and very much in flux. Once it settles down to those around for the long-haul (approx 3-6 months), I would expect more novel modules to be completed.
#20
Posté 17 décembre 2009 - 03:25
*Waves*
I'm an old NWN guy, and I'm knee deep in module development. As everyone said, these things take time...
I'm an old NWN guy, and I'm knee deep in module development. As everyone said, these things take time...
#21
Posté 17 décembre 2009 - 03:25
They're all trapped in the Fade! In fact, someone should make a module where you are trapped in the Fade with them and the only way you can get out is to rescue all the NWN and NWN2 modders, who when released are able build a new world into which you can then escape.
But seriously, a lot of them are already working while others are dipping in their toes to see what the water is like (but unfortunately the water doesn't appear in their game
). It will be a while yet for quality stand alone adventures with multiple hours of play.
But seriously, a lot of them are already working while others are dipping in their toes to see what the water is like (but unfortunately the water doesn't appear in their game
#22
Posté 17 décembre 2009 - 03:36
I did some work in NWN2 on a module based in Eberron (never finished it, though) and I am slowly learning the toolset. It is a lot more difficult than even the NWN2 toolset - especially the level editor!
I am working on the story right now, trying to keep it simple enough (the Eberron module was too grand in concept) so that I can actually finish something for a change
I am shooting for a release date in June though I am not sure how realistic that estimate is.
I am working on the story right now, trying to keep it simple enough (the Eberron module was too grand in concept) so that I can actually finish something for a change
I am shooting for a release date in June though I am not sure how realistic that estimate is.
#23
Posté 17 décembre 2009 - 03:42
Hey Challseus, intending to finish the RoE story? Always loved those modules for NWN.
As per the topic, I'm also creating a larger standalone campaign. It's a real difficult task, and probably overwhelming to do on my own, but it's an interesting way to spend my time. At the moment I'm mainly waiting for the original campaign resources to come out. I figure I can recycle some of the levels with a bit of modification and creativity to save time.
As per the topic, I'm also creating a larger standalone campaign. It's a real difficult task, and probably overwhelming to do on my own, but it's an interesting way to spend my time. At the moment I'm mainly waiting for the original campaign resources to come out. I figure I can recycle some of the levels with a bit of modification and creativity to save time.
#24
Posté 17 décembre 2009 - 03:48
#25
Posté 17 décembre 2009 - 04:17
We will have a mod out in January, it will be a nice tidy original adventure. But, to be honest, I don't think DAO will have 1/10th the mods that NWN had. The toolset is simply too much for most modders to handle.





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