Where is the Neverwinter Nights people?
#26
Posté 17 décembre 2009 - 04:24
#27
Posté 17 décembre 2009 - 04:58
Alaron251 wrote...
The toolset is hard for me. I don't know the first thing about scripting, I'm just making houses for fun atm
You could always find a partner or group to work with. Then you can make areas for fun and let someone who knows the scripting langauge handle that.
#28
Posté 17 décembre 2009 - 05:07
#29
Guest_maerduin_*
Posté 17 décembre 2009 - 05:44
Guest_maerduin_*
JasonNH wrote...
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.
This is hilarious!
A lot of us are working on DA, I think, though we may still have a ways to go before we produce anything. But it'll happen. All you need to do is encourage us with food, gifts, pats on heads--or just nice comments on our blogs and/or project pages.
#30
Posté 17 décembre 2009 - 05:49
Alaron251 wrote...
The toolset is hard for me. I don't know the first thing about scripting, I'm just making houses for fun atm
You could release them as prefabs though I am unsure of the format exactly. I suppose you could export the group and release them or just have an area with all your prefab models and release as a B2B package. IMO, working in the level editor is a lot harder than scripting
#31
Posté 17 décembre 2009 - 06:16
JasonNH wrote...
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.
Hah! Your throw-away off-the-cuff idea is way better than anything I've come up with.
Anyway, I was a NWN and NWN2 module-maker and now I'm working with DA. It took me 4 months to make my NWN2 module and it was among the early group of modules that came out, and it wasn't even very long (I spent a lot of time on cutscenes). So I wouldn't expect anything too awesome for a few months.
#32
Posté 17 décembre 2009 - 06:20
TimelordDC wrote...
Alaron251 wrote...
The toolset is hard for me. I don't know the first thing about scripting, I'm just making houses for fun atm
You could release them as prefabs though I am unsure of the format exactly. I suppose you could export the group and release them or just have an area with all your prefab models and release as a B2B package. IMO, working in the level editor is a lot harder than scripting
QFT x1000
If you make anything decent or even half-decent or even slightly-better-than-terrible in the level editor, put the models into a group, export the group, then post it here as a prefab. Good level designers or even prefab designers are in short supply. Not every module needs fancy scripting, but every module needs new levels and they are very time consuming.
#33
Posté 17 décembre 2009 - 06:29
Driggan wrote...
Hey Challseus, intending to finish the RoE story? Always loved those modules for NWN.
Yes, sir.
#34
Posté 17 décembre 2009 - 06:42
TimelordDC wrote...
Hey Driggan, those are already out - http://social.biowar...m/project/1331/
And also version 1.01 of the toolset comes with the designer resources pre-loaded into the database, in case you haven't upgraded to that yet. (you really should, 1.00 had some game-breaking issues with core plots that 1.01 addressed. Make sure to follow the migration instructions if you want to preserve any existing database resources you've worked in in 1.00)
#35
Posté 17 décembre 2009 - 07:04
I really do think there's going to be plenty of community-made content for DA though, just... not so soon. Oh and ME2 is definitely going to delay it some more.
#36
Posté 17 décembre 2009 - 07:17
FalloutBoy wrote...
Anyway, I was a NWN and NWN2 module-maker and now I'm working with DA. It took me 4 months to make my NWN2 module and it was among the early group of modules that came out, and it wasn't even very long (I spent a lot of time on cutscenes). So I wouldn't expect anything too awesome for a few months.
And it was quite good and well received. Particularly impressive in light of the immaturity of the NWN2 modding community at that point.
#37
Posté 17 décembre 2009 - 07:30
but as i said, I have White Plume Mountain to polish off first. But there's a lot of truth in the comment a few posts above - i'm still on my first playthrough, and I have to be comfortable with DA lore and gameplay balance to be fully happy modding for it, and that's gonna take more playing and reading first.
Modifié par WyrinDnjargo, 17 décembre 2009 - 07:31 .
#38
Posté 17 décembre 2009 - 09:16
#39
Posté 17 décembre 2009 - 09:38
Though, it'll be some time because DAO toolset is.. Well, more messy. I'm not a "real" modder myself but with NWN/NWN2 toolset or Oblivion toolset or Fallout 3 one I just launched it and very quickly learned basics and soon enough was making my own areas, with NPC's and all. In DAO toolset.. Sheesh, I don't think I'll be doing anything even close to it for a very long time.
#40
Posté 17 décembre 2009 - 09:56
I made areas for neverwinter nights 1, but after a look at the dragon age toolset I already gave up on it and will leave it to modders. It requires a game designer to do anything with the dragon age toolset.
Sorry for sounding negative, but I had hoped for a toolset as good as the one for Neverwinter Nights. Userfriendlieness makes it good to me.
Its like the NWN1 toolset says "welcome, how was your day, what fun stuff are we going to do now?" when I open it.
Where the Dragon Age toolset simply says "**** off!" when I open it up.
#41
Posté 17 décembre 2009 - 10:04
The amount of this nwn modules are far superior than in Oblivion , Fallout... and in many ways, since sieges and short stories until long epic campaigns with full detail (own models, music, vo and more)
DA toolset is not much difference from nwn2 toolset and some in this topic have been using it for years although there's a learning curve... and a "take it easy" approach,
-said the roach
#42
Posté 17 décembre 2009 - 10:09
Inhuman one wrote...
Seeing how neverwinter nights 2 never even came close to Neverwinter Nights 1 regarding custom content, I think that might answer the question seeing how Dragon Age has an even less friendly toolset that only pushes more people away and demands more time of those that do want to work with it.
I did quite a few area's for NWN and the only reason I only did one for nwn2 is that I never realy liked the game utill the 2nd expansion came along.
I am quite sure I will do a lot more for DA:O. The toolset maybe a bit more complicated to grasp, but once you do it is certainly a lot easier (and quicker) to create great levels/area's in DA:O than it ever was in NWN2.
#43
Posté 17 décembre 2009 - 10:11
Inhuman one wrote...
Where the Dragon Age toolset simply says "**** off!" when I open it up.
Yeah, but it does it with awesome animations, including lip syncing.
#44
Posté 17 décembre 2009 - 10:14
It's worth noting that even simple mods require a bit more work to get off the ground. I'm planning on approaching modules like an overly elaborate form of short fiction, pretty much just dialog and puzzles, but that still leaves cutscenes, area design, plots and scripting, not to mention the actual writing... You need at least a functional competence in all these areas.
#45
Posté 17 décembre 2009 - 10:22
But yeah, the DA toolset seems to have a higher learning curve. Ol' NWN modders, and even those who made mods for BGII, are just still in the DA toolset learning phase.
#46
Posté 17 décembre 2009 - 10:33
Given the sheer size of DA.O many people are still stuck in playing through BEFORE they will start doing their own things - well that's at least what I do at the moment.
Given our prior experience with the toolset developing mods for DA.O will require a team of specialists. Am I right, Sunjammer?
It will be difficult to do a mod all alone with the expertise required in different tools and editors of the package.
I would not expect to see mods like mushrooms after rain here, but I'm sure we will see a good number of remarkable ones.
#47
Posté 17 décembre 2009 - 11:40
JasonNH wrote...
And it was quite good and well received. Particularly impressive in light of the immaturity of the NWN2 modding community at that point.
I appreciate that. I did some scripting tricks that I was proud of and polished the hell out of it at the end.
It's not fair to suggest that there is anything wrong with FO3 or Oblivion modders. The problem currently is that the only thing you can find are trivial mods. People go looking for a new campaign to play and all they can find are tons of ability tweaks or clothing tweaks or cheats. The good stuff will come though eventually.
Furthermore, I think this toolset is actually easier to use than NWN2 in many ways. Outdoor level editing is no harder than NWN2 and the lightmaps make it look a lot better. Indoor levels are harder since the "tiles" don't fit together very well. NPC creation is easier and making unique head morphs is fun IMO. Item creation is the same. Convo editor is the same, though it uses plots instead of local vars. Scripting is pretty much the same except we have to predefine persistant variables in a 2da, I can live with that. Cutscene editor is outstanding. There are features that I miss from NWN2, but not enough for me to say that either toolset was better.
Of course NWN was so easy that my grandma could make a module, but that was a totally different thing.
#48
Posté 18 décembre 2009 - 12:50
TimelordDC wrote...
Hey Driggan, those are already out - http://social.biowar...m/project/1331/
Oh, excellent, don't know how I missed that. This should cut down on level creation times by a ton. Thanks for pointing it out.
It'll be nice to figure out how in hell they made things like Orazammar.
#49
Posté 18 décembre 2009 - 01:10
First there were the problems with my Vista64 system, had to install the lighting proggy of 32 bit something.. (i'm really no IT specialist) which worked.. I could light things in an interiour.
But the exteriour lighting keeps failing. Constant errors that make no sence. And do not light up the area, so I cannot see what i'm doing. This caused some actual headaches. So after that I could do nothing but give up for now. The NWN2 toolset was harder to use than the NWN1 one, but it did work.. it had a Day lighting, night lighting and so on. I could see what I was doing. And managed to make areas fine, learned that toolset one step at the time by simply building and learning.
In the DA toolset it seems there's more problems getting the thing to run propperly, rather than that I'm busy with the creative process of making an area. It's problem after problem to a level I just gave up on it. There's just too many things either not working propperly, or being too elusive.
But also, still much too busy on my NWN2 Persistent world, where I just get more and better input from players about my areas I make.
Still keep an eye on DA:O toolsetting, but right now I cant really figure it out for level design. There's too many problems getting the thing to work.
#50
Posté 18 décembre 2009 - 02:16
My recommendation to all of you very talented and experienced modders is ... put rl aside and crank us out some quality adventures.
Visa, Mastercard, the Mortgage Company and all those other responsibilities will understand, just tell them you're making mods.





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