Where is the Neverwinter Nights people?
#76
Posté 21 décembre 2009 - 04:24
#77
Posté 21 décembre 2009 - 01:02
Modifié par TheMutator, 21 décembre 2009 - 01:04 .
#78
Posté 21 décembre 2009 - 02:01
I'm planning to have combinatoric monster variants. Similar to Diablo items - a base thing with a prefix and/or postfix. E.g Bandit, Fire Bandit, Ice Bandit, Bandit of the Fade, Fire Bandit of the Fade, Zombie Bandit, Skeletal Bandit, Zombie Bandit of the Fade, etc. Visually, base things will use different models, with prefix/postfix adding VFXs. Due to the combinatorics, it should be trivial to end up with 100s of unique foes.
Modifié par Primogenitor, 21 décembre 2009 - 02:22 .
#79
Posté 21 décembre 2009 - 04:15
i never played neverwinter nights much but i know some of the bigger mos for BG where mint.
#80
Posté 21 décembre 2009 - 06:22
That has been without a doubt the most succesfull mod project for Neverwinter Nights, it allowed many online modules to have a lot more content than the base game, and kind of creates a standard to use, instead of each module requiring their own mods.
Also a great solution for the peoples that download rather slow, its one big download yes, but once they have it they wont need much else aside from updates.
Right now its of course far too early for such a project since for Neverwinter Nights it was kind of a compilation of the best player made content around that was fixed up a bit where needed.
At the latest version it pretty much doubled the overall content of the game. Twice as much available creatures to use, perhaps four times as much armor/clothing parts to create armor and outfits with, maybe ten times as many shield models, at least thrice as much weapon models, about 6 times as many possible faces, and maybe 10 times as many placeables as the original.
#81
Posté 21 décembre 2009 - 08:35
#82
Posté 21 décembre 2009 - 11:26
#83
Posté 22 décembre 2009 - 12:20
#84
Posté 22 décembre 2009 - 12:29
Inhuman one wrote...
I am hoping to see a CEP (Community Expansion Pack) for Dragon Age.
That has been without a doubt the most succesfull mod project for Neverwinter Nights, it allowed many online modules to have a lot more content than the base game, and kind of creates a standard to use, instead of each module requiring their own mods.
I've heard that while this might appear to be true, there are quite a few NWN Persistent Worlds that tried it out and decided it wasn't worth the hassle, due to numerous compatibility issues. I know that the current version doesn't play nice with the PRC, which is something I'd rather see brought to DA, though not the D&D based version from NWN.
#85
Posté 22 décembre 2009 - 01:11
TimelordDC wrote...
Hey Driggan, those are already out - http://social.biowar...m/project/1331/
HAHBHAHFHBLHFJGHJKhfkghfkgjhdgjkl
!!!!!
God damn, I spent all weekend trying to create a big ol' cave system, looking through the different blank areas of the game trying to figure out how they did it. Now you're telling me I can dissect the damn thing and the files to do that were released A WEEK AGO!?
FML
Bioware, you guys REALLY need a better system for announcing game/toolset patches and community files you guys put up.
#86
Posté 22 décembre 2009 - 08:55
At first the clothing and armor appearances where still very limited with CEP, anything added to that was good to have. At first many far eastern weapons where added, but no decent far eastern clothes for example. And this is something that allows you to have more freedom in creating your own encounters and NPC's. And more options for player characters too of course.
And thats the single part I dislike the most about dragon age, theres even less armor variation than in Oblivion. Makes loot hunting kind of pointless if it all looks the same.
The first armor store you encounter in neverwinter nights already shows more model variation than Dragon Age in total.
#87
Posté 22 décembre 2009 - 09:53
Dragon Age is a whole new ballgame. On balance, I wouldn't expect to use content add-ins in my modules. It will be a lot less hassle to download the custom material I need (and nothing else) from individual suppliers on this social site in Builder-to-Builder format.
#88
Posté 22 décembre 2009 - 12:29
Yes, it might mean bigger downloads. Big deal. But it makes CEP redundant.
(I think, based on limited information, and personal opinion, YMMV, etc)
EDIT: oh, and the reason for the lack of variety is two-fold; firstly "realism" and secondly, I bet one DA glove contains more polygones than most of NWN's items combined. You want more, make 'em
Modifié par Primogenitor, 22 décembre 2009 - 12:33 .
#89
Posté 22 décembre 2009 - 01:21
I attempted making my own modules but after switching to a newer machine I had trouble playing it on this setup, and then ended up losing 2 of the installation discs T_T
I'd like to give re-texturing a go but at the moment I'm enjoying the game far too much to give a damn about anything else!
#90
Posté 22 décembre 2009 - 01:58
#91
Posté 22 décembre 2009 - 02:52
You can find it here: http://www.dragonage...s/cat.php?id=11
#92
Posté 22 décembre 2009 - 02:56
Sssh ... secret ...Tenjac wrote...
Don't worry, PRC is coming for DA. Like most people we're still playing the game and soaking up the lore. I'm working on the first specialization now - the Demonologist.
#93
Posté 22 décembre 2009 - 03:02
You can find it and many more mods here:
http://www.dragonagenexus.com/
Modifié par Vansen Elamber, 22 décembre 2009 - 03:04 .
#94
Posté 22 décembre 2009 - 05:48
#95
Posté 22 décembre 2009 - 06:24
echo in here..
cho in here...
#96
Posté 22 décembre 2009 - 10:08
Sunjammer wrote...
Sssh ... secret ...Tenjac wrote...
Don't worry, PRC is coming for DA. Like most people we're still playing the game and soaking up the lore. I'm working on the first specialization now - the Demonologist.
*tapes both mouths shut*
#97
Posté 22 décembre 2009 - 11:08
They worked years on the game, a few more armor models wouldnt have been that much trouble. Eternal reskins break immersion, heavy armor of dwarves, elves and humans is all the same which it shouldnt be.
Yes its more work than for Neverwinter Nights, but they probably had a much bigger team for it as well for Dragon Age.
Same goes for clothing. the same outfits are seen over and over with little variation.
Its a weakness of all Bioware games exept Neverwinter Nights though. KOTOR, Jade Empire and Mass Effect also suffer from this lack of variation.
#98
Posté 22 décembre 2009 - 11:32
#99
Posté 22 décembre 2009 - 11:36
Inhuman one wrote...
I know that the models for dragon age are far more advanced, but that is not an excuse.
They worked years on the game, a few more armor models wouldnt have been that much trouble. Eternal reskins break immersion, heavy armor of dwarves, elves and humans is all the same which it shouldnt be.
Yes its more work than for Neverwinter Nights, but they probably had a much bigger team for it as well for Dragon Age.
Same goes for clothing. the same outfits are seen over and over with little variation.
Its a weakness of all Bioware games exept Neverwinter Nights though. KOTOR, Jade Empire and Mass Effect also suffer from this lack of variation.
I'm sorry, but I have worked on medium\\high poly models and it's nowhere near as easy as it seems; I can sympathize with folks like Brian Chung (I'm not sure if he actually works with model textures or not, but he is one to the Technical Artists for Bioware on DA) who have to see utter (or is that udder) cow dung like this.
#100
Posté 23 décembre 2009 - 09:06
And its a mistake they repeated since KOTOR, which didnt have much more polygons than Neverwinter Nights models.
I am not saying it ruins the game, its simply not helping with the immersion and fun of finding new weapons and armors.
More time might need to be invested in this for the next game. I just expect more when a proffesional team works on this for 4-5 years. Especially when its been a complaint for previous titles as well. Mostly KOTOR I think, but Mass Effect had its share of critisism about this as well.





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