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Where is the Neverwinter Nights people?


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#101
Seryn

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I would have preferred more in-game variety on clothing/creatures in lieu of some of the more frivolous stuff (like achievements and associated icons) for instance.

Modifié par Seryn, 23 décembre 2009 - 05:13 .


#102
Inhuman one

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while achievements on pc games are quite rediculous, it probably wouldnt cost much time in development, at least I like to hope so.




#103
ladydesire

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Inhuman one wrote...

while achievements on pc games are quite rediculous, it probably wouldnt cost much time in development, at least I like to hope so.


They are mostly plot points and artwork, so they don't take too long to make. One thing that needs to be considered on the models and related artwork for them is that we don't know when they started on those, as Bioware might have transfered the art and modeling teams from NWN to DA only when patch 1.69 was released.

#104
Inhuman one

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Only one or two guys where working on the last patch, and the extra tilesets, armor designs, horses and other content added through that was made by the DLA team, not Bioware.



Although I do presume that many people that worked on Neverwinter Nights worked also on Dragon Age, just like how I expect most of the KOTOR team to have worked on Mass Effect. Somewhat similar games after all.



Seeing how Neverwinter Nights did start without robes, cloaks, whips, skyboxes, decent elven heads, horse riding and an up close and personal camera and added all that through patches and expansions, its safe to say that my expectations of Dragon Age remain high.



As far as I understand, they do plan a longer life for Dragon Age than they planned for KOTOR, Jade Empire and Mass Effect which where all pretty much abandoned right after release.



Mass Effect did get some DLC, but pinnacle station is such a disaster that I cant say it counts, and bring down the sky didnt really add much. the Batarians where interesting yes, but I did expect some much needed new armor and weapon designs, and for them to at least not recycle the repetitive explorable worlds for this package.




#105
Sim.Aleph2006

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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? 


Very well observed !  and that even reflects in the architecture of the various DA boards that does not offer proper "Standalone Campaign" sections. As I've posted on an other thread, I'm a bit worried of this DLCness (supported by EA ?:devil:) orientation. But surely things will change with time !

#106
Proleric

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I'm sorely tempted to support the idea of Standalone Campaign forums, since the two cultures are so often unintentionally at cross-purposes at present, but, on balance, we'll probably learn more by working together than separately. Anyway, we know who'll still be here this time next year.

#107
Inhuman one

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EA killed the sims community with its sims3 DLC as well, so I am guessing it will happen to Dragon Age too.



Many custom content cant be used anymore for sims3 after the last patch, and they ask for insane prices in the sims3 store for content.



As long as Bioware is under EA, dont expect too much from mods or free content.



Nothing good seems to ever come from a deal with EA.

#108
AmstradHero

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Sim.Aleph2006 wrote...

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? 


Very well observed !  and that even reflects in the architecture of the various DA boards that does not offer proper "Standalone Campaign" sections.


Again, I'll reiterate the comments of many people in saying this is because the game is still VERY new. Apart from those who were lucky enough to get in the toolset beta, most people have had about a month and a half to play the game, start learning the toolset and work their way towards a completed module.

Given some of the technical issues that have been faced with the inability to create proper water or lightmaps, making new levels has been difficult, which is a major requirement for entirely new campaigns. And not to mention creating new levels is one heck of a time consuming process as it is.

It'll take some time before we get standalone campaigns - but even so, I don't recall there being new modules released for NWN1/NWN2 a month after their release.

In the meantime, I'm working on my small single player campaign add-in (shameless plug, see sig), so I can get used to the nuances of the toolset before embarking on a full standalone project.

#109
Fantus

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Got DA for x-mas and need to play through the OC first to get a feeling for the game, before I will play around with the toolset. But it's definitely a game I want to make mods for.



In NWN, it took quite a while for the community to cough up some mods, too. :)

#110
Lord Mephisto

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In my opinion, many of the "NWN people" are lurking in the forums, waiting for the right time to take a bite. Many are trying to figure out the details and issues with the toolset, but are somewhat unwilling to start making any playable modules before more information is available. Also, some people are still "stuck" with NWN 1 because of it's unchallenged greatness in regard to community built multiplayer servers.

Myself - not that I am anyone of special importance - am trying to learn more about the toolset, testing various things in the toolset, preparing future work and planning for what may happen later. But in my opinion, there are still way too many unresolved issues to start doing the hard work of building a playable module. Too much work might either more or less permanently "go down the drain" or end up being done with bad methods and sctructure.

Even though DA unfortunately isn't a multiplayer game, the single player module building potential appears great. It is simply too early to start doing some serious work. And it doesn't really help that we haven't yet got access to the official campaign. Guessing and testing is a much more slower method of learning than study of an actual working (set of) module(s).

#111
Challseus

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Lord Mephisto wrote...

... And it doesn't really help that we haven't yet got access to the official campaign. Guessing and testing is a much more slower method of learning than study of an actual working (set of) module(s).


We've had the core resources for a couple of weeks now. In fact, just updating to toolset version 1.01, and loading the new DB gives you access to all the core resources, minus the levels. That link is mostly for the level assets.

Modifié par Challseus, 28 décembre 2009 - 11:19 .


#112
Snakebane

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Ah thanks for that Challseus. I'm hoping that I get a chance to get into the toolset by the weekend and see what's to do. Sure hope the MDB format still holds, tho the granny issues faced in NWN2 still linger I spose.

Well nevermind, just did some research and the model format is new. Hope Tazpn and Adinos are around for this game heh.

Modifié par Snakebane, 29 décembre 2009 - 02:22 .


#113
FalloutBoy

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Snakebane wrote...

Hope Tazpn and Adinos are around for this game heh.


They are, and they are already doing great work.

#114
Mengtzu

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 I put a playable standalone module into beta a couple of days ago:  Fragments of Ferelden

It's fully playable, and clocks in at ~3 hours worth.  It needs polish but works.

I cheated and only used existing level layouts (and some slightly wacky lore to justify it); laying out a level was what always killed my modest NWN learning efforts, and I found by ignoring that I could get into the scripting very easily.

I'll probably grind to a halt again if and when I open the level editor :)

#115
Fester Pot

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Vansen Elamber wrote...

I have not tested or tried this mod yet but I found it yesterday on a DA mod download site called Dragon Age Nexus. This mod apparently adds a new and very difficult dungeon, new permanent companions, and more. The mod I am talking about  is the only one listed in the "dungeons" category if you browse the mod list.

You can find it and many more mods here:

http://www.dragonagenexus.com/


No need to send folks off the Social Site to get what you can already find here. Granted, you may not have known that the Social Site is your one stop shop for all things community made. Better yet, folks don't have to register a new account to get what they can simply get already under the Projects section.

Enigma Battle Dungeon and Arena

A brand new dungeon, brand new permanent companions, custom
weapons/armor/drops, many treasures to be found. Single Player
Extension, on World Map SW of Denerim.


As for the question from the original poster, things take time. No need to rush a good story for any community. If and when I release a module for Dragon Age, be it in two, three or four years, GREAT! Someone will be around to play it.

Rushing to make an adventure because it's a new and sparkling game is just plain wrong.

As well, the toolset does have a learning curve and might be too difficult for the average bear, like me. In fact, I was part of a project team building a new DA module but was removed because of my lack of ... well ... anything useful. [smilie]../../../images/forum/emoticons/sad.png[/smilie]

So, expect new DA adventures to be on the horizon but you might just be waiting awhile for anything with polish and story length.

Modifié par Fester Pot, 29 décembre 2009 - 12:20 .


#116
_ShadowHawk

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I'm futzing around with Blender for the sake of new weapons models. The first thing I'm doing though is working on some new items and scripts to add variety to merchants' wares and treasure and a persistent camp chest to keep it in. This after I found the persistent chest mod and thought "This would be a great place to put alternate resources for our new ad-hoc fellowship." Getting more models into the game and scaling down the current weapons a bit in size (what *IS* it with games and cartoon sized weapons?) is the meat of my efforts though.

#117
Hugie

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Hugie is here! Happy to see others amongst the old NWN1 guard resurfacing (Redunzgofastah, Challs, woot woot!). I'm going to be using DA for The Lynncairen Saga:wizard:

Modifié par Hugie, 31 décembre 2009 - 03:08 .


#118
Allen63

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I've modded many games that could be modded -- and hacked a couple that couldn't -- but only for my own enjoyment.



A really good expansion mod (worthy of upload) takes scores of hours of dedication -- plus scores of hours to learn the tools. Hence, I can understand why most mods are relatively small tweaks to the original campaign.



Still, some of those "small" tweaks make a "large" difference in enjoyment. So, I appreciate those "little" OC mods some of you have been providing --- and, a few I have made for my own use. Keep 'em coming.



None the less, I am hoping for one or two comprehensive DA "overhaul" type mods similar to those found for Oblivion.

#119
Inhuman one

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Bioware might be at a bit of a disadvantage regarding medieval armor designs and such since Canada did not have a medieval period, so no castles and probably hardly any museums with things from the period to look at for inspiration.



Looking up pictures on the internet is a whole different thing than actually seeing it in front of you.




#120
Long Lankin

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For the last three years I have been modding in Oblivion, mostly for Unique landscapes. I bought dragonage as a christmas present for myself. As a game I find it far more satisfying than Oblivion. I have been watching the forums, for several months with a view to starting to mod here. But right now I have to finish the original campaign. The Baldurs gate series have always been my favourite, but I think that Dragonage is shaping up to be the best game I ever played, andI have to finish the OC before I do anything else!

#121
nedlbin

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We should keep in mind, that the core of DA:O is completely different to the Forgotten Realms scenario of NWN and NWN2.



As a long time game master for AD&D and dnd I had no problems at all to find my way in my prior mods. I simply knew the game mechanics, the background, had interesting stories, character profiles, epic NPCs. Dozens of source books in my shelf to look up any detail.



Our starting position is different in DA:O. This world is new, unknown. A new variant of a NWN module may feel out of place, alien, in this scenario. Of course people dream of a remake of BG with the DA:O engine, but I don't think this will work.



We should not compare this game with NWN. Don't you see, that we builders have the opportunity to write the history of a NEW WORLD?


#122
Inhuman one

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different world yes, but that has little do do with the toolset being the opposite of userfriendly.




#123
AmstradHero

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3D Studio Max and Maya are known to have horribly unfriendly interfaces to the new user. Yet they are some of the best tools available to people producing computer generated graphics and animation.



The Unreal Engine Editor is not terribly straightforward to use as a beginner (though I think it's far better than its peers). The Unreal Engine has been used in some of the most successful AAA game titles for a number of years.



DA:O's toolset is not the most friendly thing in the world, but given the power it gives you compared to NWN1 and NWN2, that's no big deal. And it's not as hideous are people are making out.



Do either of those toolsets allow you to instantly create lipsync for character dialogue? Do they allow you to automatically generate animation gestures and camera changes for conversations?



No, they don't.



Yes, DA:O's toolset has a learning curve. That's because it's powerful. I encourage all NWN1 and NWN2 modders to learn the new tools, and help contribute and teach other people how to use them. That's how the community will make even more incredible modules and adventures that were not possible in NWN1 or NWN2.



And don't forget... there was a learning curve when dealing with the toolsets for those games too!

#124
SuperFly_2000

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nedlbin wrote...

We should keep in mind, that the core of DA:O is completely different to the Forgotten Realms scenario of NWN and NWN2.

From what I have seen it is not very different at all. It is difficult to make something new in the fantasy world where there are such heavy influenses like Lord of the Rings and D&D and Forgotten Realms. They are so common that they feel generic. So...when making something that you think is new it might not be so new after all.

Now that was just a side note.

What I really wanted to say on the question about where the NWN people are is that they are probably still playing and building in NWN.

Although DA does seem new and shiny and probable as thorough as NWN1 it awakes little interest in me. It is simply not aimed at the NWN people but more to a great mass of people.

A great success at that as well it seems.

Good luck to you all. I'm still staying with NWN.

#125
dalethfc

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The NWN modders/Writers/Scripters/Builders and so on are all here,, All the names we see in NWN are here.
Take a look at the project lists,, you will see that there is major work being done,, I am in the Crown of Creation, Headed by Proleric.

LadyD is working hard as she always does, and so are many others.
The Talent here is as NWN, I am excited at what is coming from this wealth of experience and knowledge.

The joy and pleasure that we have/had With NWN will be bursting out here as well, one of the main delays is that many haven't long had the Toolset, and there is still some issues with the toolset for some.
So,, the fact that DA:O hasnt been out that long means the Big stuff is still in the Oven Posted Image

Some of the mods out so far are excellent,, but there will be clothes to fill every store soon Posted Image

The Future, if EA lets Bioware do it's stuff the way it likes, could be even Better than NWN,, but that will be a Very
hard task,, as NWN1 is still my all time favourite. Posted Image
NWN2 was close,, but the stuff off of that was some of the best stuff I'd seen,, though Oblivion had some excellent stuff to,, imagine the mix of the 2,, it's mind blowing. Posted Image