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Human Commoner Origin [Planning & Recruiting]


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#76
Jaldaen

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Wizard of Thay,



Thanks for the link ;)



As for a specific character to work on... I'd say choose one of the companions that you like the most... because you'll be listening to them a lot. ;)



Format:



Dialogue #

Location (when and where the dialogue is taking place in the game)

Participants (who is involved in the conversation)



Then write down the text of the dialogue indicating emotion where needed. The way I've been doing this is to write down the dialogue options, interruptions (from other characters), and branches using indents to show the conversation tree and its flow. There is probably a better way to do this, but it works for me. If you come across a better idea, then let me know as I am open to suggestions. ;)



And thanks again for posting your thoughts on production... I think you're right about how to approach this mod so that things go as smoothly as possible.

#77
Jaldaen

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Conspirator,



Thanks for the info and the offer of help. It'll be a while before I get to the recording stage. I think I'd want to have all the dialogue (at least through Ostagar) finalized before starting any VO work.

#78
Jaldaen

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creininger,



As for creating a significant story climax for each origin, I think it depends on the origin. For example, if an origin includes your family being killed by the darkspawn, then I think killing the Archdemon will be your main pay-off for the game (or maybe one of the darkspawn "generals" was behind the death of your family). Whereas, if I choose the Denerim guard origin, then I'd probably want a quest which helps you hunt down the person responsible for framing you at the beginning of the game (perhaps even Arl Howe). The Parent of a Mage origin might have the pay off of you saving your child from the attack on the Mage's Tower. Of course, these are just initial, half-baked ideas that I'll have to flesh out once I choose an specific origin that I'll be running with.

#79
auxleyleonard

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9) Lothering (refugee; makes your way toward Lothering; your caravan comes under attack by darkspawns [family is killed]. After beating back the attack, you arrive at Lothering, join up with Cailin's army marching toward Ostagar, your company is attacked by darkspawns (or mercanaries weilding darkspawn weapons), after beating them off and capturing one of the attackers, you discover someone was trying to kill your commander and make it look like a darkspawn attack, Duncan is impressed with your prowess, and recruits you into the Wardens. Might include Sten in this origin, though I'm not certain how at the moment)



I think we can add something even more interesting to storyline no. 9.

If you choose to play as rogue, you are an assassin in disguise instead of a refugee. The same thing happened until you left Lothering and marched toward Ostagar. At dawn, you received an order to kill your commander to lower their morale and destroy chain of commands before 2nd assault. However, Duncan spotted you when you hesitated to kill your commander since your commander trusted you wholeheartedly (or fell in love with you if you are the opposite sex, I wish the commander is female). At last, you spared your commander and double crossed your employer by killing the other assassin, who was sent to watch you, instead. Duncan noticed this but still, remained subtle. At the moment you stabbed assassin’s heart, mercenaries attacked. You fought your way to the mercenary’s captain and managed to defeat him. At his dying breath, he uncovered your status to the caravan, provoking the anger of everybody, including your commander who trusted or loved you. Your commander’s despair and disappointment instantly converted her trust/love into hatred and sworn to kill you. At the crucial moment, Duncan stepped in. He explained that the anger should be released upon the one who plotted these or darkspawns rather than you. In the end, you were conscripted and left the caravan.

This adds something even more interesting toward your commander in the game. There shall be memorable chain of quests during Lothering revisit. (perhaps, an option to recruit your commander, or a chance to receive magic item that your commander possess)

And yeah, a commoner mage, can have a different setting in this very same event you know.

Modifié par auxleyleonard, 05 janvier 2010 - 05:27 .


#80
Kerio

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Denerim native or not ... one place where you could easily insert a character would be at/inside the Cathedral in the Denerim Marketplace. After the battle at Ostagar, the Templars constantly refuse to let you inside and why is that, what happened there that they don't want anyone to know about, does it have anything to do with Ser Otto and how he lost his sight, or are there secrets even more sinister behind those closed doors?



Rogue, warrior and even mage characters could be easily intertwined within the mystery therein with potential friends (and enemies) within the other Chantry both priests and templars alike.



Is the conspiracy hidden behind those walls over when Duncan arrives to conscript you into the Grey Wardens or has it just begun?

#81
Livemmo

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if this is to be done let it be done correctly and not just thrown together. take into consideration that you wont have duncan's voice and you will need to record high quality voice overs. you need to go through basically every part of the in game dialogue and change what needs changed (npcs shouldnt be calling me a mage at all if im a human commoner). this also means that when any dlc or expansions are released you will need to do the same thing.



the sheer size and work involved with this project i think is a tad bit underappreciated ......but if you and your team understand what its going to take good luck.

#82
Wizard of thay

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Livemmo wrote...

if this is to be done let it be done correctly and not just thrown together. take into consideration that you wont have duncan's voice and you will need to record high quality voice overs. you need to go through basically every part of the in game dialogue and change what needs changed (npcs shouldnt be calling me a mage at all if im a human commoner). this also means that when any dlc or expansions are released you will need to do the same thing.

the sheer size and work involved with this project i think is a tad bit underappreciated ......but if you and your team understand what its going to take good luck.


I have a bit of experience with large mod projects. not with biowares engines for a while but...

lets looks at it this way.

the worst thing that can happen with this mod is that a high quality bit of fan fiction comes out which will give the boss some exposure.  anything else is a bonus :D

#83
LDiCesare

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Jaldaen wrote...

PS: If anyone wants to help me transcribe dialogues into Word, then let me know as it would be a great help. Right now I'm focusing on Duncan, but eventually I'll need to have a library for the main companions (Alistair, Morrigan, Leliana, Gwynne, Oghren, Sten, and Zev), too. I'd love to have a few volunteers that focused their efforts on collecting the dialgues for each of these characters.

Also if anyone knows any modding tricks to make this process easier for me and others, then feel free to share. ;)

All chit/chat can be found here http://dragonage.wik...tair's_Dialogue (and other characters).
Other dialogues are probably compiled somewhere but I don't know where. I couldn't find them plaintext in the files (admittedly I didn't search that long). A pity since some text is plain translated (bin_ship/lang) but it's utterly useless. There's no .qm file to be found either despite the use of Qt, so I don't know how to get the texts.

#84
Jaldaen

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I've just posted the "final" poll in regards to which story situation I should follow in this mod. You can find the poll here:



http://social.biowar...47/index/552675

#85
Jaldaen

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auxleyleonard,



Thanks for your suggestions, they've been added to my notes.

#86
Jaldaen

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Kerio,



Very good point about the Cathedral... that could be a very good story seed if I end up doing the Denerim Guard origin.



Thanks,

Joseph

#87
Jaldaen

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Livemmo,



I plan to do this right. It might take a long time to "do it right," especially in regards to the dlc and expansions, but I'll give it my best and as Wizard of Thay says... if all else fails I'll have an interesting choose your own adventure fanfic to post. ;)

#88
Jaldaen

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LDiCesare,



Thanks a bunch... I wish I'd seen this before... I've been spending hours going back and forth between the camp and Brecilian forest to trigger these conversations (for my own amusement and not this project). However, having these typed out will save some time as I catalogue available dialogue.

#89
Jaldaen

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I just wanted to let people following this thread know that I've posted a poll in the forums to help me know which storyline might be best to follow. You can find it here:

http://social.biowar...47/index/552675

The current options are:

here are the three options:

1) Denerim City Guard: In this origin, you would play a good/corrupt city guard dealing with local criminals/nobles/etc. You are the guard that nabs Daveth, which is how you first meet Duncan. While carrying out your duties, you stumble upon something [probably one of Arl Howe’s schemes] that gets you in way over your head. You are eventually framed and captured, but Duncan steps in before your execution and conscripts you into the Grey Wardens.
 
2) Militia Man/Woman: you are recruited into the army [along with your brother] to march on Ostagar; combat training followed by meeting Ducan [who is impressed by your abilities, perhaps mentioning that your father/mother/grandparent was once a warden]; ambushed by darkspawn on your way to Ostagar, your brother dies; after surviving the attack you are recruited by Duncan) [Thanks to Maximus741000 for the idea]

3) Blight Refugee: In this origin, you are a human commoner (occupation still to be determined, possibly Chasind), forced to flee your village before [or after] the darkspawn attack. On the way to Lothering, your caravan is attacked by darkspawn and one or more of your loved ones [your spouse, child, father/mother, etc.] are killed and/or dragged off. You hunt down the darkspawn, kill them, and save one or more of your family members. Duncan arrives on the scene, is impressed with your prowess, and recruits you into the Wardens.


Best Wishes,
Joseph

PS: Maximus, you might notice that your Militia background made the final three after I decided to cut the Parent of a Mage storyline.

Modifié par Jaldaen, 07 janvier 2010 - 05:08 .


#90
TheIceNinjaProjects

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Good idea with the poll. I'll vote in a minute or two.

#91
1xs3thx1

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Why not in the future create a human commoner option in Gwaren (The Stolen Throne Reference) such as a fisherman?

#92
Jaldaen

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1xs3thx1,



One of the reasons I didn't choose the Gwaren location is because it isn't mentioned in game by Duncan and it would be difficult to splice together his dialogues to make such a direct reference. The best I can do... at least with what I've found in Duncan's current dialogue is to set things in a village near Lake Calenhad because he mentions the lake in the Mage's origin. This is why I don't have the origins start out in Lothering, either b/c Duncan doesn't mention it in his dialogues.



So far most of the people I've chatted with want the voice-overs for the origins to use Duncan's voice otherwise the experience would be ruined for them. As such, I'm limited to the locations I can play with. Also Gwaren is a possible area where Bioware could stage a DLC/expansion and so I think it'd be best to avoid it for now and either go with an established location (like Denerim) or with a nameless location (like a village near Lake Calenhad).

#93
Dutch1975

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Joseph,
Excellent ideas all around.  I wanted to make sure I read through the entire thread before adding my two cents to avoid redundancy.  Glad I did now that I see you have put your ideas to a vote.  I had nother idea for an origin, but that will have to wait until another time (back burner on a different stove).
My comments and suggestions to your options:
1) If you chose the rogue class, then you could be the scout that runs around town gathering information for the guy who assigns the quests to the NPC later.  The Aal Howe quest in the warehouse rings a bell in my head.  Adds a little more background information of where that guys gets his 'shady' information.  It could also provide an option for the rogue to run information to the various street gangs or an option to originate in one of those gangs.  A little similiar to the dwarven commoner, and possibly too much so.
Also, for the warrior/guard option, stumbling upon some of the gangs and providing that information to the captain would be a good way to go considering his limited options in soldiers.  This could add dialog and explain some of the frustration he expresses later when the player meets him in the market square.  Duncan arriving somehow and taking the player away into the Gray Wardens is a common method for getting the player out of trouble it seems. 
2) Not many ideas about this one other than if the player is a child of a previous warden, perhaps you find an old piece of equipment used by the older warden, or perhaps Duncan has one (old sword, shield, etc).  He gives out gifts to the recruits to get them started on a couple of the existing origin stories, although I'm not sure what triggers this.  (now the juices are flowing)... Or, perhaps Duncan was on his way there to check-in with family members of an old ally (old promise), which can add to the Alistair conversation about Duncan and whether he had friends.  This could add a great deal of depth to the story as well.  Depending on who the militia worked for, there could be additional options for conversations after the betrayal after the Tower in Ostagar.
3) I had an idea for the commoner to be lured into a cave and finding a lost child, and the way you described this fits perfectly.  As you are hunting down the darkspawn you can find your lost family member which could be the child or an additional person, and then you fight your way to them and rescue them.  There are many stories of the darkspawn dragging their victims down into the ground for unmentionable acts of cruelty, so this could be an interruption to that happening.  In the battle, the path down to the depths of the darkspawn lair can be severed by an avalanch or other means...
When you emerge, Duncan can be there with a group of villages explaining that he came upon them and followed your trail to provide additional assistance.  He notices your skill...yada yada yada.
Hope you enjoy.  I'll be out of touch for a while (until Jan 21st-22nd), so I'll check back then for more info.
I'm building a quest on the side (just started), but love this stuff and don't mind adding my two cents or helping any way I can.
Good luck,
Dutch

#94
Dutch1975

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Joseph,



Also, I'll be putting together various scenes and areas for my quest, so if you'd like to check it out when it's ready to see if any of it is usable, just let me know and maybe I can save you some of the work on your project.



Regards,



Dutch

#95
Jaldaen

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Dutch1975,



Thanks a bunch for your feedback on each of the possibly origins and for the offer of help. I'd love to see your project, especially if I end up doing the Militia or Refugee backgrounds.

#96
Dutch1975

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Dutch is fine...



I´ll make sure to stay in touch then and keep track of your progress as well. Pura Vida from Costa Rica in the mean time!!



Dutch

#97
Jaldaen

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Dutch,



Defintely keep in touch. ;)



Pura Vida,

Joseph

#98
Jaldaen

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Update: I'm almost through compiling all of duncan's dialogues into one handy word document. Hopefully, I will finish up with the Ostagar dialogues tomorrow. I should be able to cobble together Duncan-based conversations (and an origin intro) from the dialogues I have, but it'll be difficult to do. There are only so many unique words Duncan uses in his dialogues and so I'll be limited to those when building conversations. This means that Duncan's lines won't be the most ground-breaking ever, but they should be serviceable. However, one thing is clear to me... I will need a really good sound editor/splicer for this mod to work. So if you are one or know one who would be interested, then please let me know.



Thanks,

Joseph

#99
Jaldaen

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Update: I just finished compiling all of Duncan's dialogue. I'll probably spend a few days looking it over and seeing which storyline is more "doable" with the dialogues that are available.

#100
q0rra

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Jaldaen wrote...

Update: I just finished compiling all of Duncan's dialogue. I'll probably spend a few days looking it over and seeing which storyline is more "doable" with the dialogues that are available.

Awesome. Looking forward to seeing which one you choose! :)