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How to Link Modules in a Campaign?


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9 réponses à ce sujet

#1
JonnieR

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I am planning on doing a mod in the story telling style of the old Gold Box games. That is, lots of locations, intricate plot, epic type adventure. The problem of course is the space this would all take up. I am planning to create a campaign with a world map and and lots of areas (towns and other locations).

I have made campaigns before (but have not used a world map). Also I have kept my mods smaller to accommodate one module. So my real question is how do you add modules to your campaign? Do you just add them to campaign using the campaign plug-in or there more to it.? Also is there any guidance for making things part of the campaign as opposed to the module?

Besides developing a world map (which may be hard to do, I have no idea), what else might be challenging.

My scripting is getting better, but its still not good. I have the story written out in great detail. I am trying to locate different Prefabs on the vault that will make life easier. I just hope this forum stays alive, you guys have always been willing to answer questions and help.Image IPB

#2
kamal_

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I will refer you to your previous question on how to do this, as it seems you forgot in the intervening two years. _knightmare_ provides clear step by step instructions.
http://social.biowar...index/4721601/1

As far as a World Map, this is a tutorial for the OC style world map.
http://nwvault.ign.c...ls.detail&id=54

The SoZ style Overland Map (OM) is different. It's easiest to start with a working map, and then just flatten and untexture the map and start from there.
The following is the official tutorial, but it's woefully inadequate.
http://nwvault.ign.c...s.Detail&id=113
Working map:
http://nwvault.ign.c...s.Detail&id=480

Modifié par kamal_, 18 septembre 2012 - 12:38 .


#3
JonnieR

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Actually I still have Knightmare's reply. My question is not how to set up the campaign with a module initially; it is really aboout adding additional modules to the campaign after the initial set up. I assume that you just add a module to the existing campaign/module that you had already done. I am also assumimg that breaking it up into multiple modules will take up less room both in terms of sheer size and computing power needed.

I didn't know there was a difference between the SOZ Overland map and the OC style. Which might fit what I am doing better? I have also downloaded Sunjammer's World Map Tutorial, which I almost understand (i will reread it). I agree that official tutorial is not good.

I am going to have condense my story somewhat in any case.

Thanks Kamal, I appreciate your help and admire your work.

#4
kamal_

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You just use the campaign editor to add modules, saving the module once you add it, and saving the campaign. Breaking things into more modules is a choice between fewer, longer module transitions, and more frequent, but shorter, ones. When transitioning between modules, all the areas in the module get loaded. That means doing things geographically related to each other, such as a town and all the interiors for the town, and it's local mine/dungeon, make for a logical module. Or "every area in the northeast of the lands" might be logical.

The OC uses a "pick a location on a picture map" world map. SoZ uses a "you must travel there via a representation of the area" overland map. Which you use depends on your preferences, the two links I gave should give you an example of each, of if you played the OC/SoZ. There's a discussion of the relative merits of each around these forums somewhere.

#5
JonnieR

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Interesting about the world maps. While I like the openness of the OC approach, my story is more linear and the PC and party will be confused and frustrated if they skip around too much so the SOZ approach may suit this mod better. Each location gives you something you need to go to the next location (the PCs are following clues). If the party skipped Nesme and went straight to Silverymoon, they would not have sufficient info to be successful. BTW I am looking for a good river flows thru it town in the Prefabs on the Vault which would be adoptable, since the PC's can use boat travel to get to the first 5 or 6 locations.

#6
Morbane

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If the SoZ map gives you grief, you can always script the locations to be available or not on the OC map - I think the SoZ map-travel is tedious - but that is just an opinion.

#7
Lugaid of the Red Stripes

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My Wassau prefab has a big river, with a couple of towns on it, or you can take the areas directly from the Danaan Unvanquished, linked below.

#8
JonnieR

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After investigating both map approaches I decided that the OC is probably the best bet. SOZ travel drives me crazy too Morbane. Besides who wrote a better tutorial than Sunjammer?

Lugaid, I downloaded your Wassau prefab, I like the big river, its fit the environment of the river towns in my mod.

#9
Kaldor Silverwand

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You may benefit from looking at my Silverwand Sample Campaign in the vault. While it is pre-SoZ it was designed to give new campaign developers a campaign to look at that has the basics (like a world map, multiple modules, quests, and companions) without being as complex as the OC.

Regards

#10
Guest_Iveforgotmypassword_*

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I'd second that comment from Mr Silverwand, it certainly helped me to understand a lot about making modules and I've been ashamed of myself and finally voted for it.

In the end I scrapped my world map as my story was to be a one way ride and didn't need one ( it sounds like your mod could be similar too ).