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Moving between modules in a campaign


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#1
darkling lithely

darkling lithely
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After reading several threads and not even remembering what
I was initially looking for, it has occurred to me that maybe what I want to do
in regards of building a city and surrounding areas may not be feasible. 

I believe I understand that I’d not want to make a single
module with more than 2-3 large exterior areas and a dozen or so small areas,
even if they are 1-2 room interiors.  My
plan then is massive compared to this scale. 
But OK, if I want lots of areas, I have to make many different modules
and put them all in the campaign folder. 


In terms of the linear story, should each module be
completed before moving on to the next module or is it ok to move back and
forth between modules?

(Edited to remove garbage that randomly appeared)

Modifié par darkling lithely, 22 octobre 2012 - 11:36 .


#2
Lugaid of the Red Stripes

Lugaid of the Red Stripes
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My modules have 14 or 15 large (16x16) exterior areas, and they still run fine. They take a long time to load, initially, but I figure if I cut them up in several modules packed into a campaign the player would get hit with longer load times as they transitioned from module to module.

Anyway, the rule of thumb is that a module over 1 gig in size is just not going to work. Anything smaller than that is just more and more cumbersome. When the game was originally released, way back in 2006, the developers had to limit the game to play on computers with just 1 gig of RAM, hence the 250mb limit on module size. Nowadays, it shouldn't be much of an issue.

#3
darkling lithely

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That's great to know. I haven't gotten far in making a module but far enough to not want to start over. Thanks, Lugaid.

#4
Guest_Iveforgotmypassword_*

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You can jump back and forth to modules but if the story's linear why bother I never do ( that's a lie I did it once ). There's a load module script ( for returning ) and start module for new ones.

I limit myself to 200mb per module for loading and more importantly testing !

If you put in a transition to the next module before you start a play test of the one before it then save the game just before you hit the transition/conversation/whatever you can test very easily with the same party by just jumping into it when the next modules being built. Move the start waypoint to another place and test again with the same party and equipment but in another area.

Don't forget that from a building point of view it'll take longer to load the bigger the module is and there'll be a lot of scrolling through things like conversations to find what you want. Any blueprints of items or placeables you can always save to the campaign so you can use them in all the mods and companion conversations and scripts can be campaignised too.

Modifié par Iveforgotmypassword, 22 octobre 2012 - 03:34 .


#5
darkling lithely

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Ifpo--thanks for the info. By the time I finish, SSDs may be a thing of the past--load times may not matter.

Scolling through conversations I'll keep in mind though.

#6
Morbane

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if you can build say 4 modules with whatever Mb limit you feel comfortable with, the more you cross-build, the more likely it will be that the storyline is going to seem fluid. Just because your module may have a linear plot line does not mean that the story wont present as continuant.

I have opted for a module with a sp plot with a current total of 45 areas - this contains the entire story. BUT my design is as non-linear as I can make it using the fundamental logic of the toolset. My PC which is like 2 years old gets through the initial load just as quick as a OC module - give or take 15 seconds.

With current technology, the interconnectedness of your module(s) can easily be just a matter of STYLE

#7
Arkalezth

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Keep in mind that I have no idea of what's easier for module builders. Just giving my opinion as a player:

I personally prefer as few module transitions as possible. Several module files might be ok if you're building a big module where it takes hours to reach the next one and you don't have to keep loading back and forth, but generally speaking, those load times are a pain in the ass.

That's one thing I dislike about Path of Evil, for example (despite it being a module that I've thoroughly enjoyed, and more than once). I realize it's a huge module and module files needed to be handled in a certain way, but sometimes I feel like I spend more time loading than actually playing the module.