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NWN2 OC remake - Festival module in alpha


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#1
wyvern14

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My project is aiming to recreate the NWN2 OC campaign in the Dragon Age toolset, since I loved the game and the characters. Do note that no dialogs, voices or anything are copied from NWN2, I rewrote everything while keeping the tone and general feel, but with my own twists. So far, I am looking to finish the Prologue and initial attack on West Harbor to see where it can go. If the response is positive, I will ramp it up, but I'd rather think small instead of expanding on large scale from the getgo and watch it crash afterward.

The alpha test is now available for the festival aspect of the game. Note that this file only contains the festival itself, not the attack on West Harbor. Also, there are no sounds placed in the level yet, I haven't perfected the art of managing that one aspect and I'll update it later with sounds, or get someone to do it for me.

The file was too big for the project on the Bioware page, so it's been uploaded to Megaupload. Download it here:
http://www.megaupload.com/?d=TUYRCPXD (link updated)

DO KEEP IN MIND:

The whole thing (except some voices) was done entirely by me, a frenchie girl with no previous experience in modding, scripting, design or whatnot. Voice acting is still missing on a lot of NPCs until I recruit all my voices, but releasing this might help potential voice actors to see what happens to said NPCs ingame first. I believe my talent in cutscene editing and level art is quite subpar (eh, can't be good in everything), so bear with me.

As such, this is my first official venture in Dragon Age modding and I'm trying to make this look as professionnal as possible while learning as much as I can. I am looking to improve my skills since I'm starting a course in video game level design next week and I need to expand my portfolio. This was a good timekiller until school started and I like doing this so much that I'll keep on expanding this mod for fun and giggles.

I'll upload some gameplay footage on youtube in the next days as well.

Thank you for trying the mod and giving me your comments, you are helping the future generation of video game designers! :)

Modifié par wyvern14, 10 janvier 2010 - 08:43 .


#2
elys

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French girls rocks...:lol:

 - downloaded the campaign.
 - installed OK
 - character creation OK
 - Cutscenes, dialogues, voices, quests working fine inside the starting house.

But as soon as I exit the house, I encounter a problem, the world outside is lacking its shape (as in the second screenshot below)

The NPCs outside seem to work fine, the door is working ( I can go back in the house) and the first external cutscene as well. It's just there is no ground.
I've tried twice creating a new character each time and still got the same problem.

But just already be able to play the in-house stuff was well done. If you keep the same quality for the rest of the module, it's surely gonna be great.

Posted Image

Posted Image

Modifié par elys, 10 janvier 2010 - 09:12 .


#3
wyvern14

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Hmmm, that's very weird indeed, I know the builder to player was complaining about the rim files, I'll try rebuilding the package, maybe those memory allocations are what flukes it up.

Reuploading the package with corrections, if this new one works, I'll upload the RIM files by themselves for you so you don't have to get the whole thing again.

Modifié par wyvern14, 10 janvier 2010 - 06:54 .


#4
ladydesire

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Agreed, but it's still somewhat playable; I'm enjoying the changes you made to it so far.

#5
wyvern14

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Link updated : http://www.megaupload.com/?d=TUYRCPXD
Missing files can be found here : http://social.biowar...ect/1212/#files

Paste then in Documents\\\\BioWare\\\\Dragon Age\\\\AddIns\\\\NWN2\\\\core\\\\env\\\\whfest2

Modifié par wyvern14, 10 janvier 2010 - 08:43 .


#6
Q.dot

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Just a few quick questions:

1. In the end product are you going to use the music from NWN 2?

2. Why don't you just use the voice files from NWN 2, and get voice actors for the unvoiced conversations. I know you plan to expand the plot but you could still use the original voice work.

3. When are the custom classes going to be put into the mod.

#7
wyvern14

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1 - no clue for the music, although I doubt it because of the copyright issues. Haven't played with FMOD at all yet.



2 - It would work if the dialog was a complete copy paste, but it's rather a "remix" of the OC. Many things changed just in this part and will change much later. There are great VAs out there that, if they participate, can make this a brand new experience. Just thinking of the plans for Bishop and Sand as romanceable NPCs throw the reuse of the voicework out of the window.



3 - whenever I'm done fiddling those 2DAs, making icons, etc. It's way more work than it looks to integrate new races, new classes, new backgrounds, new icons, new abilities, etc. It's all interconnected too in the mod so it's quite the juggling job. It will happen, but it will take a while. The current module already recognise the 4 backgrounds and the devout class, it's just not visible for the devout class yet since it's not part of the released chargen.

#8
Q.dot

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I'm might be interested in voice work, if you could send me a few lines for different characters I could send you my audition in a matter of speaking.

#9
wyvern14

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Don't be shy if stuff bugs in the alpha, let me know. Technically, if you do all the quests, the last thing you should "see" is the cutscene mentionning the village celebrated its new Fair champions well into the night, then a "cannot load area", bringing you back to the main menu (that's the transition to the attack area list and that stuff isn't complete, so I didn't include it).



If stuff borks before that, I need to know!

#10
elys

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I've directly downloaded the new whole player package (I have not tried the standalone fix).
And now I can feel the ground under my feet again. Posted Image

Oink!
Posted Image

I've only played a couple of minutes so more feedback once I've finished all festivities.

#11
wyvern14

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Awesome, glad it works well now :) I love the pig!

#12
DarthParametric

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Very nice. It's no small feat to have done it all by yourself with no prior experience. I wouldn't mind a poke around its innards to see how you went about certain things in fact.

As far as bugs go, haven't spotted anything major as yet, although in the opening conversation there's an object on the shelf behind Daeghun that is floating rather than sitting on the shelf.

By the way, the computer-generated placeholder voice overs are occasionally hilarious. Especially the pronunciation of pfft.

Modifié par DarthParametric, 11 janvier 2010 - 07:30 .


#13
elys

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Ok I've now finished one playthru which took one hour.
I've been for a laugh with the first "voice reader software" suprise. But it's good idea while waiting to get the voice acted.
According to the dialogues, it seems you are adapting the NWN2 story to blend with the DAO lore. I like that approach.

It's fun to play. I'm impatient to see the project furthermore developped.

A major bug I've encountered: The character automatic hitting is not working. I have to click on the target for each hit I want to perform.
Also The companion AI does not work. I've tried Default and Aggressive setting and they were just standing around not reacting at all during combat.
Posted Image

I did not encounter any other possibly annoying bug, if not my main character stuck, not being able to move, on a forever "trag triggering loop" since the trap was being re-enabled immediatly. Selecting another party member as leader to move, allowed me to escape the meany trap Posted Image
Posted Image

Else there was:

Missing icons for the quest feathers:
Posted Image

A permanent named "Webb Mossfeld" bloodmark after the challenge.
Posted Image

Conversation logs not working:
Posted Image

And if I wanted to be picky, the challenge weapons name containing empty bracket (which personally does not really bother me)
Posted Image

Modifié par elys, 11 janvier 2010 - 07:54 .


#14
DarthParametric

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elys wrote...

A major bug I've encountered: The character automatic hitting is not working. I have to click on the target for each hit I want to perform.

Yes, I encountered that too. You have to manually trigger each attack. I rolled a mage, so I wasn't sure if that was a bug with a module or just with a mage trying to do physical attacks.

elys wrote...

Also The companion AI does not work. I've tried Default and Aggressive setting and they were just standing around not reacting at all during combat.

In the first brawl fight I had to select them and manually trigger them to attack, but their auto attack worked and they switched targets by themselves. In the second fight they attacked by themselves straight away.

The only other thing I spotted was that "strength" was misspelt in the subtitles for Georg's speech at the Cup presentation.

Modifié par DarthParametric, 11 janvier 2010 - 07:55 .


#15
elys

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DarthParametric wrote...
In the first brawl fight I had to select them and manually trigger them to attack, but their auto attack worked and they switched targets by themselves. In the second fight they attacked by themselves straight away.

Mine were completly lazy for both brawls. :P
Were you using the standard tactics for them. Mine were set on Custom1.

Modifié par elys, 11 janvier 2010 - 08:00 .


#16
wyvern14

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Thanks for the bug reports! Gave me some tweaks to do this morning! Glad the remix NWN a la DAO is appreciated!

- fixed the cauldron floating in the Farlong House

- Changed the reset timer on the anklebiter traps from 2.0f to 5.0f (I was trying to replicate the OC "you have to disarm or you're screwed" approach and it's the only one I found, might just remove the reset but that would remove the "you need a rogue!" aspect of the Knaves' Challenge.)

- Not sure why conversations can't be logged, mmmmmm...

- Doh! missing icons due to custom ERF library in the wrong place and not included >< Fixed for future releases, as it will also contain the new class and background icons.

- Not sure why the hostile can't be auto attacked by the main character. I changed some settings on the NPCs themselves though. It might have to do with the fact that I spawn then and give them a UT_TeamGoesHostile parameter. I'll try to pass a UT_CombatStart, see if that changes anything.

- Borked tactics are weird. I couldn't replicate Amie and Bevil going possum in the brawl fights to be honest. I'll edit their AI files, maybe the priorities of their tactics are doing some freegames. Did you guys see stuff in their tactic slots?

- Hmmm, a lootable Mossfeld? Their gear is specifically non-lootable too :( It might be because they now have a creature rank (so they give XP). I'll try removing rank and boosting the quest chain's xp reward, see if we can avoid that.

- Typo fixed in the speech for the cup!

- Changed wild to wind in Daeghun's written dialog to fit the VO.

Modifié par wyvern14, 11 janvier 2010 - 03:24 .


#17
elys

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wyvern14 wrote...

- Borked tactics are weird. I couldn't replicate Amie and Bevil going possum in the brawl fights to be honest. I'll edit their AI files, maybe the priorities of their tactics are doing some freegames. Did you guys see stuff in their tactic slots?

- Hmmm, a lootable Mossfeld? Their gear is specifically non-lootable too :( It might be because they now have a creature rank (so they give XP). I'll try removing rank and boosting the quest chain's xp reward, see if we can avoid that.
....


Hmm I seem but not sure to remember there was stuff initially in their tactic slots, because as soon as get a companion, I customize his tactic slots.

The Mossfeld bloodstain was not lootable, nor clickable, it was just showing the npc name on the stain when pressing TAB key.

#18
DarthParametric

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wyvern14 wrote...

Did you guys see stuff in their tactic slots?

Yeah Aime had spells and Bevil had Precision Striking and default attack as I recall. Will do another run through when I get a chance and check it out.

#19
q0rra

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Wow, that looks very good judging from the pictures. If you do intend to remake it to suit in with the Dragon Age lore I will literally jump to the moon!



Will probably try your current version a bit later. ;)

#20
elys

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wyvern14 wrote...
- Changed the reset timer on the anklebiter traps from 2.0f to 5.0f (I was trying to replicate the OC "you have to disarm or you're screwed" approach and it's the only one I found, might just remove the reset but that would remove the "you need a rogue!" aspect of the Knaves' Challenge.)
....


I guess you could have the container initially plot locked, and unlocked as soon as at one trap is disarmed.

Or better: have the container be a trap instead and give the feather directly in the player inventory once disarmed

Modifié par elys, 11 janvier 2010 - 04:05 .


#21
wyvern14

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elys wrote...

wyvern14 wrote...
- Changed the reset timer on the anklebiter traps from 2.0f to 5.0f (I was trying to replicate the OC "you have to disarm or you're screwed" approach and it's the only one I found, might just remove the reset but that would remove the "you need a rogue!" aspect of the Knaves' Challenge.)
....


I guess you could have the container initially plot locked, and unlocked as soon as at one trap is disarmed.

Or better: have the container be a trap instead and give the feather directly in the player inventory once disarmed


Yeah, that locked until trap is disarmed might work actually, I'll look into it!

#22
Tor_pedo

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Oooh! i've been waiting for someone to do this!:o
I was thinking of doing it myself, but for some reason i cant get the toolset to work so i'm kinda screwed  on that point. i love NWN2 so very much and have played through it several times <3 I'm downloading your mod as soon as i am able.
i would also offer to help if you plan to expand it further, though i dont know what help I can be since my toolset is fcuked to pieces :crying:

eeek! (/happy squeal)

#23
wyvern14

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And if I wanted to be picky, the challenge weapons name containing empty bracket (which personally does not really bother me)


That will be fixed eventually, I'm overriding the material list to put more "NWN" ones in, like Zalantar, Mithril, Adamantite, etc. So many things to do!

#24
wyvern14

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Bug fixing underway, although for some of them I'm not sure of the cause.



A bad news for me is good for you guys - college start was reported by a month for me, so that means more intensive development time.



I'm working on tweaking some festival tidbits while developping the attack on the town per say.

#25
elys

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wyvern14 wrote...
A bad news for me is good for you guys - college start was reported by a month for me, so that means more intensive development time.


Put in that way, I think you should drop out of school Posted Image

Modifié par elys, 14 janvier 2010 - 08:51 .