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#401
ColorsFade

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The shipwrights looks good! After seeing a program with narrow boats being worked on in a dry dock I can say that your interior dose look like a dry dock where you'd see a ship ether being built or repaired :)

 

Thanks! 

 

I did a Google on shipwright facilities and looked at quite a few pictures. I was just trying to get close to the proper look & feel. Obviously the NWN2 toolset has certain limitations with available placeables and such, but I felt I got pretty darn close with it :-) 



#402
PJ156

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Now I can post images, this is what my beach dock looks like.

 

Mistshoreboat_zps523a1943.jpg

 

PJ


  • rjshae aime ceci

#403
rjshae

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It looks good, although it might be difficult to extract the tail from all that mud. :)



#404
PJ156

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It looks good, although it might be difficult to extract the tail from all that mud. :)

 

Fair point, work needed.

 

PJ



#405
ColorsFade

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Dry dock picture are fun. 

 

If you want to go all-out PJ, you can build a raised area around it. The supports still work, and are necessary, but you would add a lot more to the look/feel of the thing.

 

If I were doing it, I'd probably build a raised around around with land, and then on the inside of the dock use some walls from BCK. You should be able to build something akin to this: 

 

124-0029_Drydock_Number_One_NNS.jpg

 

ch_4_battleship_in_dry_dock.gif

 

With a stairs up to the top, a walkable outer top, and stairs down inside... I know it's a lot of walkmeshe, but it would be a pretty neat finished product. 



#406
PJ156

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Perhaps you could use the arena placeable to form some of that, worth a look me thinks?

 

I am fortunate enough to see a lot of these in my job, those are for very big ships. I have gone for something lower tech for my actual dry dock area on The Mistshore.

 

Drydock_zpsd28615bf.jpg

 

Lacks all of the detail you talk about but it's functional and also the place the locals use a fighting pit to settle their differences.

 

PJ



#407
rjshae

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Interesting idea. I guess they would wait for low tide to empty it out and then close the gates? Otherwise that would required a lot of bailing. :)



#408
Morbane

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Interesting idea. I guess they would wait for low tide to empty it out and then close the gates? Otherwise that would required a lot of bailing. :)

hmm...

 

perhaps a duplicate area with high tide water filling the arena - and a low tide area with no water ;)



#409
PJ156

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I considered tide changes but in the end did not think it worth the effort. Building the low tide mud flats is not so easy to get right (I did it for my Leilon in an earlier mod). It could be done with one area and use the water level scripted change but that would leave all the other boats up in the air at low tide which is going to look pretty strange.

 

I will post on this on my thread shortly we are stealing CF's here  :blush:

 

In general though I have industrialized my city in this mod and enjoyed doing it. I like to see what CF has done with his shipwrights in mods. It makes it all a bit more real.

 

PJ



#410
ColorsFade

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That's a great screenie PJ! I like it! 

 

If I needed a dry-dock against an ocean setting, I'd definitely do something like your screenie. Very cool. 



#411
rjshae

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I considered tide changes but in the end did not think it worth the effort. Building the low tide mud flats is not so easy to get right (I did it for my Leilon in an earlier mod). It could be done with one area and use the water level scripted change but that would leave all the other boats up in the air at low tide which is going to look pretty strange.

 

Yes, adding tides would be way too much work, and difficult to justify unless the player is going to spend a lot of game time at that locale and the tides actually mattered. (Really I was just thinking aloud about how the dry dock would operate.) Your setup looks good just as it is--a nice, realistic touch.  :)

 

Sorry for the bunny trail...



#412
ColorsFade

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Update

 

So, I'm not dead, and neither is the campaign. A lot has gone on, and I went on hiatus for a while to recharge. This post will ramble and touch on a variety of topics... 

 

When I left this journal, I was in the middle of trying to bake a really tough area (Pirate Cove) and it just wasn't working. I had a lot of bridges, ramps, walkmesh cutters, etc.. it was a nightmare. I was frustrated and simply needed a break from building. 

 

About the same time, I had launched my campaign's prologue as a stand-alone download, and got a lot of good feedback from that. I'm happy I made that decision. For the most part, it seemed the release went well and was relatively bug-free for a lot of people (after I got the right version up). It's been fun watching the download numbers and knowing people are playing it, and reading the feedback folks send in.  

 

I took a break for a while and played Skyrim. Finished the game, and then found the Skyrim mods, and decided to give it another go with a lot of really neat mods installed. I really enjoyed all the mods like Frostfall, which made food, shelter and camping equipment a mandatory part of the game, and added a "survival" element to the game world. It changed Skyrim for me and made it a lot more enjoyable. 

 

I just finished my last play through a while ago, and was left with such a sense of disappointment at the very ending. The last battle is anti-climactic, and on top of that, when it's over, there's no fanfare; no recognition of your deeds, no celebration, nothing. Life in Skyrim goes on, and you're just suppose to do...what, exactly? The same feeling persists when you finally win the "war" between the Stormcloaks and the Empire. You win, and there's a big speech by the victors, but then what? Imperials and Stormcloaks are still fighting in the same spots on the world map, you can't wipe out the opposing side's remaining camps, and.. it just doesn't feel like there is any resolution. I like closure, and Skyrim didn't have any of it. 

 

All of which made me write down some notes for my campaign, so that I don't leave users with the same pointless feeling... I mean, you are the Dragonborn in Skyrim, your deeds should be legend,  but for the most part no one cares or seems to know what you've done (with a few exceptions, like the dark brotherhood, should you choose to wipe them out, as I did), and when it's all over, it's as if you did nothing, which just isn't right. 

 

Actions should matter; what your character does in a campaign should be reflected in the world, in the way NPC's react to you, what they have to say, and what you might hear from commoners in the street. So that was something I took away from the experience, and intended to make sure I get right in my own campaign. 

 

Anyway... in real life news, I also recently found my way into a new cover band. And that took a lot of time away from everything else, because for the first month I was spending every spare minute trying to learn about 50 new songs for our first show together. Now that we've had our first gig, and I know most of the songs a lot better, I am not needing to spend as much time practicing. So there's been some free time to work on the campaign. 

 

Which leads me to the last couple of days. I finally got the toolkit open, and there it was, staring at me: the Pirate Cove, unfinished, and not baked right. So... I started in on it again. 

 

It's been an absolute nightmare, but today I finally got the last tweak in, and it baked right. All of it... 

 

I'm loath to many any more adjustments to the landscape that might require a rebake. However, I realize in its current state it's not fully decorated or complete yet, so that possibility still exists. Thus, I am holding off on deleting the walkmesh helpers (which occasionally glimmer red when you're walking around) until the zone is fully complete, battles and all. 

 

That said.. It's a freaking cool zone. I mean.. it just looks great. I really want to throw some fun battles into it, because the player deserves to spend some time there. Cool zones like this one shouldn't be ran through quickly. 

 

And so begins the work on Chapter 1. Still going... still building Scornubel, still making areas... 



#413
ColorsFade

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Turns out that taking a break from the Toolkit for a while really helped my creative juices. It's been a productive week. 

 

The Walk

 

I'm spending most of my time in "The Walk", a large, open-air marketplace in Scornubel, trying to get that area setup. (yes, I know someone had previously created that area and posted it on the vault as "Market Area", but it wasn't quite to my taste). 

 

One thing I'm trying to do with this area is making shopping fun. I am currently playing through the OC again due to the fact that I lost all my save games when I switched computers, and there was a lot I wanted to examine from the OC (by playing, instead of opening areas in the toolset). 

 

One thing I noticed in the OC is that shopping is disappointing. The vendors you meet have the same items and never change (perhaps they change when you reach Act 2, but so far, they are static, and I don't recall them changing much). You have to keep finding new areas and new vendors in order to have a chance at anything new. That's not really fun for me. And considering my campaign doesn't have crafting, but an artifact system instead, I think it makes it even more important that the player have a really good shopping experience (in addition to a wide variety of found loot). I keep going to the vendors in the OC, after I make a new level, hoping they will have something new, and they never do. 

 

So, one of the ideas I'm trying to implement is leveled vendor goods. I have The Walk setup in such a way that there are enough spaces for several vendor types.

 

]14411594468_03026acc1b_c.jpg

 

So there's not just a guy selling weapons, but a person selling Polearms exclusively, and another person selling just spells...

 

14411587070_56e2f7e083_c.jpg

 

There's a person selling only gemstones (necessary for some artifacts). There's a vendor selling only bows and crossbows; a vendor who specializes in edged and blunt weapons, and another who does exclusively armor and shields. And there's a person who sells only potions...

 

14596299684_1e50e92845_c.jpg

 

So the idea is, if you are looking for something, like new spells after you reach a level, there's a specific vendor you can go to, and depending on your level, it's going to open a store object that has level-appropriate loot, with maybe a few select spells a level or two higher than where you are currently at. If you've made a new level as a melee fighter, and you use Short Swords, for instance, you can visit the melee weapon vendor and in all likelihood, depending on what level you just gained, you may see new items. For instance, if you just reached level 10, perhaps some +3 weapons are now showing up. 

 

IMO, this makes shopping a lot more fun. As you level, new items become available, and you don't have to hope that a new area means a new vendor. 

 

In addition, the vendors acquiring better items also sort of plays into the main story a bit, so there's a logical, story-based reason that even makes sense. But mostly, it's just a fun-factor thing for me. I want shopping to be more fun than it is in the OC. 

 

OC Area Design

 

One thing I'm trying to take note of as I play through the OC is the area design, and I've been quite surprised at the lack of detail in the OC areas. It seems to me that many of the modders on this board make way better areas than what can be found in the OC. This is also true for some areas I've downloaded and am using, and some of my own as well. It does take a long time to put together a good area, but I find it enhances the overall experience quite a bit, at least IMO. 

 

Static Doors

 

One thing I noticed right away when playing the OC again (for the first time in years) is that many of the doors on buildings were not highlighted; not clickable. I had not realized how simple that was to do. I opened an area from the OC and saw that it was as simple as setting the door to Static. Now I have a bunch of doors to go back and change... thankfully. Because it was driving me nuts that so many doors in my mod had to be locked. 

 

 

Hit Point Bars

 

One of the requests I got from users after releasing the prologue was to have the ability to turn the Hit Point Bars on/off (those bars provided by Lance Botelle). I wanted to make that as easy as possible for the end user, and not force them to use the debug console if necessary. So, I created a "Rod of Knowing", and attached a tag-based script to it. The Rod uses the Unique Property On Self item property. That is enough to fire the tag-based script, and then it simply toggles the Global variable on/off for the HP bars. I had to tweak a line in my HP Bar library, but it ended up working beautifully. The effect in an area is immediate. 

 

Anyway....lots to do, lots getting done. I also had time to write some bios for the NPC's this week, so the companions will have some clearer personality and direction, and I have some better idea of each one's overall quest arc, which then allows me to write their dialog better. The companions in the prologue were purposefully thin, and now it's time to fatten them up a bit. 

 

Back to modding...


  • -Semper- et rjshae aiment ceci

#414
-Semper-

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One thing I'm trying to take note of as I play through the OC is the area design, and I've been quite surprised at the lack of detail in the OC areas.

 

i guess that was because it was a new engine, and some of the levels were designed and created while the whole engine came together. in motb and soz you instantly notice the huge improvement obsidian made to artistically enhance the areas.


  • kamal_ et andysks aiment ceci

#415
Guest_Iveforgotmypassword_*

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Static doors ! I've been there myself with the plot settings and incredible locks to keep them shut but I only discovered it after releasing my first module which had a lot of confused players bashing unbreakable doors and hunting for keys !

You can turn off everything except for doors and static a whole load at once ( normally the ones without waypoints on them ). But beware that static doors that have had the scale adjusted will shrink/grow back and need to be locked plot ones to stay at the required size.

#416
Dann-J

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Rather than vendors just suddenly happening to have some more powerful items in stock, perhaps they deliberately withhold items they judge as being too powerful for their customers? No-one wants some inexperienced kid running around with a +3 flaming greatsword (except perhaps the seller of healing supplies).



#417
kamal_

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It would be pretty funny if the +3 flaming greatsword was available when the player was lower level and couldn't afford it, and when they reached an appropriate level they return to the merchant only to find out it's been sold.

 

Even more amusing if +3 flaming greatsword was sold to someone the player has to fight later.



#418
ColorsFade

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Well, the roads and rivers around Scornubel, and this time period, are plagued with bandits, so it's been difficult for merchandise to find it's way into the city during the trade season. As the bandits get taken care of, trade flows a bit easier. 

 

But I like DannJ's idea... running into some thugs who have that sword you've been coveting... now that's fun. 

 

I may be able to work that in as an artifact quest or something.... You spend your time trying to acquire the proper items to build a great weapon, give all the pieces to the artificer, and are told to return later. When you do, the artificer informs you that the item has indeed been created, and it's wondrous, but it's been stolen. Now you have to hunt down the thieves in order to obtain it. And you'll have to face your own creation in battle... 

 

Ooooooh.. I like that idea. Good one DannJ!



#419
ColorsFade

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My bad, credit to Kamal_! So sorry!



#420
Dann-J

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It would be pretty funny if the +3 flaming greatsword was available when the player was lower level and couldn't afford it, and when they reached an appropriate level they return to the merchant only to find out it's been sold.

 

Even more amusing if +3 flaming greatsword was sold to someone the player has to fight later.

 

I've often thought it'd be interesting if some of the unwanted magic items players sell just for the gold ended up being bought by enemies. You could conceivably fight several different characters all wielding the same weapon - and sell it multiple times. Although you might end up just throwing it into a hole somewhere just to be on the safe side.



#421
ColorsFade

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I've often thought it'd be interesting if some of the unwanted magic items players sell just for the gold ended up being bought by enemies. You could conceivably fight several different characters all wielding the same weapon - and sell it multiple times. Although you might end up just throwing it into a hole somewhere just to be on the safe side.

 

Yes, but it's still a great idea. 

 

One of the things that will happen in this campaign (and I am loath to give away spoilers, but this seems appropriate) is that other "adventurer" parties are going to come after you. Part of the reason for that is because in Baldur's Gate 1 there is an encounter where you meet some adventurer's, and it is actually one of the toughest "level-appropriate" battles in the game. And as a player, I always thought that encounter was incredibly cool (albeit brief). And I'm all for cool encounters. 

 

One of the things I've planned into this module is having adventuring parties come after *you* (for story reasons), and it makes sense for them to have some of the unique items in the game. Example, why do they have to have only +1 longswords? Why can't they have some cool, unique, named items? I think they can, and I think it makes it fun and interesting knowing there are other adventurers out there - not just you - and your paths may cross :)



#422
andysks

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I wad planning on doing the same thing. I especiespecially liked in BG2 where the adventurer party reloads wjen they fail to trick you/kill you. So funny and oroginal!!!

As for the doors, I was wondering why you had so many locked doors, but I thought you kept them like that for further usage reasons :).

#423
Eguintir Eligard

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I think that might have been IWD or iwd2 andy.

 

A good campaign should always have a rival group fight here and there. They are great because rarely are battles that heavy on tactics, plus you KNOW there will be multiple magic items on them or they wouldn't have gotten that far. Its Risk and reward.



#424
kamal_

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The reloading adventurers are in Throne of Bhaal. They just returned from you sending them off to get something you need. Their conversation implies they are level one or two. They decide to attack you, you turn into slayer form and slaughter them. They reload and just give you the thing you sent them for.

/Bondari reloads.

#425
ColorsFade

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I took some time and rewrote the random treasure scripting. A couple things about the default mechanisms were annoying me. 

 

First, there's a lot of useless loot setup in the 2da tables. Ale? Really? I mean, I love a good ale myself - every day really - but in the context of the game it seemed rather pointless. Playing the OC, I was getting really tired of looting my 10th Holy Water, or Acid Flask, when what I really could use is another Healing Kit or a Potion of some sort. 

 

Second, there wasn't as much fine-grained control over loot types as I would have liked. DTSGenerateTreasureItems() uses a variable set on the area (that you can set yourself with a call to DTSSetAreaTreasureProbability(), or by just setting the variable property yourself). I wanted to be able to circumvent this, so I could make a specific creature or container have a higher percentage chance to have loot. 

 

For instance, what I wanted to be able to do is set the Area to have a 25% chance of creating random loot on a creature, but have individual chests override this value to 100%, so a chest always has something in it. I can do that now, by simply applying a "TreasureChance" variable to a creature or chest. If this value is set, it overrides the area value. 

 

Another thing I wanted to be able to do is reduce the amount of random loot dropped. The way the system works, you can add TreasureType values together. 

 

The script specifies them like this: 

 

const int X2_DTS_TYPE_DISP = 1;
const int X2_DTS_TYPE_AMMO = 2;
const int X2_DTS_TYPE_GOLD = 4;      
const int X2_DTS_TYPE_ITEM = 8;      
const int X2_DTS_TYPE_MAGIC = 16; 
const int X2_DTS_TYPE_MUNDANE = 32; 
 
So if you set the TreasureType to be 39, that means that a random Disposable, Ammo, Gold, and Mundane item will all spawn. That's four items on a creature. That's not really what I wanted; I wanted to be able to specify that number and have the system randomly select ONE of those types, and then generate some loot. 

 

So, I rewrote my own script (which was a loose copy of the gp_treasure_op_de script (which uses "x2_inc_treasure"), and did some work. 

 

First thing was changing the way the randomness works. As stated, creatures can now specify any of three variables: TreasureType, TreasureClass, and the new TreasureChance to override the area's percent chance of loot dropping on that particular creature. 

 

Second thing was to use a default value. If TreasureType isn't specified on the Creature or Container, it will be a zero when the GetLocalInt call is made. If it's zero (which isn't one of the types defined above) then we randomly throw a dice and select ONE of those types (DISP, AMMO, GOLD, MAGIC or MUNDANE) to drop. ITEM type is always skipped, per the notes in the comments of the x2_inc_treasure script, because it is too powerful and unbalancing to use. 

 

Last step was to go into the various des_treasure 2da files and add some entries, or overwrite some entries, and make things a little bit better, so less useless crap drops. I saved those 2da files in my campaign so it shouldn't mess anyone else up. I also tweaked the AMMO.2da so that arrows and bolts have a higher chance to drop compared to throwing axes, throwing stars, etc. 

 

I then threw a bunch of hobgoblins into a test area. I painted them various colors: Black ones would drop TreasureClass=2 and TreasureType=39, Blue ones dropped only TreasureClass=0 & AMMO. Read ones dropped only TreasureClass=0 and Gold/Gems. 

 

Playtested and it worked, and I never saw any of the more useless loot appear, and the TreasureClass and TreasureTypes were correct. 

 

Much, much happier with this now. 

 

I must have had 10 different notes in my Excel ToDo list that were all variations on "Fix the Random Loot System"... Cross those suckers off the list now.