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#526
ColorsFade

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Weekly Update

 

Going to try and do one of these posts each week, just as a way of keeping myself on track. 

 

Work continues on the pirate grotto. I finally figured out the best way to bake this complex area. One large walkmesh, and then a bunch of cutters to block out the non-walk areas. It ended up being the most reliable way, and it provided the cleanest walk areas. I'm happy I got this working because I still need to do the same thing at the Scornubel docks, and now I have a clear method for getting it done.

 

I'm actually placing encounters now. One of the things I had to build was a couple of sirines:

 

24006772025_f1c59c7b23_c.jpg

 

I like the way these ladies turned out. The outfit is courtesy of The Complete Beldin Collection. I remember having to deal with Sirines in Baldur's Gate (I haven't played the NWN conversion yet), and they're a right pain in the butt (they'd always Charm Minsc or my main character, and then it was chaos). I thought about downloading the Baldur's Gate Reloaded mod (and I am going to, to play it), but I didn't want to rip off their work, so I made these myself. I still have a couple tweaks to make and they need playtesting, but I think they're going to do quite nicely. 

 

I'm pretty happy with how this area is turning out. This particular area is designed in a way that I'm going to try and emulate throughout the rest of the campaign as much as possible. 

 

What I've managed to do is provide multiple ways for the player handle the remaining combat in the area (once they reach a certain NPC and a conversation happens). Depending on the player's dialog options, the player can end up fighting everything remaining in the way to their final destination, or almost nothing. There's some dialog options in there (Diplomacy/Bluff/Intimidate) that the player can use to their advantage. 

 

After getting it done, I'm pretty happy with the end result. I read a lot of comments from players on other mods who say things like, "I don't like hack-n-slash." And my prologue probably has a bit too much combat for some folks. So I'm going to try and provide options like this (withing the framework of the story/quest) to deal with the content in multiple ways. Players are still going to have to fight (that's a huge part of this campaign), but a lot of combat should be able to be avoided by simply being an effective communicator and rolling well with skills. At least, that's the plan. I like the way it's turning out in the pirate grotto, so we'll see if I can translate it to the rest of the campaign. 

 

Story 

 

I did a lot of story-writing for Chapter 2 this week. I don't know how everyone else does it, but when I started this campaign I had a very loose outline of the chapters and content and then I just sort of started building with the first pieces of the story I was sure about. As I get closer to the time when I need to actually implement specific portions of the story, a bullet-point in a text document has to turn into a lot of paragraphs of details. Who, what, when, where, how... I don't try and nail everything down at the beginning, because I figure I'll create it organically. A lot of times I think of ideas for cool quests/story elements/characters/etc. when I'm out walking or driving to the gym, etc. I think if I had to rely on writing the whole story up-front, it wouldn't be as good. A lot of my better ideas have come later on.  

 

Chapter 2, in outline form, could be summed up in a couple of sentences. In detail form, it ended up being quite a bit more. I wrote most of the implementation details this week. In the process, a couple new areas on the map became useful. I have a pretty good sized map of the Western Heartlands for the campaign, and sometimes I just scan the map looking for nooks and crannies where it might be fun to place an adventure. That happened this week and I'm looking forward to building these areas. 

 

Toolset

 

There's some pratical toolset housecleaning I'm trying to do. I have everything 3rd party put in my override folder, and I have subfolders for different people's content (got that from PJ's implementation). I created a subfolder for Darksky, and as I use 3rd party content I'm trying to move it over to that folder. Hopefully when I'm done I can then just put everything in my Darksky folder into a HAK and be done with it. 

 

Scornubel

 

Two-thirds of Scornubel (the exteriors) are done. Many of the interiors are done, some are more developed than others. I tend to go through these in waves. I revisit them frequently, and think of new things to add to them, to make them look better. I periodically create NPC's and get conversation stubs made. It's a long process; it's a big town. But I'm hoping when I'm done it's at least more interesting than anything in the OC :) I found Neverwinter to be quite dull. 

 

I'll be thrilled when this pirate grotto mod is done. I think it's making me seasick... 


  • PJ156 aime ceci

#527
PJ156

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Updates are good, it's nice to hear how others are working and thinking.

 

The story from TLOS was organically created. I had to rewrite it into earlier modules for the final campaign release which made it look more thought out than perhaps it was at the beginning. 

 

I wish I had been that organised in my builds. I think i will try to be for the current one ... or perhaps not :)

 

PJ



#528
ColorsFade

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[Weekly Update]

 

Story

 

I am so stoked for this project now. 

 

I finished the story treatment this week and I am loving where this campaign is going. The lack of a complete story for the entire campaign is something that has been gnawing at me for a long time. Act 1 was the only part I had fairly fleshed out. Act 2 I got a mostly fleshed out last week, but Act 3 had nothing but a couple vague ideas and an ending.

 

The difficulty was that Act 2 relied on a McGuffan that, as time went by, I had a more and more difficult time working the story around. I really needed something else to make things tie together. So, I sat down and started writing the major story points down from the antagonist's viewpoint, and asking questions like, "How can our party find out X? How can they discover Y?" And as I did this, logical events and motivations started to fall into place. Eventually I came to realize the McGuffan was just causing problems, and everything worked a whole lot better if I just got rid of it and went about the story a different way. Some of this came about due to research - reading about some key factions in the area and how they relate to each other, or the conflicts they have, and various ways that the interact. I came across some information that set precedent for some ideas I'd been tossing around, and that gave me the mental green-light to proceed in a different direction, and drop the McGuffan as a major plot point (it still shows up, but it's a minor thing now.) 

 

I spent most of the last couple days thinking, writing, researching, and re-writing all three acts until I had something cohesive and logical that moved forward with some velocity. I spent a lot of time pouring over online wikis and docs, along with my own AD&D manuals, trying to find appropriate locations and NPC's and factions that could logically move the story forward. It all finally started coming together late this morning, and as I wrote in the major players and plot points, I had to go back and re-write and re-organize several events in Act 1. But once it got done, the whole thing came out flowing and fit together quite nicely, and it all works for "characters that have to level up" as they progress through the story. So I'm really excited about where this story is now. 

 

One of the things I spent quite a bit of time on is making sure if I use an established NPC or well-known named creature, they are location appropriate, and era-appropriate. My campaign takes place in DR 1371, so I've taken about as much care as I can to make sure NPC's weren't born too long ago, or didn't exist until after Spellplague. It's a bit of a trick to find certain entities that work for the story; takes a bit of research. I'd frequently discover a cool NPC and back-story that would fit part of my campaign, and then research would reveal they were dead or destroyed prior to my campaign year (or they'd be human, and would probably be 300 years old by now, so they drop from consideration). I've tried very hard to make what I'm doing "fit" the lore of the Western Heartlands and Faerun. 

 

That said, I'm extremely happy now. The story flows well, I think, and will allow the player to navigate several well-known areas in the Western Heartlands, and deal with some places and people that knowledgeable lore-folks should enjoy. 

 

And I just really like the progression of encounters now. They are logical, level-appropriate, and should be really fun and challenging as the player goes through them and advances the story. I think I have enough encounters to make my own heart giddy. 

 

Companions

 

I finalized all the game's recruitable companions this week. The back-stories and side-quests for these are all planned out and ready to go. The blueprints all exist, and most of them have their alignments, stats, feats and deities done. The next step is to get the skills right; I find I need to actually create the characters in the game and level them up to the level where they're going to be at when the PC meets them, to get the skill numbers right, due to racial bonuses and such. If I just try and do them in the toolset or the NWN2 Character Builder, some skills get set to zero, but due to racial bonuses or whatnot, they actually have some numbers in skills I'm not focused on. So if I create them in the game, and use the debug console to grant XP, and then level them up that way, I can see all the stats. I then write them down, and transfer that to the toolset. Trying to get these as accurate as possible. 

 

Most of the companions can be multi-classed in a small sub-set of classes and prestige classes that are appropriate for them. I've restricted what you can do with them, to try and keep their advancement story-appropriate for who they are. It's pretty obvious the first time you level them up and they have their stats a certain way, their initial feats a certain way, their skill selection a certain way, and their available classes restricted to two or three options, you can tell which direction they're meant to go in. You don't have to keep them going down that path for those prestige classes, of course, but they're setup that way. 

 

And then, of course, you can put your own party together, SoZ style, if you like. I'm setting the party size to 6 in the campaign. You can create up to five of your own members. The sixth slot will be for companions - it's going to be a good idea in several places to take certain folks along with you. Not sure if I'll "force" any companions into the party just yet; trying to avoid it if I can. 

 

Conclusion

 

I feel very good about where the story is at now. That's been the biggest thing on my mind for a while, and I feel like I can cross that off the list and just focus on building for a while. And there's a lot of building to do...


  • PJ156 et kamal_ aiment ceci

#529
andysks

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Hi Cristopher. You can use this for the companions. I had the same problem, mainly because I don't play as much as I build and sometimes I might put an extra feat or something if I build a creature in the toolset. But this website helped me greatly!

 

http://nwn2db.com/



#530
ColorsFade

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I use that all the time Andy. 

 

But it won't tell you about points that go into stats that you don't pick. 

 

In other words, if I create a character and put points into Open Lock, Disarm Device, and Tumble, but my race gives me bonus points for Search, the Search points don't show up on the sheet, because I didn't select Search. 

 

So the only way to know, for sure, which skill points a character has, for real, at a given level, is to create the character in-game, and then level them up. 

 

It's not a big deal :) 



#531
PJ156

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Does it matter too much if the npc does not follow the rules? Certainly with regards to stats but also with skills?

 

The rules are there to give you a balanced PC since, given the free choice, many would power play and chose 18's. A GM is more likely to give an npc a set of stats that either describe the npc or balance the game. So if you want the party to have a lock picker, give them a lock picker! Give an lv 1 character 10 in lock picking. It's easy to justify with a background and you could balance it in other ways.

 

PJ


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#532
ColorsFade

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Does it matter too much if the npc does not follow the rules? Certainly with regards to stats but also with skills?

 

The rules are there to give you a balanced PC since, given the free choice, many would power play and chose 18's. A GM is more likely to give an npc a set of stats that either describe the npc or balance the game. So if you want the party to have a lock picker, give them a lock picker! Give an lv 1 character 10 in lock picking. It's easy to justify with a background and you could balance it in other ways.

 

PJ

 

For NPC's I don't care as much. But for Companions, I have to get it right. I got quite a few emails from people in the prologue, and they'd point this stuff out. So yeah, for companions, it matters :)

 

NPC's I think, it doesn't matter so much. The bigger deal there is balancing encounters. Which I have a question about, and will ask in another thread.



#533
kamal_

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Hmm. Do you have a companion that's really far out of whack from normal?

 

One easy way to create companions is to just create pc characters of the level, see what they have, and then recreate them as npcs. The Forgotten Realms Weave character creator module is good for this as it gives dungeon masters guide appropriate gold for pc level and appropriate loot stores to buy from, so you don't wind up with characters that are overpowered for their level.


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#534
ColorsFade

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One easy way to create companions is to just create pc characters of the level, see what they have, and then recreate them as npcs. 

 

And that's exactly what I end up doing. I have a simple mod I made, lets you login with your character, click on a book, and it grants you 20 levels of XP. I then level up the character to what I think they're going to be when the PC meets them in game, and then I basically write down everything - feats, stats, skills, etc. And then I create them in the toolset to mirror that. 

 

The companions are almost completely done.



#535
ColorsFade

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[Weekly Update]

 

Dialog

 

A lot of this week has been spent on dialog. I've finally figured out a structure I like for the campaign. I've decided to reduce the use of cut-scenes down to the following: 

 

1) Party conversations/romances with companions

2) Main Quest Events

3) Multi-character "scenes" that really only make sense as a movie-style cut-scene (the mayor of Mapleshade addressing all his critics as an example.) 

 

Everything else I'm doing as a SoZ style conversation, which means going back and re-working many of the prologue conversations. They were a bit messy, and I still didn't quite understand the "structure" of a conversation tree. But it all makes sense now, and it's just a matter of re-working the conversations to fit the structure, and allow for those opportunities to have companions/cohorts interject their value. 

 

Companion Testing

 

The other really big thing this week was working on the testing, and re-working the way I did companions for testing. Previously I was scripting the companions so that after I logged into the game, my test script would create the party and auto-level the companions, giving them gear, etc. This was a fast way to test, but as I got into the later levels it became tedious for spellcaster companions, as there is no real way to manipulate their memorized spells through script. So I'd have to change all their spells, and then rest, and then test. After a while that adds up into a lot of lost minutes just prepping to test. I like things to be fast. 

 

So, after some brainstorming with you guys on this board, I came up with the idea to have blueprints of each companion at every level. The blueprints are outfitted with appropriate gear, feats, skills and most importantly for spellcasters: memorized spells. 

 

24000936740_9ca0d3377a_b.jpg

 

I had to make some adjustments to my scripts to make this work, due to the way companion loading works in the module (I basically had to comment out the MOD_LOAD stuff for initializing the default companions). The only hurdle to doing it this way is that each one of these testing companions has a different tag/resref. So the main character might be "wurdy", but the test ones are "wurdy_1", "wurdy_2", etc. That becomes a problem when dialog lines look for the "wurdy" tag. Fortunately, it's an easy fix. After the companion gets added to the roster, made selectable in the roster, etc., then you just have to change the tag on the instanced object once they're in the game world.

 

Once I had that worked out, it was great. I can create a level 10 party with a single script execute. All the variables and journal entries for a particular event get set, the party jumps to the module/waypoint, and I'm off. 

 

Hill's Edge

 

The other thing happening this week was I spent most of my time working on area design. I downloaded quite a few prefabs and will be adjusting some of them. I can lose track of time real fast pouring over everyone's prefabs on the new vault. There's so much nice work there, and it seems like a waste to not use it. Sometimes I see something I really like and I think, "I don't have anything in my story that can make use of that area, but let me see if I can't invent something, because I really like this area!"

 

The opposite was true for Hill's Edge. I knew I needed this town from early on in my story writing, but I really didn't want to build it myself. I kept trying to find ways to manipulate a portion of my story so I wouldn't have to make this town. But the more I read about this location, the more I really wanted it in my game world. I, personally, like traveling to different locations in games like this. Even if it just makes the game world feel a little bit bigger, and even if that's more illusion than anything else, I still like it. 

 

Fortunately, I finally came across this great area designed by Gonzo Gygax.  It's really two great areas: a town, and then a burned up, abandoned version of the town. I didn't need the latter, but the former was a great starting point for Hill's Edge. 

I had been unable to find a map of Hill's Edge for the longest time. So I kind of did a lot of guessing based on online documents. Then, hilariously, right after I was halfway into modifying this area, I found this map. I just about fell out of my chair. Too funny. Anyway, my area is too small for all of that map, but I don't need the whole thing anyway, and I feel like I got the "feeling" right on the town. It's the right shape, the mayor's tower is in the middle, and it's circled by a wall. All four of the corner gates are there and will be named properly. I think it's "good enough" for the job. I like the way it's turning out so far. 

 

24000823050_ca5e4ae6eb_c.jpg

 

What I really want to do now is make the whole place darker, more mysterious. It's a town full of monster hunters, Zhentarim, a Cyric temple, etc. It sounds like a dangerous place to me, so I want to try and darken the sky a bit, add some fog in places, and generally just make it a bit more haunting and dangerous in atmosphere (which fits my reason for being there perfectly). 

 

Encounters

 

I finally got to script one of the pirate lair encounters this week. It's a mini-boss fight, nothing major, but what was nice about it was getting back into actually scripting the spellcaster AI. I'm still working, on the side, on a module that I intend to release as soon as possible, that will show how the AI library works, and make it publicly available for anyone to use in their mods. It's not a plug-and-play AI like TonyK's, it's only for builders who want way smarter spellcasting. But it sure is nice to work with it and make these encounters a lot more fun. 

 

I ran this mini boss encounter the first time without the AI and it was a pushover fight. Second time through, with the AI, the paladin died, and the wizard almost died. Had I been using the SoZ death and bleeding system (something I'm still considering), the paladin may have ended up needing a full blown rez. So I felt that was pretty challenging. Amazing what a couple of smart spellcasters can do to an encounter. 

 

Summary

 

A good week of progress. Liking where it's going. Most happy about the companion blueprints and being able to test the high level encounters faster. 


  • andysks aime ceci

#536
kamal_

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Building even a smallish city at a one to one scale to it's official map is, while not completely impossible, basically impossible in practice. Getting the "feel" is more important and practical.

 

Fortunately, a lot of talented people have released daynight settings that you can simply import in the area properties, allowing you to adjust an area's "feel":

http://neverwinterva...nvironment-pack

http://neverwinterva...aynightsettings

http://neverwinterva...s-dark-villages

http://neverwinterva...ighting-presets


  • ColorsFade aime ceci

#537
ColorsFade

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Building even a smallish city at a one to one scale to it's official map is, while not completely impossible, basically impossible in practice. Getting the "feel" is more important and practical.

 

Fortunately, a lot of talented people have released daynight settings that you can simply import in the area properties, allowing you to adjust an area's "feel":

http://neverwinterva...nvironment-pack

http://neverwinterva...aynightsettings

http://neverwinterva...s-dark-villages

http://neverwinterva...ighting-presets

 

Oh Kamal... you rock. Just what I was looking for!



#538
kamal_

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There's also this one, which I like and use for general outdoor areas:

http://neverwinterva...daynight-cycles



#539
ColorsFade

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[Weekly Update]

 

A slow week and a half of almost exclusively building areas.

 

I've been kind of loath to put together any encounters because they require a certain time commitment. I don't like starting on them if I don't think I have enough time to fully test and refine them in a single sitting. This past week has been pretty busy so I haven't had a lot of "big chunks of contiguous time" to deal with encounters. Likewise, I find that dialog-writing is something I need to be "in the mood" to approach properly, and the "mood" has been elusive the past week. Area building though... it's a fairly straight forward thing. I don't need any set number of minutes to tackle it, or any kind of "mood" to approach it. Most days I have the toolkit open and when I have ten or fifteen minutes to spare, I open an area and start placing tiles, or placeables, or messing with landscapes in external areas. It's an easy thing to do, put some stuff down, and then come back to it later. Every time I look at an area I find new things to place. 

 

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This upcoming weekend looks like a prime time to get encounters done as I know I can count on several hours of uninterrupted time to myself. So I'm looking forward to that, and hopefully finishing up some of the first content for Act 1. 

 

Building Areas & Usage

 

One thing I've been doing this week is playing through Mask of the Betrayer, with the intention to actually finishing it this time. The Spirit Easter "feature" has always been a thorn in my side, but I've been committed to deal with it this time around. The only aid I've employed is Kaldor Silverwand's autopause scripts. It's definitely helped; I've been far less annoyed with it since it's not as aggressive. It also helps to know, now that I've been through a good portion o the game multiple times, where some of the groups of spirits pop up; there are ideal places and times to Suppress, and that helps.

 

The other thing that has really helped is I'm using the augmented Spell Sequencer rods from my own campaign, which allow storing 5, 10 and 15 spells. Having those available for a caster heavy party (my own Swashbuckler/Wizard/Eldritch Knight makes the greatest use of them) has really helped, as I don't feel the need to rest all of the time to have spells ready (resting really is the bane of MoTB; one never wants to rest if possible, and instead just travel using the map). Honestly, after playing it this way, I have no idea how anyone gets through that expansion without such aids. Buffing would take way too long otherwise. At 20+ level, my EK has at least 10-15 long-term buffs and 5-8 short-term buffs. I keep two rods on him. One for buffing the long-term stuff, and another with the short-terms that I fire off before particularly tough battles. Makes playing a caster quite a bit more manageable. 

 

Anyway, the point here is that in playing through MoTB again it's making me very aware of area use. Some of the areas in MoTB are what I'd call very "high use" areas. You and your party are in those areas quite a bit and for long periods of time (Wooded Man Forest and the Thay Academy are two good examples). And this has made me think about the ways I intend to use some future areas and how I might improve the usability by offering some additional side-quests. I think having high-use areas is preferable to a bunch of areas that the player only visits for a limited time, for maybe one quest. I'm leaning toward the opinion that if I'm going to invest a bunch of time in making an area look good, it should be used for more than one quest. So I'm trying to focus on making sure that areas have multiple purposes. 

 

Not much else going on. Just trying to take it one step at a time and be consistent with effort. 


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#540
ColorsFade

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[Weekly Update]

 

Finally had a nice chunk of time last weekend to piece together most of the encounters for the pirate cove, the first big quest the player will receive in Chapter 1. There's still a few loose ends and the final boss battle/convo to go, but considering it's seven areas and a lot of things I'm trying to accomplish, I'm pretty happy with the result. The transitions are done, bakes, wandering monsters (where appropriate), cut-scenes, loot, lights, sounds, door/area transitions, journal updates, custom spellcasting AI scripts... It's almost all done. Another week and it should be complete. I've ran through most of the encounters multiple times. It seems pretty balanced given the party size and levels. I'm most happy with the pirate cove. It just looks cool. 

 

I've also been building, piece by piece, a lot of inn and tavern areas for Scornubel, and the associated rooms for the inns. Even though I'm only doing about half the town of Scornubel, there's still a lot of taverns and inns on the map areas I've chosen to build. I'm going to try and fill these with a lot of little side-quests for the player. Those sorts of things remind me of Baldur's Gate 1 and the Friendly Arm Inn, or such side quests in Baldur's Gate 2. I've always enjoyed that stuff. It's nothing major, but running into side quests and little adventures like that just by walking into a tavern are always fun to me. 

 

Scornubel Hall

 

I'm still at work on pieces of Scornubel. I had initially used the "big" version of the default exterior for the City Watch as the building for Scornubel Hall. But I wasn't totally happy with the look and the smaller version of the City Watch is just down the street, being used for the Scornubel City Watch... So, I felt like I needed something different to set these two buildings apart. As the wife and I were unwinding one even and catching up on Law & Order: SVU on Netflix, I took notice of the courthouse architecture and started thinking about how I could change Scornubel Hall's exterior to be something more like that. I've been itching for a reason to dig into the BCK placeables so this seemed like an opportunity to give it a try. I'm happier with this building than the default City Watch building. 

 

24324035139_f56e08213e_c.jpg

 

Druids

 

A lot of The Darkening Sky takes place in the Reaching Wood, the Forest of Wyrms, and a little action in the Misty Forest. It's a lot of trees and forest locations. There's cause at some point in the story to visit the arch druid of the Reaching Wood, and I found an exterior prefab that I really liked, the Oaken Druid Circle by Cloud_Dancing. I wasn't real fond of the MoTB houses sticking out of the trees (it's a good look, don't get me wrong, just not what I was into for my story). I wanted something a bit more ancient looking, like an old elven ruin that had been overgrown by the forest, so I made a few changes: 

 

24691702075_1ef804e215_c.jpg

 

The entry opens into an overgrown, root-infested tunnel that opens into: 

 

24064885753_60c6dba47d_c.jpg

 

The part I like is that with Kamal's tiles I can change the floor textures (this is a jungle texture), which finishes this look. 

 

 

Spending the weekend putting together the encounters for the Pirate Cove, something I'd not done in a long time, got me looking at my notes to see how to implement certain things (like loot). I've streamlined quite a few things now and have some better notes, so hopefully future encounters should go faster. A lot of the Pirate Cove was re-learning the toolset after almost a year off. 

 

The past two months of work has reaffirmed to me how important it is to just plug away every day, even if it's only a little bit of work. The scope of the project is big, but when you can get even a little bit done every day, it adds up quickly and makes a big difference. I go back and reopen an area that isn't done yet, but see how much work I've put in, and realize, I'm not that far away from finishing that area. And so I realize that I can't back off this at all. I want to see this thing finished, and I think it's going to be a fun ride. 


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#541
PJ156

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Looking very nice CF. I'm not a big fan of BCK having used it a bit but your building looks good.

 

PJ


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#542
ColorsFade

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Looking very nice CF. I'm not a big fan of BCK having used it a bit but your building looks good.

 

PJ

 

Thanks PJ!

 

The little entry in the druid village I did with BCK too, but so far that's been the only other use. I think it's fine in small doses, but I wouldn't want to build anything too big with it. I've downloaded some prefabs that make extensive use of it and it was just too much. 



#543
PJ156

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RJS city pack contains some nice domes that are less boxy that the BCK ones. Might be worth trying those for the druid grove?

 

PJ 


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#544
ColorsFade

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Thanks PJ. 

 

I tried those domes after you suggested it, and they are not tintable, so they didn't quite work. Even though this one is a bit blocky, I like it better because I can tint it to look moldy/green like the forest has taken over a bit. 

 

Those other domes are really nice though. I'll be keeping those in mind for a few spots. 



#545
PJ156

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I can do you a tintable mossy dome should you so desire ....

 

I can do mossy stone work too if you give me the list of the BCK you used.

 

PJ



#546
kamal_

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Making something tintable is easy for the most part. You can use MDBCloner (http://neverwinterva...tool/mdb-cloner) to open your model, it will show you which textures are used. If it doesn't use multiple textures on one model, you are set.

 

(example of mdbcloner)

 

mdbcloner.jpg

 

Point it to the tintmap/glow/texture/normal name for the model and click the "Save Clone" button. If you don't want to override the original model, save as a different name and it will handle renaming of the various parts of the model for you.



#547
kamal_

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I can do you a tintable mossy dome should you so desire ....

 

I can do mossy stone work too if you give me the list of the BCK you used.

 

PJ

 

BCK using other textures is so much better (though it doesn't make building with it any easier). RWS Halls textures with stock ground tile textures shown in a BCK demo area.

 

bck_bloom.jpg

 

/friends don't let friends use stock BCK textures


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#548
ColorsFade

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That looks really cool Kamal. Wow. I need to break into the cloner tool. I have a project later on in this campaign I'm going to need to use it for anyway. 

 

PJ - I'll take you up on that offer. I believe I have your email from beta testing the prologue. I'll email you the details on the pieces I'm using. 

 

I also have one other issue, and I can make a formal request on another thread if necessary. Hoping someone can help. 

 

I'm using SGK's collision boxes in a couple places, to prevent the camera, in ISO mode, from being able to push out past the walls of some building interiors I've made using external areas. The collision boxes work great for the side walls, but don't help with the roof as the roof is slanted. And if I put a square collision box in the roof at the top of the walls, where they meet the roof, it tends to feel like the camera is forced too close to the ground. 

 

I was hoping I could get someone to make a slanted collision box akin to the ramp walkmesh. 

 

24658676591_28827bdd9e_c.jpg


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#549
PJ156

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I did that plinth (with the help of RJS), that's really fun to see it in place in another campaign :D

 

PJ


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#550
ColorsFade

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I did that plinth (with the help of RJS), that's really fun to see it in place in another campaign :D

 

PJ

 

Awesome!

 

I have a ton of stuff I'm trying to utilize from you, RJS, and Tchos' Witcher project. I like stuff I can tint :)

 

You get a cookie if you can guess what that interior is supposed to be :)