Raising The Bar - What Sorts of "Outside the Box" Ideas Work or Don't Work for You?
#1
Posté 02 mars 2013 - 01:33
Making a believeable mystique around something the vanilla NWN2/MoTB/SoZ includes with nothing more than 3 blueprints has been a challenging effort.
There are so many great ideas that 'raise the bar' popping up more and more often. Even beginner builders are going straight for ideas that immediately classify as custom content.
Raising the Bar is what NWN2 has made inadvertantly possible in so many ways and so many more that were intentional.
What sorts of outside the box ideas have we all tried - tried and abandonded - or tried and succeeded with?
#2
Posté 02 mars 2013 - 02:18
#3
Posté 02 mars 2013 - 02:22
kamal_ wrote...
Like toolset trickery? Or ideas outside the standard adventure (good guys defeat evil, possibly save the world)?
Trickery - CC - etc
New models notwithstanding
Scripting innovations
All of that kind of stuff...
#4
Guest_Iveforgotmypassword_*
Posté 02 mars 2013 - 11:13
Guest_Iveforgotmypassword_*
On the subject of werewolves and "bar raising" could you use the druid animal shape stuff and turn the PC or whoever into a worg.
#5
Posté 02 mars 2013 - 07:40
Raise it? Talk to me in a year :-)
#6
Posté 02 mars 2013 - 08:06
Some day perhaps the tools will be available to construct a detailed town with little effort.
#7
Posté 02 mars 2013 - 08:10
Though when figuring out how to do it I discovered Wyrin had already posted on his blog how to use a map to trace terrain. I don't think anyone else has done the map that way. People seemed to like it, so I'll put it in the "it worked" category.
#8
Posté 02 mars 2013 - 08:12
#9
Posté 02 mars 2013 - 10:47
kamal_ wrote...
I also purposely left music out of Path of Evil. Whether that "worked" depends on how much you like music in your mods. Most people who posted comments about that at least liked that I tried something different, even if not everyone liked the lack of music itself.
I'm considering adding custom music to mine. I play guitar and have written a few pieces over the years. I'd like to write a couple things for this.
#10
Posté 02 mars 2013 - 10:52
ColorsFade wrote...
I'm considering adding custom music to mine. I play guitar and have written a few pieces over the years. I'd like to write a couple things for this.
That would be a cool thing to do, in my opinion great care is needed though. Music can make or break an area, once you have decided to use it, it becomes one of the hardest design decisions you will make for any given area.
Sorry that was off topic.
I don't consider that I ahve raised the bar at all. For my first three mods I used no custom content at all and certainly did no more scripting that Lilac Soul would allow. Where I try to excel is in the npc's, thier interactions with each other and the PC, I don't think I have done badly at that.
PJ
Modifié par PJ156, 02 mars 2013 - 10:54 .
#11
Posté 02 mars 2013 - 10:54
or having a certain area be different based on the pc's class - that is, it loads a different one based on base class with different family members depending on gender as well.
#12
Posté 02 mars 2013 - 11:01
ColorsFade wrote...
I'm just trying to meet the bar.
Raise it? Talk to me in a year :-)
ok, "raising the bar" is too literal -
I was just wondering what challenges people thought were worth the effort or not, or if the ideas panned out, etc.
#13
Posté 02 mars 2013 - 11:09
#14
Posté 02 mars 2013 - 11:20
#15
Posté 02 mars 2013 - 11:24
#16
Posté 03 mars 2013 - 12:05
Danaan Tactics raises the bar for tactical groups.Lugaid of the Red Stripes wrote...
I tried to make a module where the PC doesn't win, and another where the PC wasn't the hero...not quite sure if it worked or not.
#17
Posté 03 mars 2013 - 06:51
or the first time someone edited a 2da? - what are all these columns for?
or Danaan Tactics so much in there!
Modifié par Morbane, 03 mars 2013 - 06:55 .
#18
Posté 05 mars 2013 - 03:58
Wolves into blink dogs, for instance (using a modified version of the teleport scripts I used for phase spiders in Isle of Shrines). The quell in Shaar Moan had a custom aura that blocked divine spells (but otherwise was just a ghoul with the ghost VFX). I've reskinned worgs and given them the troll OnDamage script to turn them into troll hounds.
In the module I'm working on at the moment there are gibberlings who run in fear if they encounter sunlight, a player with a light spell active, or they get targetted by fire-based spells. They also rise up from beneath the ground if they're sleeping and a player fails a move silently check, and their scream when they die awakens any other sleeping gibberlings within earshot. A custom aura also applies a concentration penalty to nearby players, due to their constant gibbering sound.
#19
Posté 05 mars 2013 - 04:10
Morbane wrote...
i s'pose that writing an aoe script to simulate a trample effect might be classified as tricky
or having a certain area be different based on the pc's class - that is, it loads a different one based on base class with different family members depending on gender as well.
I actually created a house that gets furnished according to the class of the player. A series of Ipoints were used to spawn in different furniture. Tables (and the things on them), chests, wardrobes, rugs, and various miscellaneous objects all get spawned in differently, as do the contents of various container objects. I even looked at the player's skills and feats to see which crafting bench they should have.
#20
Posté 05 mars 2013 - 05:07
#21
Posté 05 mars 2013 - 01:09
-Creating influence system between companion members that provide bonuses. In the extremes companions won't join if their opposite companion is in the party or certain companions would join and quit the party together. Like Jareira and Khalid from BG. I would put this somewhere between succeed and fail. The scripting part works but is very cumbersome since multiple nodes are needed in conversations to reflect these relationships.
-Creature tweaks and systems:
*Oozes (RWS model) They split and wreck your weapons and armor, what more could you want. Lance Bottelle added some fun features to the scripts as well. Instead of destroying weapons and armor on failed checks the oozes first weaken then destroy. The item looses 1 point of enchantment each failed check and is destroyed at -5.
*Swarms (waiting to see if this succeeds) Damages any creature within the swarm, no amount of AC can protect you. Immune to most physical attacks and single target spells (magic missle)
*Mimic (using ArtEchokes model) A standard chest that needs a spot to discover its true nature. Once the creature attacks it can steal your weapons, you get them back when looting the corpse.
*Giants that toss boulders at the players
-Fun Items
*Torches that have auras when used. I have created stinking cloud, cloud kill and a darkness torch.
*Potion that transforms the player into a rage demon for several rounds
*Face paints (consumable that last several rounds). Combat paint and stealth paint.
*A cursed robe that talks to the player randomly when worn. When sneaking it will yell "HEY EVERBODY LOOK AT US, WE"RE SNEAKING> YOU CAN"T SEE US!" Still needs a bit of tweaking
-Cursed items that look beneficial unil you put them on, then can only be unequipped after a remove curse spell has been cast on the character.
For werewolves, I have done a bit with making a playable werewolf character. I would suggest that you look into custom feats if the player is going to get infected. One thing I found with being a template is it effects ability scores. If you use a skin or item to add these increases to the character they loose the ability to augment their abilities with other items. I would suggest using the Set Ability Function to increase their scores. It will make them an illegal character but they will still be able to use ability increasing items. For the change look at custom feat that causes the character to polymorph into the werewolf, 2da editing will be needed. Ignore the toolset werewolf and go with Ree's werewolf (Pain's monster pack has it).
#22
Posté 05 mars 2013 - 09:23
Tchos wrote...
Which module is that house in, Dann?
The one on my C: drive.
#23
Posté 26 mars 2013 - 09:14
Shaughn78 wrote...
For werewolves, I have done a bit with making a playable werewolf character. I would suggest that you look into custom feats if the player is going to get infected. One thing I found with being a template is it effects ability scores. If you use a skin or item to add these increases to the character they loose the ability to augment their abilities with other items. I would suggest using the Set Ability Function to increase their scores. It will make them an illegal character but they will still be able to use ability increasing items. For the change look at custom feat that causes the character to polymorph into the werewolf, 2da editing will be needed. Ignore the toolset werewolf and go with Ree's werewolf (Pain's monster pack has it).
I have gotten great results with using a custom polymorph to make the PC become a werewolf - i was able to set the ww stats that way and i have found that, as you suggested, enabling the polymorph with feats - along with other surprises that a werewolf might experience.
#24
Posté 27 mars 2013 - 12:02
I created quite a few special items using tag-based scripting, most of which are available in my collections in the vault.
I think my enhancements to the OC and MotB are fairly out of the box.
I suppose most of my work has been geared toward helping other modders do things in the box better rather than necessarily out of the box. How to create a campaign. How to implement party creation, SoZ death and resting, and SoZ crafting in your own campaigns. That sort of thing.
The Gems of Power campaign I haven't finished developing begins in 1479 DR Faerun but the party will have to travel into the distant past in order to resolve the current crisis. I think I can make it work by manipulating the clock, but... time will tell.
Regards
#25
Posté 27 mars 2013 - 01:07
Kaldor Silverwand wrote...
The Gems of Power campaign I haven't finished developing begins in 1479 DR Faerun but the party will have to travel into the distant past in order to resolve the current crisis. I think I can make it work by manipulating the clock, but... time will tell.
Regards
Game time can be moved forward, but I don't think it can be moved backward. I seem to recall a comment to that effect in one of the time manipulation functions.





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