[WIP] Al-Qadim: Episode 1 - Thieves of Halwa
#101
Posté 20 novembre 2013 - 04:49
I decided to look at it again and in no time at all I had added it to the game. I feel so encouraged now that something that seemed so hard is now something so easy.
#102
Posté 20 novembre 2013 - 02:29
I am avoiding doing load screens because I feel like it will take considerable effort, but I have a feeling that once I actually have the screenshots taken, it will not take long to get them working.
And I agree - in your campaign music is going to be key to setting the mood. Should be fun
#103
Posté 20 novembre 2013 - 02:49
It has even made creating this adventure more fun than it was before. I can sit and listen to the music through the toolkit and really conceptualize the setting. It is as if a muse is sitting at the computer with me.
I never realized how fun this could be and I can't believe that I am admitting this, but some of the headaches have been worth it.
Yeah I decided to go with one loadscreen and add plenty of loadhints instead. They range from trivia about the Al-Qadim World to the Al-Qadim Genie's Curse to Hollywood depictions of 1001 Nights.
I've kind of detoured from my regular D&D Al-Qadim research and have begun looking into the Cult of Dragons because of a particular someone! Not naming names or anything.
#104
Posté 20 novembre 2013 - 02:59
#105
Posté 20 novembre 2013 - 03:13
Guide to making custom load hints, parts 1 and 2. I used this for Path of Evil.andysks wrote...
Could I ask how one makes custom load hints? I am building in a custom world and I always wanted to do it, but I have no idea how.
http://nwvault.ign.c...s.Detail&id=108
http://nwvault.ign.c...s.Detail&id=114
#106
Posté 20 novembre 2013 - 03:32
For starters
You want Jaesun's Custom Load Hint Tutorials.
Part 1
nwvault.ign.com/View.php
Part 2
nwvault.ign.com/View.php
The only thing I would further add to this would be to start jotting down the loadscreen hints you want to include in the module before you do anything. That way you aren't going back and adding new stuff and fiddling all over again with the .2da files.
So far I only have about five hints I plan to include.
#107
Posté 20 novembre 2013 - 04:10
#108
Posté 22 novembre 2013 - 03:24
The custom loadscreen hints are set up to avoid repeating the last 15 displayed, so make sure you have at least 15 of your own. I don't know what happens if you have less than that - the universe *might* not implode, but I've never taken that chance.
#109
Posté 24 novembre 2013 - 07:04
Unfortunately, I write this while watching Thief of Bagdad of all things, I have to put my project on hold. I'm moving and I will be busy getting re adjusted.
I'm still committed to this project but I'm sure you all understand.
#110
Posté 08 janvier 2014 - 10:29

I've run into a strange issue on only one part of a very large area in module 2 of my campaign.
On the western side of the area all the models of any creature I have over there flip out and it is as if the vertices of those modules get pushed out of place. In the toolkit it looks like in the picture above, but in game the PC will start to take on different shapes clipping into the main PC model.
I have reason to suspect that this may have something to do with the appearance changer crashing on me one or twice while editing in that area and while editing the NPC in the picture above. Has anyone seen or heard of something like this happening?
#111
Posté 08 janvier 2014 - 10:56
#112
Posté 08 janvier 2014 - 10:58
#113
Posté 08 janvier 2014 - 11:04
https://dl.dropboxus...lect_object.jpg
#114
Posté 09 janvier 2014 - 12:44
Turns out there was a phantom NPC just as you guys described. Hiding in a placeable of all places!
Modifié par koundog1, 09 janvier 2014 - 12:45 .
#115
Posté 09 juin 2014 - 10:47
How is this going?
#116
Posté 24 juin 2014 - 12:30
Hey Kamal,
This is my baby which I cannot abandon. It's going, but going very slowly.
I have the first act done, albeit, it's very bugged and sort of inconsistent with the storyline.
I want to add some of my own art work for one conversation that transitions the character on his journey home.
The second act has all the areas done for the most part. The sewer and catacombs need work as a whole.
The story and quests dont really exist in the second module because I'm wanting to create a living breathing world.
I want the character to be able to burglarize houses which after some time the loot respawns. This isn't done yet, but I want the character to be able to take furniture placeables and then sell them to a fence. I want the stolen property to be heavy too. Fortunately I already have it to where if the guards find the stuff on the player they will take it or kill the character.
Anyway, the second act is meant to be a big play ground for a thief where if the player wants to just be a thief forever and run procedurally generated quests then they can. Once I have it to how I envision it then I might move on to finish telling a really amazing story that should erouse strong emotions from whoever plays it.
The third act exists, but that is all I can say about it. It will encompass the ending.
Also, I noticed when one of my imported songs plays too long it starts fritzing out and then crashes everything.
Still haven't worked out the lighting issue that turns the light placeable on during the day. This is important for the prisoner pit where it's dark everywhere but from above.
Haven't worked out my distraction which calls guards to a spot when a placeable is hit from an attack (ie bullet from a sling) I'll probably reuse this script time and again, but in varying circumstances
There is a lot to do. My greatest sticking point is and always will be scripting. Although I've recieved a lot of help I humbly admit my mind might not be geared for scripting. I consider taking classes where someone would teach me hands on, but then I need to sort of focus time and energy on my career at hand. Then I consider working with a community member. The only downside to that is that they won't enjoy the adventure as much if they are drudging through the details with me.
#117
Posté 24 juin 2014 - 01:41
Then I consider working with a community member. The only downside to that is that they won't enjoy the adventure as much if they are drudging through the details with me.
The way I see it, we all kinda work together here. Except plot and conversations, I feel like I am building my work together with 10 people or so. Because they will throw ideas if I post a picture of an area, or provide scripts and so on. So, whenever you have a problem, just post it around and it will be solved.
Edit: That was supposed to be a quote
.
#118
Guest_Iveforgotmypassword_*
Posté 24 juin 2014 - 08:03
Guest_Iveforgotmypassword_*
I'd also put less loot in them because the poor family will have less and they've already lost all heirlooms, this will stop people just hanging around and getting rich robbing the same houses. In some cases you could even just spawn traps that were set for revenge to kill the thief that ruined somebody's life put them in debt and caused the local gang to take their children into slavery !
#119
Posté 30 juin 2014 - 03:23
Without revealing too many details the player doesn't actually wander down the road when it comes to burglary. In fact, if the player tries that they will get caught at some point because the character has to go through checkpoints throughout the city.
I'm hoping to demonstrate the very fact that it is impractical for a thief to steal heavy things, but I also want the player to feel that their thief might just be that good. That if their thief is skilled enough then they could rip off a heavy load and never get caught.
I mean we all know, for instance, that a large golden statue would slow you down and stand out like a sore thumb in the street.
I still want it to be possible.
It's why I have a sewer system in the city.
It's why I have added disguises.
It's why smugglers set up operations.
Fences conduct trade in the warehouses. Product gets moved, etc etc.
I've been adding things that would deter a thief, but I have not added everything nor do I plan to.
I'm not as interested in making this adventure seem super real, as I am interested in making it fun.
#120
Posté 30 juin 2014 - 07:52
After this a random thought occurred to me: implementing a hak that would allow the criminal system to lop off a PCs hand for getting caught stealing. It would perhaps require a combination of an unusable shield arm and glove/bracer slots combined with a character skin that makes one hand invisible.
#121
Posté 30 juin 2014 - 09:30
After this a random thought occurred to me: implementing a hak that would allow the criminal system to lop off a PCs hand for getting caught stealing. It would perhaps require a combination of an unusable shield arm and glove/bracer slots combined with a character skin that makes one hand invisible.
We already have a bloody stump/hook hand hak, used for npcs. It's used in Trinity, an npc has... disappointed someone...
- rjshae aime ceci
#122
Posté 01 juillet 2014 - 02:22
One choice in Dark Waters (either 2 or 3) results in
#123
Posté 02 juillet 2014 - 01:26
One choice in Dark Waters (either 2 or 3) results in
Spoiler. For hooks, BouncyRock made a set of 3 pirate-style hook hands.
That was indeed very inconvenient for the duel-wielding kukri character I used in Dark Waters.
I was glad when I encountered someone who could grow it back.
#124
Posté 02 juillet 2014 - 02:16
After this a random thought occurred to me: implementing a hak that would allow the criminal system to lop off a PCs hand for getting caught stealing. It would perhaps require a combination of an unusable shield arm and glove/bracer slots combined with a character skin that makes one hand invisible.
It is a good random thought because it is relevant to this setting. I never considered taking the PCs hand, though. If the player is caught being bad they can pretty much count on being hunted down and killed until the faction value is reset.
#125
Posté 10 juillet 2014 - 12:51
I'd like to take a moment this morning and ask the community something about alignments.
I've been scratching my head about this for the past few weeks as I've started up the toolkit and got to work on this adventure.
While I mentioned that it would be possible to burglarize in the game, I have also been exploring the ways this might effect the PCs alignment.
Firstly, we know that thieving is a chaotic act.
Secondly, most of us would agree that it would be evil to take something from someone when they are poor.
I realize some may disagree, but it is also evil to take from someone who is rich. After all, they may have been poor once and worked hard to get what they have.
But here is the kicker for me. If a thief were to sneak into the home of a poor person, as a burglar would, and put gold or gems in their drawers would this constitute awarding alignment points to the player's character?
What type of alignment points would you all award, if any?





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