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Haunted Halls of Eveningstar: Beta Test


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59 réponses à ce sujet

#26
Darin

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Morbane....I have no idea what the issue could be. Could be something in your override folder maybe? I assume you do have MotB and SoZ installed...

#27
Morbane

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alrighty then - off to open the toolset, to find the errant texture and find it where ever it is - then put it in the correct folder.

#28
Morbane

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must be something you modified in the textures.2das - the reason i think so is kamal's tile texture pack is definitely backwards compatible with the stock 2das

that said, removing kamal's textures files solved the issue.

but there is no hammer - nope - not there.

#29
Darin

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sounds like you have an issue with the 2das...have you cleared your override folder?

#30
Darin

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(using item placables...though I didn't use any moded tile textures, so that shouldn't have been an issue)

#31
Morbane

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...still getting through the escape - bealzebub is right, you've got some cool features - i have been enjoying your creation - looks good :)

#32
bealzebub

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Hey EF,
I really liked how your secret doors worked. Is that something you came up with yourself?

#33
Darin

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sorta...found the doors as placeables on the vault, then worked from there. Not perfect, as you need the Collision Box so that they can't walk thru it, and a script to shrink the door and spawn/destroy the box...basically it was based on what I wanted to do with Door but can't because, well, doors can't have the placeable equivalent of static and useable not checked.

#34
Darin

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So, I had a vacation in New Zeland in Feb, and haven't touched NWN2 since I got back (yes, it is May).  How much interest is there in my continuing the project, and is there anyone that would want to help out with Eveningstar (towns are a bit daunting, especially having a good map...and the map on the vault for Evenigstar is a bit week, and large...).



#35
kamal_

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You should do the things you want to do.

 

If you want to continue, there are other town maps, pick one you like and say that's Eveningstar.



#36
Darin

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So, what areas of a town are necessary for play?  Going to release them as I go, but I need the major ones...



#37
rjshae

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So, what areas of a town are necessary for play?  Going to release them as I go, but I need the major ones...

 

Typically a town would contain at least one each of:

  • Inn/Pub/Hall/Park for interaction and party spawning
  • Store for buying and selling
  • Temple for curing ailments
  • A means to travel between them, such as an outdoor area


#38
kamal_

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Typically a town would contain at least one each of:

  • Inn/Pub/Hall/Park for interaction and party spawning
  • Store for buying and selling
  • Temple for curing ailments
  • A means to travel between them, such as an outdoor area

 

You can also have your vendors in the main outdoor area, including the pub (under a tent).



#39
Arkalezth

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I like how PJ handled shops in his new (not yet released) module. There are actual buildings, but you don't have to load a different area in order to enter them.

Maybe add a house for the mayor/governor to the list, unless there isn't one or s/he can be found in one of the other buildings.
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#40
PJ156

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If it's not a city mod then keep the area small. Perhaps do a commercial gate area where all of the above can be added and there is a reason for each to be there. You can also have the guards or a guardhouse associated with the gate. If you keep the area small you can keep it busy and "city like".

 

I have found having shops with no transition helps a lot in keeping the area less dull but market stalls work just as well.

 

PJ 



#41
Darin

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So far, I have started: church of lathander, 1st floor of tessaril's tower, the Lonesome Tankard Inn, the Low Lantern Tavern (modding Lute Hero as a way to make money/pass time, that's the area for that), and the town itself (plan on having 3 visiting merchants spawn there and stay for 3 days each...will likely start with 6 to cycle through).  I think i'm a store or two away from being set on buildings...

 

PJ - is it possible to use Uncle FB between modules, or just between areas?



#42
Darin

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UPDATE: I have Eveningstar nearly done, or at least, close enough for Beta Testing, I'll let you guys know when it's up.  So far, I have: a slew of townsfolk doing stuff thanks to uncle FB, and a way to gain influence and money...

 

Lute Hero is ported in as a game you play at the low lantern tavern at night, which impresses (or angers) the townsfolk as you play (okay, if you miss too many notes it will check against and you'll need to make a diplomacy check, this is one time per song.  Every 8 notes you hit in a row, however, gets you a positive-only check... (finishing this up now)

 

After that, I just need to add a way to have npcs leave/return to the party, and add a bit of plot to get you from the end of the plot I had before to being in town with a proper Charter.

 

After that, second Beta, then I'll start adding plot into the halls themselves, with places that lead off of the halls to venture into (as well as plot in the actual halls).


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#43
Darin

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Updated and Posted via Dropbox.

 

Now, with Eveningstar...which includes:

-Many Eveningstar inhabitants

-a number of Permanent Merchants, such as the Church, the Apothocary (special store for Rogues and regular store), an old lady selling booze, a Jeweler that may be busted right now, a dwarf selling masterwork armor (will likely let him fix broken items in an update) , a scroll merchant, a book merchant, etc.

-3 traveling merchants...every day one is replaced (current rotation is 4, a masterwork weapons dealer, a mithril dealer, a bowyer, and a musical instrument dealer)

-Tavern to pass time in (will add more ways to do this)

-NPCs are fully scripted to d stuff (even companions that are not in the party)

-Lute Hero as a way to make money and friends (nearly everyone is at the Low Lantern late at night, and good playing gives you more chances to impress NPCs...if the NPC is Helpful, they will start giving you gold...until a point as determined by your perform skill, based on the 3.5 rules for using Perform to make money.

-Adventuring Charter...pain in the arse, but this is Cormyr

-An extension of the Plot I already started (now gets you to town and gets you your charter)

-Dynamic Journal that allows for entries in an organic way, including the current in-game date.  Still by quest for convenience.

-Companions may or may not join you, and may or may not charge you for it, depending on their treatment (all companions are in the Low Lantern at night, so...they can be influenced easily thru Lute Hero)

-I think I got the repairs from last time, but who knows....I did take a few months off when I went to New Zealand then decided to just stop for 2 months, so...yeah...

 

I know the Halls themselves need more activity, and the Plan is to add more as I add more areas...and by that I mean add more activity to the Halls themselves as I add more Areas and Plot...such as Kobold ambushes to represent a kobold population feeling threatened by your incursions... Zhents searching for Whisper.... Whisper attacking you to draw you down into his area (i=once I, you know, make that)...random changes just for poops and laughs (as per the module itself), etc...but, need to get this out first, and had to make Eveningstar first.

 


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#44
Tchos

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I like the sound of this.



#45
PJ156

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I like the idea of travelling merchants. Something of an Easter egg that the character visits the town at a certain time and finds a merchant.

 

I'm going to think on that one :)

 

PJ


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#46
rjshae

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I like the idea of travelling merchants. Something of an Easter egg that the character visits the town at a certain time and finds a merchant.

 

I'm going to think on that one :)

 

PJ

 

Yes, and that's something that could be done as a set of prefabs. Maybe with a spawn script to add all the components in a geometric arrangement. (I did something sort of similar with a smuggler/vendor who would periodically show up on a beach, along with his boat, some crates, and a wandering side-kick guard.)



#47
Darin

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I have waypoints and Merchant Stalls set up, and I spawn in a merchant, 1-2 guards, and three placeables to fill the stall...whenever you enter the module, it checks for the last time it did it, if 24hours or more, it spawns out one merchant and spawns in the new one...(so, once you get going, each merchant will be there for 3 days or so).  It does it randomly (right now thru d4(), but that will change as I go) and spawns them in based on not having the same one there twice....so right now, they'll just cycle, seeing as there are only 4, but as I update more will be added, so...yeah



#48
Darin

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...added a Quest to haunted_halls_2, so now there's more gamplay, not just the town.  If anyone has an hour or so, I would love some feedback so I can fix this up and get it published.



#49
Darin

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also, need to know if my dynamic journal is working.  It should persist between modules... if not, let me know.

 

What it's supposed to do is create dated entries under each quest as you do them, using <CUSTOM#> tags, and redoing the tag definitions for you as you change modules... not sure about the later part; the true test is when you go to town.



#50
rjshae

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The files in your dropbox link show as being five weeks old or older. Is that the latest?