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Cohorts and Companions Tutorial/Reference?
Débuté par
Happycrow
, déc. 11 2013 10:03
#26
Posté 13 décembre 2013 - 06:11
#27
Posté 14 décembre 2013 - 01:21
OK, version 1.1 is up. Some comments and a proper conclusion added
.
#28
Posté 14 décembre 2013 - 02:33
Good job Andy!
#29
Posté 14 décembre 2013 - 03:12
You mean for uploading to the Nexus? It is quite some feat to be honest
. If you mean on the guide, it is your work, your scripts
. I should say good job !
#30
Posté 14 décembre 2013 - 03:24
I mean thanks for uploading the update, of course! I really appreciate it.
And thanks for prodding me, because I had been meaning to write that documentation for a long time. And I'm glad we got it out when we did, since it appears useful to at least one other modder.
And thanks for prodding me, because I had been meaning to write that documentation for a long time. And I'm glad we got it out when we did, since it appears useful to at least one other modder.
#31
Posté 14 décembre 2013 - 03:27
Seriously useful to me. Now I just have to figure out how to write the stuff, what to call it, all that jazz that comes with "minimal competence."
Without this, I'd be dead in the water for what I'm trying to pull off.
#32
Posté 14 décembre 2013 - 03:36
Happycrow wrote...
Seriously useful to me. Now I just have to figure out how to write the stuff, what to call it, all that jazz that comes with "minimal competence."Without this, I'd be dead in the water for what I'm trying to pull off.
Take a small chunk up front and learn the toolset with it.
I didn't know a single thing about the NWN2 toolset when I started, and I wanted to do a level 1-20 campaign. That's obviously not a very realistic goal for a complete novice. But I broke it down into a prologue and three chapters and used the prologue to learn what I needed to know.
I just finished the prologue and its going out to beta testers in the next day. I've learned a ton. I bit off a reasonable piece and spent my time learning and building at the same time. Things I built toward the end of the prologue took a lot LESS time than stuff I built at the start. You'll progress and learn and grow and get faster at it.
Whatever your goal is, bite off the first piece small. A prologue, the first couple of levels, whatever. Learn the necessary parts of the toolset and build that first part that you need to get started. When you're done with it, you'll have something concrete completed (a good goal to have) and you will have learned a lot of the toolset and be well prepared to build the rest of your vision with much better velocity.
#33
Posté 14 décembre 2013 - 06:15
Very good advice.
I'm from PW-land, and can do all kinds of stuff in the TS. custom-content, TLK, .2da, area-build, dialogues, all of that. I've just never actually *assembled a module* before. What I haven't done is assemble my own module and quests (though I've done journal entries... just a long, LONG time ago).
So I'm first going to make a testbed and start with some very basic stuff until it's working, and go from there, much as you've suggested.
I'm from PW-land, and can do all kinds of stuff in the TS. custom-content, TLK, .2da, area-build, dialogues, all of that. I've just never actually *assembled a module* before. What I haven't done is assemble my own module and quests (though I've done journal entries... just a long, LONG time ago).
So I'm first going to make a testbed and start with some very basic stuff until it's working, and go from there, much as you've suggested.
#34
Posté 14 décembre 2013 - 12:11
I did exactly the same as ColorsFade. My prologue took me 1 year, and I'm still fixing some stuff. Chapter 1 took 3 months and everything works
.
#35
Posté 14 décembre 2013 - 05:40
Other advice I'd give to start out:
1) If you're going to do anything of any size at all, make it a campaign with multiple modules. There are a lot of benefits to making a campaign (and all "making a campaign" means is that you create a campaign folder and fill out the campaign properties, then associate your modules to it).
2) Put all your resources (scripts, dialogs, blueprints) in your campaign folder. The only thing that should be in your module folders is your areas. I can talk more about that later, but this is a huge benefit.
3) After you create your first module, and as you create additional modules, Export the script sets and variables. This makes creating new modules really easy, as all you have to do is Import the saved script set and variables into the new module and you're ready to go.
There's a ton of other stuff, but I'll go with those tips for now.
1) If you're going to do anything of any size at all, make it a campaign with multiple modules. There are a lot of benefits to making a campaign (and all "making a campaign" means is that you create a campaign folder and fill out the campaign properties, then associate your modules to it).
2) Put all your resources (scripts, dialogs, blueprints) in your campaign folder. The only thing that should be in your module folders is your areas. I can talk more about that later, but this is a huge benefit.
3) After you create your first module, and as you create additional modules, Export the script sets and variables. This makes creating new modules really easy, as all you have to do is Import the saved script set and variables into the new module and you're ready to go.
There's a ton of other stuff, but I'll go with those tips for now.
#36
Posté 14 décembre 2013 - 07:08
ColorsFade wrote...
I can talk more about that later, but this is a huge benefit.
There's a ton of other stuff, but I'll go with those tips for now.
Maybe,,, a guide
I'm just kidding. But I think a proper guidance for such things is missing all together. When I started I found all these guides that explain how to do varius things, but not one that explains how to set up stuff, how important exporting variables is, what includes on many important sripts do and many more.
So I had to go from the forums, to the official documentation, to the forums again, to the Game of Thrones PW website with the guides... and a lot of googling
#37
Posté 14 décembre 2013 - 07:54
Haha, yeah, I could write a guide... not sure how useful it would be at this juncture. Four years ago? Useful. Now? Not so much.
I'm bummed myself. This engine is probably in its last days. I got to the show late. I wonder if there will be anyone playing NWN2 when I get to the end of my campaign.
But then again, if no one is, at least I'll have it to play.
And is there even a better engine on the horizon? The computer RPG scene seems pretty bleak.
I'm bummed myself. This engine is probably in its last days. I got to the show late. I wonder if there will be anyone playing NWN2 when I get to the end of my campaign.
But then again, if no one is, at least I'll have it to play.
And is there even a better engine on the horizon? The computer RPG scene seems pretty bleak.
#38
Posté 14 décembre 2013 - 08:13
There are some, but not in the D&D style. And this is what I liked. I don't want to just build, I want D&D rules and stuff.
You can bet I will be here, so there, one person. I think many people play, even if they don't talk around here. See your journal thread for example. 4600 views in 8 months... can't be only the 20 people showing up and talk
.
Also, I know it's BG, but still. BG reloaded has 100+ thousand dls on the nexus. You get my meaning.
You can bet I will be here, so there, one person. I think many people play, even if they don't talk around here. See your journal thread for example. 4600 views in 8 months... can't be only the 20 people showing up and talk
Also, I know it's BG, but still. BG reloaded has 100+ thousand dls on the nexus. You get my meaning.
Modifié par andysks, 14 décembre 2013 - 08:14 .





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