Aller au contenu

Photo

The possibility of porting HotU


  • Veuillez vous connecter pour répondre
148 réponses à ce sujet

#101
Calister68

Calister68
  • Members
  • 338 messages

Yes, that's the system I used when I was creating modules ( a long time ago... ^_^ ).

The only thing that worried me at the time was the door icon cursor appearing when you moused around over the walls.



#102
rjshae

rjshae
  • Members
  • 4 485 messages

Yes, that's the system I used when I was creating modules ( a long time ago... ^_^ ).

The only thing that worried me at the time was the door icon cursor appearing when you moused around over the walls.

 

I think I can change the mouse-over cursor on the door to look like the default; just not sure I can change it back. Maybe I can destroy and re-create the door? I'll have to experiment.



#103
Tchos

Tchos
  • Members
  • 5 042 messages

If you mean an actual door object, I haven't found a way to create one. You can destroy one, though.  And doors always try to be the thing you click on even when there's another object in front of them.



#104
rjshae

rjshae
  • Members
  • 4 485 messages

Perhaps Nim's secret door toolkit will do the trick?



#105
Tchos

Tchos
  • Members
  • 5 042 messages

From the description, it sounds like it's using static doors, which do not cause the cursor to change, and then destroying them to get them out of the way when you click on the activator or whatever opens the secret door.

 

I can't remember if static doors still interfere with selection of other selectable objects in front of them for sure, but I think they do.  It was a problem with notes I had posted on doors.  I swapped most of them with placeable doors to fix it.



#106
rjshae

rjshae
  • Members
  • 4 485 messages

Yes, I'll have to experiment. I'd rather the cursor show it as unwalkable until the cover is opened.



#107
MokahTGS

MokahTGS
  • Members
  • 946 messages

Perhaps Nim's secret door toolkit will do the trick?

 

I have used this extensively in the past and it works flawlessly.


  • rjshae aime ceci

#108
rjshae

rjshae
  • Members
  • 4 485 messages

I find most the magic items available in Waterdeep to be a little on the bland side--basically lots of +2 and +3 vanilla magic items, so I've been working to remedy that. I checked the magic items for NWN described on the Game Banshee site and it turns out there's fair number that never made it into NWN2. Hence I've been busy porting the descriptions over, setting the abilities, and configuring the models and icons for use. I should be able to post these blueprints on the new Vault once the set is complete.

 

Meanwhile, I've been adding a few of my own, attempting to write them up in a similar manner. Hopefully these won't come across as poor cousins. Anyway, a few samples:

 

Glacial Robe of the Obedient Mage

 

Deep blue like glacial ice, these pristine robes always maintain an impeccable appearance even in the most untidy circumstances. Created by Justan Prihart, a highly conservative mage raised in the old school of disciplined training and meticulous adherence to ritual, this garb is ingrained with a stamp of orderliness and rigid adherence to the rules of proper magic. The robe feels stifling and uncomfortable to wear by all but the most proper, law-abiding mages of the Realms.

 

Harmonious Robe

 

Lord Sarius Epheron was a great lover of music. He would encourage the musical arts among the people he ruled and frequently held banquets to honor visiting bards from around the Realms. Unfortunately, his daughter Esmirelda proved to be completely tone deaf. The Lord grew sad whenever his daughter was unable to enjoy a grand musical performance, preferring instead to engage in more mundane activities.

 

Seeking to remedy his daughters condition, he had this magical robe of music appreciation crafted at great expense. Unfortunately, the constant musical emissions of the robe ultimately drove his daughter mad, and she leaped to her death from a castle tower while still wearing it. Her body, and the robe, were swept away by the river current, and the Lord spent the remainder of his days mourning his loss.

 

Ring of Artifice

 

This ingenious ring is of Lantan design and for many years one of their best kept secrets. It was finally revealed during an exhibit of Lantan ingenuity held in Waterdeep, when the a large tunneling contraption fell apart and had to be hastily repaired. At the time the head tinkerer had fallen sickly from eating shell fish, so his apprentice was put to work. Amazed witnesses noticed a set of slender, whirling implements protruding mysteriously from his right hand. Unfortunately, his efforts proved in vain as the reassembled contraption was accidentally activated and proceeded to dig a deep tunnel, dragging the poor apprentice along with it. His body, and the accompanying ring, was only recovered some years later at much expense.

 

Fallow Ring

 

A Ranger of the High Forest, Arden Thrisdale was given this ring for a service he performed by a mysterious entity or group he called the Fallow Fey. When asked, he was not forthcoming with more details, saying it was all together better not to know. Arden himself went missing some years later, leaving only this ring on the bed where he had lain resting.

 

Gurgnack's Mating Club

 

Gurgnack the Hill Giant had a problem. His hairy arm pits just didn't produce enough of the putrid glandular musk that female Hill Giants found so appealing. Nor was his hulking physique sufficient to crush his more malodorous rivals. Instead, after pondering the question over many a goblin stew, the idea came to him to seek help from the magic arts. He had once met a particularly hideous hobgoblin witch living deep in the woods, so he decided to locate her.

 

After much dickering over which of her body parts to remove first, the witch was compelled to accept his terms. The result was this musk stick, which must be liberally applied daily to the underarm areas and then sealed overnight with caked mud. Within days he was literally mobbed by female Hill Giant adorers, who hounded him day and night in pursuit of his manly charms. Physically exhausted, he finally decided to dispose of the stick, and traded it in for a new fur breachclout from an Ogre bear hunter.


  • GCoyote aime ceci

#109
kamal_

kamal_
  • Members
  • 5 240 messages

If you need more stuff, I released an item pack that has a wide range of items from official lorebooks.

http://neverwinterva...m/crimmor-items

It would seem to be just the thing for adding spice to Waterdeep's shopping.


  • GCoyote et rjshae aiment ceci

#110
Tchos

Tchos
  • Members
  • 5 042 messages

I always like fanciful descriptions.  A couple of corrections, though.  I don't see any need to preserve errors from previous versions, unlike a historical quote:

 

Fallow Ring

A Ranger of the High Forest, Arden Thrisdale was given this ring for a service he performed by a mysterious entity or group he called the Fallow Fey. When asked, he was not forthcoming with more details, saying it was all together better not to know.

 

Gurgnack's Mating Club

Gurgnack the Hill Giant had a problem. His hairy arm pits just didn't produce enough of the putrid glandular musk that female Hill Giants found so appealing.

 

all together -> altogether

arm pits -> armpits

 



#111
kamal_

kamal_
  • Members
  • 5 240 messages

Having items with story tells you that the item has some thought put into it, even if it's only a +1 item. In a low magic world, I would expect every magic item to have a story behind it. In a higher magic world, I would hope that instead of the +3 sword having a description of "there is nothing notable about this object", it would have something like "Swords of this type were manufactured by the smiths of the court of King Bill the Excellent, and enchanted by the court mages for use in their war against the evil atone giants of the mountains bordering the kingdom." I mean if there's a bunch of +3 swords being picked up from the battlefield, there's still some story to them behind their apparent mass availability. Throne of Bhaal had tons of the generic "nothing special" high magic items being dropped as loot everywhere, to the point I would stop even bothering to pick them up.

 

I do get having nondescript magic items available from merchants for the player to fill out their equipment. There are certainly items that the history is unknown to the pc, and doing a backstory for every item in a merchants inventory anywhere ingame is time prohibitive if you decide you want to have a magic weapon of each weapon type available, which is something generally expected by players.


  • rjshae aime ceci

#112
rjshae

rjshae
  • Members
  • 4 485 messages

Okay, they're posted.



#113
Dann-J

Dann-J
  • Members
  • 3 161 messages

I've been going through all sorts of D&D supplements looking for item templates that can be emulated in NWN2 for the module I'm currently working on. My module will be for level 6 characters though, so I've mostly been restricting myself to +1 and +2 items. There are all sorts of interesting sources out there, like old issues of Dragon Magazine. Swords into Plowshares has some interesting item descriptions as well.

 

I've posted a few blueprints from the Magic Item Compendium at the Nexus. By combining several item properties you can make some powerful equipment. A Maiming Warhammer of Impact +3 would combine massive criticals, keen, and enhancement bonus properties for instance. That many properties would probably warrant a unique item name though (something less of a mouthful).


  • PJ156 et rjshae aiment ceci

#114
PJ156

PJ156
  • Members
  • 2 982 messages

The name is good I think. If I thought someone was going to hit me with one of those I think I would give up before the fight even started :crying:



#115
GCoyote

GCoyote
  • Members
  • 341 messages
I like less ostentatious names, something a warrior would come up with over an ale or ten. I'd call the above mentioned hammer, "Mother-in-Law". Forces the player to read the description but still inspires fear.

#116
Dann-J

Dann-J
  • Members
  • 3 161 messages

I like less ostentatious names, something a warrior would come up with over an ale or ten.

 

One of my favourite weapon names from Baldar's Gate was a dwarven warhammer called The Capper (short for The Kneecapper). It's a +1 warhammer that become +4 when used against giants. I suppose the halfling version would be called Shinsmasher, while the human version would be known as The Nutcracker. :)



#117
Dann-J

Dann-J
  • Members
  • 3 161 messages

I'd call the above mentioned hammer, "Mother-in-Law". Forces the player to read the description but still inspires fear.

 

There's a plant called mother-in-law's tongue, due to its sharp leaves. The same name could be used for a keen shortsword that increases the wielder's taunt skill. :)



#118
rjshae

rjshae
  • Members
  • 4 485 messages

There's some Faerunian weapons here (by Sean K. Reynolds) that would make decent deity-themed blueprints.



#119
rjshae

rjshae
  • Members
  • 4 485 messages

I want a unique-looking base for columns on an underground metatile. Here's what I've come up with so far. What do you think?

column_base_zpsi0ohrgir.jpg

 

Unfortunately the rock may be a little too dark. It's a nice texture, but I might have to go with a medium grey to get a better fit with the surroundings.


  • Calister68, GCoyote, PJ156 et 1 autre aiment ceci

#120
PJ156

PJ156
  • Members
  • 2 982 messages

Or perhaps a pale grey base and a tint map?

 

It looks really good but the knife detail is going to seem repetitive once you put this all over your areas? Perhaps the knife could be in the texture and normal map so you can swap it in and out.

 

I like that the base looks like a reptile claw.

 

PJ


  • rjshae aime ceci

#121
rjshae

rjshae
  • Members
  • 4 485 messages

Yes it's only going to be in one location so hopefully repetition won't be a problem. Basically it'll be on five sides of an elevated platform in a grand cavern, with ramps leading from 2-3 of the sides.

 

Earlier I was contemplating putting a different image on each face... like an axe, mace, fist, and shield. Or just making multiple copies, each with a different symbol. But then I would have to use different texture files for each (or use a smaller section of the texture file for each).

 

Ed.: I guess I could use 2 texture files; one for four of the symbols and the other for the rest.


  • PJ156 aime ceci

#122
kamal_

kamal_
  • Members
  • 5 240 messages

Yes it's only going to be in one location so hopefully repetition won't be a problem. Basically it'll be on five sides of an elevated platform in a grand cavern, with ramps leading from 2-3 of the sides.
 
Earlier I was contemplating putting a different image on each face... like an axe, mace, fist, and shield. Or just making multiple copies, each with a different symbol. But then I would have to use different texture files for each (or use a smaller section of the texture file for each).

Mace to the face!
  • rjshae aime ceci

#123
rjshae

rjshae
  • Members
  • 4 485 messages

Okay, retexture complete, I guess. I think this look will fit the rest of the tileset better, although it isn't quite as dramatic.

column_base2_zpsjmevcyit.jpg

Now for the platform...


  • PJ156 aime ceci

#124
PJ156

PJ156
  • Members
  • 2 982 messages

It's better in my opinion. It looks like it is newer and was man/dwarf made whereas the first looked like it might have grown in the space.

 

PJ


  • rjshae aime ceci

#125
rjshae

rjshae
  • Members
  • 4 485 messages

It's better in my opinion. It looks like it is newer and was man/dwarf made whereas the first looked like it might have grown in the space.

 

Yes, in the background story, Undermountain started off as a dwarven underground site.

 

The one detail I thought about adding was using the normal map to add some sort of frame (or maybe just beveled groozes) on the flat surface with the sword symbol. I might still do that, as it would suggest craftsmanship on the part of the builders. Maybe some other details as well...


  • Kanis-Greataxe aime ceci