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using more than 6 party members


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#1
satch4684

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curious on the experience with people using the toolset to edit the creation size to a larger amount. I've always played it safe and stuck with recommended maximum amount of 6. something along the lines of it the game just isn't made for more than that, gets buggy, etc.

 

I kind of want to have an epic party for a new SoZ playthrough, since I have all these cool choices of race/classes with this pack of merged mods i downloaded. So, what kind of bugs does it cause? is experience gain simply too slow when you have that many characters?  Or, perhaps is there some other downloaded campaign/module out there that works really well for using a custom party of 7-9 characters?



#2
Tchos

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I'd guess a campaign like Legacy of White Plume Mountain would work fine with a large party like that.  Since it was designed with a user-created party in mind, it probably wouldn't have any bugs related to the scripts or conversations expecting a party of a certain size.

 

XP gain would be slower, yes, but I don't know by how much, or whether that would be a problem for that campaign.



#3
satch4684

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hey it looks pretty interesting i searched for it. if nothing else, its finally a promising user party mod I've found, maybe the icewind dale one too.

 

then again  maybe i should just play the vanilla game, I forget a lot of the custom campaigns may not work with mods installed. I always forget that when i come back to this game.



#4
rjshae

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Larger party sizes, and their associated menagerie of companions and summoned creatures, may cause walkpathing issues, especially in narrow defiles and corridors. The game just wasn't optimized for large parties.



#5
Dann-J

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Larger party sizes, and their associated menagerie of companions and summoned creatures, may cause walkpathing issues, especially in narrow defiles and corridors. The game just wasn't optimized for large parties.

 

That happens often enough in this game with a smaller party. :)

 

Although the area designers are often as much to blame for it as the dodgy pathing algorithms are. Especially when they decide to make a heap of fiddly little furniture placeables in the middle of a room static rather than environmental, resulting in walkmesh spaghetti.


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#6
Tchos

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I've been guilty of that, but I've seen the light!  Since you mentioned it some time ago, when not painting the the terrain unwalkable, I'll use the snapping feature to align my walkmesh cutters to the floor plane polygons.  :)