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NWN 2 Conclusion Campaign + Tomb of Horrors Revamp


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#76
Sabranic

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Development Diary 4/13/16:

- Creating and pallet swapping 45 new icons for the ToH and CK Campaigns.

- Updating the nwn2_icons.2DA file.

- Creating several new types of poisons - restricted to Rogue, Assassin and Blackguard classes.

- Creating the housing zone keys for each house type.

- Creating 12 new types of magical dust.

- Adding 10 types of ceremonial totems and charms.

- Considering adding climbable areas which require a rope consumable to reach.

- Considering adding copper, silver, electrum and platinum currency to the game.

- Updating my previous Icon pack to contain the new images and resource files.

- Installing Moreus's Trap Fix.

- Adding fixed Traps for purchase to the Shadow Thieves Guild.

- Adding the house keys to Veedle's Store and pricing them.

- Color coding the Peasant Houses on Map, naming their mailbox, doors and map tags.

 

icon_set_2.jpg

 

- Download the stand-alone version HERE.



#77
Sabranic

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Requesting Opinions:

 

We're toying with the idea of installing a .hak that would enable copper, silver, electrum and platinum coinage  - as well as a coin purse which would automatically store these currencies.  Does this, in people's opinion, add immersion to the game - or is it simply overly complicating buying and selling, thus creating an unwanted hassle?

 

As always, opinions are welcome, and my skin is thick.



#78
Tchos

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I like the idea in general, and unless you're adding weight for money, it shouldn't have any negative impact on the gameplay.  As I understand it, the main reason for different metals of coinage is to allow you to exchange larger quantities of metal for smaller quantities of metal, lightening your encumbrance.  Even though gold weighs about twice as much as silver, it takes 10 silver pieces for 1 gold piece.

 

For my campaign, I grumbled about the lack of silver and copper, since I wanted to set my tavern and inn prices accurately, but could not, so I made all food and drink 1 gold piece.


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#79
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Ok I will play around with it and see how complicated it is to get it running.  I already have the various types of coinage, coin purse and everything else at the ready. 



#80
PJ156

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With respect to the coinage his has been done, I am not sure you can improve on the system but you could perhaps review it before reinventing the wheel.

 

Here's the thread, I have bumped it for your convenience.

 

http://forum.bioware...p-system/page-1

 

It predates the new vault so here's the migrated vault link:

 

http://neverwinterva...ipt/dethia-shop

 

I would be interested in your thoughts, I don't know if it ever saw the light in a module?

 

 

PJ


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#81
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Ahahaha that's really great.  That's the DAoC trade, sell and consignment system.  Brings back some memories.  They even used the coin icons.  (I built a UI for DAoC, I know the assets quite well).

 

paperdoll.jpg

 

You can just barely see the itty bitty coins there at the bottom of the inventory screen.

 

uimain.jpg

 

The first thing I ever built for a video game.  It had quite a few downloads on the IGN Vault back in the day.  I bet it got "poofed" along with everything else.  Hell at this point, I'd wager it won't even work with Dark Age anymore.  Oh well, you can't go back in time.

 

summery.jpg

 

I should have made the screenshots bigger when I took these back in 2005.

 

What a great old game.  I will take a look at this coinage system, it's a different hak than the one I already pulled off the vault - world's more detailed.  I'd have to do some work on the UI though. :D

 

Thanks for bringing this up, I am going to take a look at it right now.



#82
Sabranic

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Development Diary 4/15/16:

- Creating 9 new icons for the ToH and CK Campaigns.

- Updating the nwn2_icons.2DA file.

- Creating in game ropes, waterskins and backpacks.

- Adding the new items to the various stores.

- Labeling the zones, areas merchants and other points of interest.

- Examining 2 different player made coinage systems, deciding which will be the most practical to implement.

- Updating the Icons Package.

- Commissioning two more character head drawings from our artist.  (Eirinne & Ithefelle).

- Attempting to solicit assistance in creating a water meter - similar to the spirit gauge used in MotB.  (Anyone who'd like to help, please chime in!)   A player character will be required to drink water every so often, or they will become greatly debuffed and eventually die.  Merchants will offer waterskins for sale, and players with a high survival skill will be able to use certain locations to drink.  (Roughly one per zone).

 

icon_set_3.jpg



#83
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Development Diary 4/16/16:

- Adding ChimneyFish's Cutscene Blackjack to the Shadow Thieves Guild.  Our cut-purse lair now has a brothel, bar and blackjack!

- Adding WarmachineX's Dice InGame Game to the module.

- Testing testing testing.

- Added enhanced features to Estate to increase its value.

- Fine tuning merchant inventories.

- Adding map points to every area and colorizing them:

  • Map Note - GOLD: 255, 255, 255
  • Guest Book - ORANGE: 250, 133, 0
  • Merchant - BLUE: 0, 174, 239
  • Player House - GREEN: 6, 161, 55
  • Wolf Minion - PINK: 255, 0, 255
  • Exit - RED: 121, 0, 0
  • Quest Giver - PURPLE: 68, 14, 98

updated_CK.jpg



#84
Tchos

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How about using actual blackjack with cards on screen and everything, instead of dialogue-based blackjack?  It's available for use from this:

http://neverwinterva...r-lights-casino


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#85
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0_0

 

How about using actual blackjack with cards on screen and everything, instead of dialogue-based blackjack?  It's available for use from this:

http://neverwinterva...r-lights-casino

 

That is... insane...  I am dumbstruck.  Amazingly polished.  Yeesh.  Those guys are giving Obsidian a run for their money. 

 

Wow... I am now sorely tempted to start entirely over on my thieves guild.  That's all just slick.  Games within games within games. 

 

Do you think the Neverwinter Lights games would have any problems integrating with either of the two new currency systems I am poking with?  Boy.  This is a lot to think about.



#86
Tchos

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I don't think it should have trouble integrating with the alternate currency, but I expect you would only be able to bet gold in these gambling games.

 

Here's a video I recorded showing the Craps game from the Neverwinter Lights module in action, with animated dice:


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#87
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That's amazing - is it running some sort of video overlay for the dice animation?  Not gonna lie, when I look at stuff like that I feel like I am pretty out of my league.  From what I am reading it even works in multiplayer.  The people who made this are wizards.

 

I am toying with adding a second floor to the thieves guild, and bumping the training area to a third floor so we could add the craps tables and some of the other card games.  I've learned a great deal so far, (particularly in the last 3 months), but I might need a fair bit of folk's help to add much of this new content to what we have so far.   I am seeing animated card games, dice videos and dart games that keep score for up to 8 people playing at once... meanwhile... I am still futzing around trying to get a script to automatically close and lock a player's door 15 seconds after they use a key to open it.  I'll figure it out in the end, but I won't lie that I'll probably dump an afternoon into doing it.

 

There is a reason the project is three years old and sitting about 30%-40% completed.

 

That said, more progress has been made in the last two months than the previous year.



#88
Tchos

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No, there's no video overlay, though that can also be done using a technique Lance Botelle wrote.  These casino animations, by BlackRain, were done using a more traditional method of creating several UI elements representing images of the dice rolling, and turning them on and off quickly.  I observed that BlackRain used the same technique to animate a zooming "Happy Halloween" text at the end of his Resident Evil recreation in the BouncyRock Halloween community project.

 

For the door locking, you could just add a script to the door's On Unlock slot that delays for 15 seconds a command to close and lock the door.  That might be the most straightforward way.  Myself, I'd use the On Unlock slot to create an ipoint that would check for 15 seconds passing before doing it, instead of using the DelayCommand.


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#89
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Development Diary 4/16/16:

- Work on the well and escape tunnel area. 

- Getting Uncus to offer two sets of items - ones to rogues, blackguards and assassins - and another set to... non-professionals.

- Creating well transition screen.

- Linking the well to the existing escape tunnels.

- Creating the magical items and icons for a Rope of Climbing and an Enchanted Waterskin.

- Creating a pass for entering the "lounge" and training area of the thieves guild.

- The pass can be bought by assassins, blackguards, and rogues.

- The pass will be automatically given to anyone with the Shadow Thief of Amn Feat or Class.

- If the KC allowed the Shadow Thieves to establish themselves in the keep, they will receive a pass for free.

- Finishing up simple text blackjack and dice games to act as placeholders for now.

- Adding an area for a lounge, which will feature more detailed games like the darts, craps, roulette and others from NWL.

- Finishing up the training area.



#90
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Put about 4 hours so far into trying to implement these alternate coinage systems, not meeting much success.  One of them, even the demo module they provide does not work when run.  Going to work on doors some more rather than beat my head on a wall all night.



#91
Sabranic

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For the door locking, you could just add a script to the door's On Unlock slot that delays for 15 seconds a command to close and lock the door.  That might be the most straightforward way.  Myself, I'd use the On Unlock slot to create an ipoint that would check for 15 seconds passing before doing it, instead of using the DelayCommand.

 

Here is what I have in the On Unlock Script: (Tried it in the on door close and on door open as well).

void main()
{
	object oDoor = OBJECT_SELF;
	
	DelayCommand(10.0f, ActionCloseDoor(oDoor));
	DelayCommand(10.0f, ActionLockObject(oDoor));
}

It compiles, will auto close fine (once), but it never re-locks.  If I put it in On Open Script, it will automatically close the door, but still never re-locks it.

 

UPDATE:

 

Ok so I tried This:

 

On Unlock Script:

void main()
{
    object oDoor = OBJECT_SELF;
    
    DelayCommand(10.0f, ActionCloseDoor(oDoor));
    DelayCommand(10.0f, SetLocked(oDoor, 70));
}

Seems to work, requires the key to reopen.  One curious thing though - the door IS locking, but when you mouse over it, the game displays an operable door cursor rather than the locked door cursor.  When you attempt to open without the key set to the door, it prints the locked message in the chat window.  At first I thought maybe it was something which would only update on leaving and returning to the area, so I saved, logged out and returned, but it still the cursor prompt displays as open even when actually locked.

 

Not a game breaker, as the desired functionality is there, but odd behavior.



#92
Tchos

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DelayCommand(10.0f, ActionLockObject(oDoor));

It compiles, will auto close fine (once), but it never re-locks.

 

UPDATE:

DelayCommand(10.0f, SetLocked(oDoor, 70));

Seems to work, requires the key to reopen.

 

Good, you already fixed what I was going to suggest.  I've never used ActionLockObject, and wouldn't even have thought to look for an "action" version of a locking function for this purpose.  SetLocked has always worked for me.  The icon issue you mention I haven't noticed, though, but I am surprised that it remains even after a reload.  How about increasing the delay for the lock command?  Currently it is locking the door slightly before closing it, regardless of its placement order in your script, because closing it is an action and locking it is not.


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#93
Sabranic

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Ahh thanks, I will bump the lock to 15 and start applying the script  the player housing. 



#94
Sabranic

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Anyone have any opinions on which sit script I should use?

 

http://neverwinterva...bjecs-actionsit

http://neverwinterva...heeds-actionsit

http://neverwinterva...o-custom-chairs

http://neverwinterva...it-objects-v176

 

I don't plan on going hog wild - a few couches in the park and player houses mainly.



#95
Tchos

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I tried all of them, and I think I mainly used KEMO's custom chairs for player-sittable chairs.  For NPCs the solution is much simpler and doesn't require any of them.


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#96
Sabranic

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I tried all of them, and I think I mainly used KEMO's custom chairs for player-sittable chairs.  For NPCs the solution is much simpler and doesn't require any of them.

 

Thanks! Kemo's it is then. 

 

I currently have a script I yanked out of BG:R that let's NPC's sit, but I have to modify it - it apparently only fires when the person designated as group leader enters an area.  When other players enter alone, the Non-player creatures are all standing up in their walkable seats.  I'll see what I can do with it.



#97
Tchos

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If you want an NPC to always be sitting, then there's nothing complicated about it at all.  Place them in the location of a chair that doesn't have collisions on, make the NPC unbumpable, set them not to turn to face the player on conversations, and make their heartbeat play one of the sitting animations using PlayCustomAnimation.  You don't need anything else.


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#98
Sabranic

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Ah-ha!  More gold!  Thanks!



#99
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Meet the Ineffectual Comedic Villains: The Black Dog Pirates

 

goldfish_poop1.jpg

 

      Trokka Bauche                Vespa Razorgrin             Captain Blessed                Cragimeister           Navareen Nevermourn

 

goldfish_poop2.jpg

 

The game's reoccurring enemies/running joke are a band of pirates hired by Isho Oroshi to harry the Sword Coast.  While they are well funded, reasonably competent and, (relatively), powerful, these brigands are hilariously out of their depth when confronting the likes of the Knight Captain. The result of any match up should be a solid drubbing - played largely for comedic effect.  Over the course of the adventure, the players will meet and battle the rogues four times:

- Encounter 1: They player will aid Terukawa against the rogues when he's initially recruited in Highcliff.  Captain Blessed and his scurvy crew are trying to conscript the unwilling Ronin just as the Knight Captain appears on the scene.  When confronted, the player will have the option of allowing them to either capture the foreigner, bribe them to take a hike or stomp the pirates into the mud.  Expect a heaping pile of bloviation and insults from the gang - which should make knocking them around all the more delicious. 

- Encounter 2:  When the Knight Captain investigates the piracy besieging the Sword Coast, they will end up raiding The Black Dog's island base.  Naturally, Captain Blessed and all his forces will engage in a contest of blades, wits and an extra-large helping of HAM.  After receiving a second tub-thumping, the Black Dog Pirates will use the chaos to flee in their last ship -  swearing that NEXT TIME, the battle will go differently!

- Encounter 3: When returning to Neverwinter from the Tomb of Horrors, Blessed and his crew will  waylay the Vigilant II, seeking retribution for the destruction of their fleet and the massacre of the pirate army.  The result should be a crushing defeat - despite the band's obnoxious claims of gaining great power since the last clash. 

- Encounter 4:  After the wedding, (or the victory celebration, depending on romance... or lack-there-of), as the Knight Captain sails off into the Sunset, the pirates will attack his ship one final time - in this instance, completely ignorant of who's aboard.   Having been positively trounced, the Black Dogs have given up their vendetta, and are merely looking to engage in some good old fashion low-risk plundering.  Unfortunately, Lady Tymora is not smiling upon Captain Blessed.  As the rowdy corsairs latch their boarding grapples to the Vigilant II, and prepare to board, the Knight Captain and his/her lover walk up on deck investigate the ruckus.  Now is a perfect time to bark Gann's  "Shall we... indulge ourselves?" or Safiya's "My magic will erase this... nuisance."  Cue the pirate's jaws hitting the floorboards, and give the player the chance to select one final quip, as they charge into battle - "for old time's sake," -  roll end credits.

 

____________________________________________________________

 

Purpose:

The Black Dog Pirates serve as "breather" encounters, allowing players some catharsis - at the expense of deserving antagonists.  The game will get tedious if reduced to nothing but a parade of exceedingly difficult  battles against god-like opponents.  The Pirates and their flunkies are hopelessly outmatched, but their refusal to quit, backed by a large helping of hammy overacting, weird personalities - and unwarranted Ego -  should keep these routs amusing.  The Knight Captain and companions are some of the most powerful people on the planet - their player(s) deserve to enjoy the occasional curb stomp.
 

Captain Blessed: The CAPTAIN
Alignment: Chaotic Neutral
Race: Human
Class: Swashbuckler 25
Preferred Weapon: Curved Short-sword
Age: 55
Personality:
Captain Blessed is A LARGE HAM.  He's flamboyant and absolutely over the top in every possible way, chewing the scenery like Jeremy Irons and BRIAN BLESSED staring together in a Uwe Boll film.  The man is a radical dreamer - his estimations of his crew's capability and reality stand in stark contrast, not that this will ever stop them.  As the game opens, the man is utterly fearless, and is sailing high after pillaging the Sword Coast to near economic ruin.  That said... by the end credits.... he will certainly learn to be afraid!

 

 

Trokka Bauche: First Mate

Alignment: Lawful Evil

Race: Human

Class: Fighter 15, Frenzied Berserker 10

Preferred Weapon: Warclub

Age: 34

Personality:
Trokka is  the stoic and sole voice of reason  among the Black Dog Pirates.  Captain Blessed freed him from vicious slavers in Chult, and he became the first member of the pirate's "crew."  Trokka is the man behind the logistics and planning of the entire pirate fleet.  Without this towering giant, Captain Blessed and his crew would have never ventured much beyond the first grog-house they crashed into.  While Blessed and his rogues charge into battle screaming, Trokka is planning escape routs and fall back positions.  Despite his occasional exasperation, Trokka considers himself eternally in Captain Blessed's debt, and does his best to help the maniac succeed in his outlandish dreams.

 

 

Navareen Nevermourn: Second Mate

Alignment: Neutral Evil
Race: Halfling

Class: Invisible Blade 10, Mage 10, Rogue 5
Preferred Weapons: Dual Rapiers
Age: 39
Personality:
Navareen is a classic sh*t-talker and braggart.  While he is genuinely brilliant with his blades, the halfling tends to forget that he's four-feet-four standing on a stool and seventy-two pounds soaking wet.  He's positively enamored with starting verbal conflicts - which typically escalate to bloodshed -  and will happily jump into duels with brutes many times his weight-class.  Navareen is not above starting a fracas and letting Trokka or Vespa settle it - much to the former's annoyance.  More than once, the halfling has been "accidentally" abandoned at a port of call - but somehow... it never seems to take. 
 
 
Vespa Razorgrin: Third Mate
Alignment: Chaotic Evil
Race: Wild Elf
Class: Rogue 15, Shadow Dancer 10
Preferred Weapons: Dual Daggers
Age: 74
Personality:
Vespa is the newest member of the crew, third mate and an irredeemable psychopath.  She thrills in senseless torture and at some point her brain was magically "rewired wrong."  (She experiences physical pain as toe-curling pleasure and anyone battling the elf is in for a highly disturbing experience - assuming they survive her vicious onslaught).  Vespa is positively morbid when engaged in conversation, and the only person who can stand her is Trokka, who values her as a potentially expendable spy and assassin. 

 
Craigmeister: Helmsman
Alignment: Chaotic Neutral
Race: Yuan-ti
Class: Favored Soul
Preferred Weapon: Heavy Crossbow
Age: 22

Personality:

Craigmeister is the helmsman and navigator of The Black Dog Pirate's flagship.  He's good behind the wheel, knows his way around a sextant and is a cloudcuckoolander when it comes to his gadgetry, (which combust roughly as often as they work).  Given his general personality, Craigmeister was an exceptionally poor fit with Yuan-ti society, and fled as a youth - before his kin could ritually sacrifice him.  Rescued by Lantanese gnomes, he was encouraged to explore his creative vision, and explore it he did. (Assuming one considers "explore" a reasonable substitute for "explode"). In fact, Craigmeister "explored" his tent, most of the camp and large portions of the defensive barrier into tiny pieces.  Twas a somewhat bad day as the dinosaurs charged though the breech and ate his gnome companions.  "Oh well!," the Yuan-ti thought to himself,  "Life's too short to dwell on minor missteps and slight miscalculations!"   While he's not exactly "evil" Craigmeister has absolutely no understanding of "right and wrong" as most others would comprehend it.  This makes him both highly entertaining and extremely dangerous.



#100
Sabranic

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Development Diary 4/22/16:

- A great deal of time has been spent writing the scenarios out.  Will post in the relevant sections when polished more.

- Finishing off the pirates and their flunkies. 

- Fixing NPC's so they remain seated when non-party leader player controlled characters enter a room.

- Enabling One of Many for those of us lacking a conscience. 

- Fixing One of Many's conversation.

- Balancing the creature, feats, abilities, etc.