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Domi

Are We Where Yet?

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I am still working on Jaheira's encounter, but I think I will finish it pretty soon (untested). The creatures are all there (some 14 custom enemies), the scripts are done, and the dialogue is about 90% coded. It is actually more complex than I was thinking. For one, I didn't remember that the success of the diplomatic path relied not only on the skill, but on having 2 of the companions along. It does make sense, so I am keeping it that way; also, there are more companion interjections in this one than I remembered.

 

I also found one piece of metagaming info the convo was using, but luckily it was very easy to correct by adding a short branch to Alianna's dialogue. OMG, another level of complexity that will go unnoticed :laugh:

 

Overoll, I feel like the things are finally moving along, but, of course, faster WOULD be better!

Edited by Domi

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Surprise, surprise, another two weeks passed. I coded all the remaining content for my large outdoor area - Jaheira's encounter, a small subencounter (which proved a bit more difficult than I expected due to a lot of companions' interjections), and a tiny easter egg in the far corner of the map. So, I will be moving onto to the temple coding now,which means setting up 4 more encounters and the epilogues. Then it's the coding of the companion convos. And testing. So, 6 or so months of work, I am guessing :laugh:

 

Unlucky, some RL stuff prevented me from getting up to mod, so I never touched the TS since the weekend, but hopefully I will have a few precious hours on Friday. Though first I need to finish coding Safiya's flirts.

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Good to hear you've made more progress :( I'm sure we can wait 6 or so more months! We've been waiting all this time! A little longer won't hurt :) Keep it up! :D

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Thank you! Actually, I am keeping my fingers crossed hoping it's not going to take *this* long and all that. Anyways, I finished Safiya's flirts (though there is a bug there, so will need to investigate), but I am on my DS time now for a week or so, so yay! A bunch of voice files came in while I was busy with RL and Safiya, so I just intergrated them in - and that's 3 characters down! plus Nyalee's voice-work that is now completely caught up. :) So, next time I get to the TS, I will be coding Khalid's encounter! Woo-hoo!

Edited by Domi

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Well, didn't finish Khalid's encounter yesterday, as I hoped, but got a good ways into it. My mom is coming for a surprise visit tomorrow, so I might get a couple hours here and there over the weekend too, so I might finish that one by next week (would be awsome!)

 

Also, cleaned up a few things in the past coding, added xp points for trap disarmement to give the rogues a bit of fun, and played with light settings for most areas thanks to the release of an awsome lighting prefab!

 

I had to make a couple of design descisions, and here are the changes:

 

1) I will continue with the full voicing of the main story-line, but for the companion dialogues I will go to the first lines only. This will permit me to save time, dl space, and help me get all the files to the VA's far faster, without dragging the process (which already lasted for a long time).

 

2) I will have to change the starting possibilities for level-up for the PCs' from the current 7,8 or 10 to the 10, 12 and 15. It's just to make the module believable, I have to have rather larger parties opposing the PC's and using the blueprints from the OC and half-decent equipment, I don't think the level 10 party stands a chance. While there are a lot of opportunities to reduce the difficulties of the encounters via dialogues for conversationally apt characters, I don't want to create an unplayable mod either. Since the companions were created on levels 8-10, I will just give then chunks of xp at joining to get up to PC's level, and let folks develop them from level 8 to whereever the PC is ('cause better them than me!)

Edited by Domi

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Hi folks, after working my way through Gann's coding for FP (therapy will cost a fortune, I am sure), I am finally back in the world of pure evil.

 

Basically, I've got and edited voicework for Zeta, a character in Khalid's encounter, very neat. And worked a lot on scripting of a tiny conversation that admits you into Amelyssan's layer. I hope to finish coding thsi convo asap, and move on to Amelyssan, after which I will probably have to be back to Flirtpacks for some bug-fixing and epilogues add-ons.

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Yay, just heard from Jason, who's kindly lending me a hand with scripting, and it seems that the death system revamp is ready to be put into the module. No more brushing death off!

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Got Khalid's voice, almost done with editing. I was always worried about this role, because in the original his stutter was used for a comic effect more than anything, and I have him in a drammatic scene there, but the actor delivered a very sincere performance. I am waiting for one more voice for this scene (it's a 3-way dialogue for the non-joinables), and then I can actually see it in the game fully voiced. Really looking forward to that. :thumbsup:

 

I added all the cool scripts from Jason, which should really make the death in the module 'stick', and wee, he promissed me more scripting support :thumbsup: So, if I fumbled somewhere... (well where I fumbled)....

 

Oh, and still didn't do enough progress on Amelyssan's scene to start casting the actors, but I will be trying very hard, because after Amelyssan's encounter, there is just ONE more (I am sure one can reasonably guess who you'll meet there)!!! Another good thing about Amelyssan is that she is wearing a full-face mask, so I don't need to animate her lips. Time-saver, wee!

Edited by Domi

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Hi Domi, I've heard that the 'old' pre-Storm of Zehir modules can have compatibility problems if played with the latest expansion installed. The guys at NWN Vault have probelms especially with handling companions. I don't know much but as I read that your module came into my mind (as it is a module I'll play once it is released ~_^).

I hope this will be helpful ;-)

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I have the SoZ installed, and it got affected just like other pre-SoZ mods for the trigger. But so far we were Okay with the companions. We'll be testing the hell out of it once I finally manage to finish it (my toddler figured out how to open the doors, despite any and all protective devices, so she follows mommy instead of playing with daddy and climbs into my lap, so here goes all the carefully negotiated modding time this weekend....)

Edited by Domi

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