koteko Posted August 5, 2015 Share Posted August 5, 2015 Excluding NPC interactions, how much is the work? Exploring the area via NearInfinity it looks like it's missing both a "travel region" and an "entrance". I'm trying to add them, but maybe that's not enough. Link to comment
Jarno Mikkola Posted August 5, 2015 Share Posted August 5, 2015 Well you also have to remove the plot related things like the iron throne gang and the top rooms Gorion letter, and the fun encounter that lands you to the slammer plus the loot and thinga you probably should not yet get at level 1. Aka you can keep the area art, but it's easier to recreate the areas from the ground up and add something of your choise what ever that might be. Link to comment
koteko Posted August 5, 2015 Share Posted August 5, 2015 I think you are right - I need to recreate the internal keep anyway, because the exit links to Chapter 6 Candlekeep, of course. So there must be a Prologue Keep version. Thanks Jarno. Link to comment
subtledoctor Posted August 5, 2015 Share Posted August 5, 2015 You could approximate it by standardizing saving throws .... That would introduce an ocean of problems. I don't see why. The game is in dire need of such standardization anyway (e.g. "Flesh to Stone" offer a save vs. spells instead of a save vs. petrification... huh??). Spell Revisions and my own mod already do this. I even posted some example code for others to use/adapt: http://gibberlings3.net/forums/index.php?showtopic=27282&do=findComment&comment=235405 I'm not pushing for you to do this - just curious about the "ocean of problems" that you percieve but I don't. (If there are problems I'm not aware of, I want to address them!) Link to comment
Ardanis Posted August 5, 2015 Share Posted August 5, 2015 I'm not pushing for you to do this - just curious about the "ocean of problems" that you percieve but I don't. (If there are problems I'm not aware of, I want to address them!) The rule of thumb is to not use in-game scripting to enforce game mechanics. Link to comment
subtledoctor Posted August 5, 2015 Share Posted August 5, 2015 Ah! Got it. Yeah I stay away from that stuff myself. Too much use of scripting scares me. Link to comment
Fiann of the Silver Hand Posted August 5, 2015 Share Posted August 5, 2015 Is this the place for random thoughts? I have no idea, but how difficult would it be to give sorcerers their own spells? Link to comment
Jarno Mikkola Posted August 5, 2015 Share Posted August 5, 2015 Is this the place for random thoughts? I have no idea, but how difficult would it be to give sorcerers their own spells?Well random mod thoughs yes. And about the sorcerer spells, it depends on how total conversion you wish to go with it, as you could set them to not able to learn any of the normal mages spells via the .2da file, and then cast a spell that summons an invisible creature that then enables a conversation which gives spells via dialog options. Easy... but it could get kinda undesireable ... Link to comment
subtledoctor Posted August 5, 2015 Share Posted August 5, 2015 Probably doable... depending on how you want them to be selected. You could add them automatically to the sorcerer's repertoire, then it would be super-easy. If you want them to be selectable like other spells, then it gets harder. The easiest way to do that is to incorporate it into something like the specialist overhaul that Aquadrizzt and I are working on for his Tome & Blood mod. In it, opposition schools are eliminated and most specialists become variant kits of the generalist mage, sharing the same generalist exclusion flag. That creates the ability to do interesting things with the (now unused) exclusion flags. I believe four are being used - for illusionist, necromancer, oracle, and magus. That leaves four flags to play with; it would be easy to use one for sorcerers, and thereby create a category of sorcerer-only spells. (Actually I think TnB does away with the spells selection screens altogether, and instead has sorcerer's choose spells via scripted dialogue. In that situation you could easily make sorcerer-only spells without messing with exclusion flags.) Link to comment
Aquadrizzt Posted August 6, 2015 Share Posted August 6, 2015 Chiming in on my area of expertise: Tome and Blood (v0.6, coming soon) offers several kit flags to play with: Conjurer, Diviner, and Transmuter are all free for the taking (right now... I have plans for Conjurer at a later point). If you want custom Sorcerer spell lists without messing with specialist flags, my Spell Selection Dialog component (in the upcoming version) has a code that accepts a spell list and generates a dialog tree for selecting the appropriate amount of spells for a given level. The currently available version does the same thing but is hardcoded. Link to the mod is in my signature. Its designed to be easily extended for other custom spell lists. Link to comment
Bill Bisco Posted August 6, 2015 Share Posted August 6, 2015 Aquadrizzt too many EE only features including the one Fiann wants. Link to comment
subtledoctor Posted August 6, 2015 Share Posted August 6, 2015 I'm pretty sure everything described above is perfectly possible in pre-EE... only thing I'm not sure about is spell selection via dialogue. Link to comment
Jarno Mikkola Posted August 6, 2015 Share Posted August 6, 2015 ... only thing I'm not sure about is spell selection via dialogue.Why not ? It might be a little harder to script the things yes, but ... Link to comment
subtledoctor Posted August 6, 2015 Share Posted August 6, 2015 Only because I literally don't know about that, about how it works. I vaguely recall reading that EE adds some scripting actions/tools/whatever that make it easier... but yeah, that doesn't mean it's not possible pre-EE. Probably just end up with longer and more complicated scripts. Link to comment
Grammarsalad Posted August 6, 2015 Share Posted August 6, 2015 I'm pretty sure everything described above is perfectly possible in pre-EE... only thing I'm not sure about is spell selection via dialogue. The code makes heavy use of 'nexttriggerobject'. I believe that is why it is not currently available in bgee. It should work fine with tobex in vanilla, though. Link to comment
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