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Domi

Retired Gibberlings
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Everything posted by Domi

  1. I am thinking that no, in all probability it won't require SoZ, unless Jason's Death System relies on something in SoZ, but we can import that. I am playing SoZ now, it has BG1 style joinables, with a bit of a join-in dialogue. I have seen a bark-string so far from one companion in an area, and saw him have a separate reply option (kind of a poor man interjection). The beginning of the game is no different than any other game, and Overland Map is... I dunno, nothing to write home about, but nothing terrible either. I do expect though that the newer mods will require SoZ, cause people will start using the resources.
  2. 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....)
  3. 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. 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 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!
  4. Hildury has a mini-romance with a half-orc male character, and will have a romantic epilogue (so does Prachi, btw). New character going... uhm... Nowhere, to be honest. I am working on 3 mods atm, all of them for NWN2. The first is the flirtpacks for NWN2 OC_MotB, The Deathstalker, and the Heir (which is not presented to the public yet).
  5. 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!
  6. 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.
  7. 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!)
  8. Domi

    ToB news

    Hi Meira, if you need a Sarevok ToB banter idea, it maybe worth considering a few things: building on the belonging/not belonging in the Nine Hells. Amber as a tiefling raised away from where people generally place the Tiefling, while Sarevok had aspiration to rule the Nine Hells - and been sent there ironically by PC in defeat; Charname's prospect to rule it later. I think there are a few ironic and subtle connections that are possible between Sarevok and Amber.
  9. Heh, yeah, that would be the 'copy-paste' thinggie. Glad you liked Nikosh mini-romance, I always thought that that and his stuff with Hildury were my most favorite parts about him.
  10. 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!
  11. If IWD2 can do static screens the sort that used in the dreams in BG1/BG2, I'd love to do that during the Epilogues. But IWD2 might not, seeing how they cut out so much functionalities. Yes, NWN2 is flexible, and I would have loved to do it, unfortunately, being a full-time bread-winner for the family of three (inluding one 2 yo tot) pretty much precludes me from working on any large mod for NWN2. I was struggling for the past 6 or 8 months to put a 1 hour Deathstalker on the road.... The Chimeras are just not on the menue, particulary since I am not a great coder, and my areas are passable, but will not do the game justice. If I had a luxury to take a year off, that would be the mod I'd make. But the way it is now... I am struggling to get like 4 hours a week modding (compare it to 30-40 I did in the time of BG1NPC....)
  12. Heh, if you end up doing all the characters, I can use the drawings (with your permission, of course and if IWD2 allows) as display screens during the Epilogues.
  13. This is very neat. Are we in Rizdaer looks pretty serious Now we just need Jaemal wrapped in smoke and mirrors and spells for the full romanceable males collection, heh.
  14. 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 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.
  15. It's good to hear that the work is progressing.
  16. 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 Overoll, I feel like the things are finally moving along, but, of course, faster WOULD be better!
  17. Oh, if you haven't finished NWN2, try to catch a run of it before the SoZ comes out, because I suspect it will break the OC and MotB, and restart the vicious circle of patching all over again. Gods, such a great platform, wish they did not temoer with it. As for my mods, just keep an eye on the Deathstalker for now. That will be the first one to show up, though I am afraid that it will smack strongly of 'my first learning experience'. 'Cause it is. And I am glad you liked Salomeya. You actually can laugh at her and drive her insane in a few places, I think it is a function of high wisdom(?)
  18. Well, maybe you had short lines. The bad dubbing feel is because the same animation is used for all charcaters - and so far ther eis no remedy for that. Anyways, I have done all the FXE work and all the references now, so it all works and all that! Back to trying to figure out Jaheira's encounter thinggie.
  19. No, no. Delay will keep a line in place if you do not have sound (and badly, I recommend the silent wavs in place of that), they allow the advance as well). The WAV will keep the line. The problem is that the lips will not move for the duration of the line, like it would happen if you carefully use RogueDao - and that is what I definetly want. Otherewise, why use fxe at all.
  20. Oh, nooooo! Adam's tool doesn't take into account the duration of the line it creates an FXE for like 1 sec duration for every clip. (Sigh.) well, it's back to me editing Rogue Dao's clips then. I guess if it sounds too good to be true, it is. So, a set back for me, as I now have the 110 files I thought I was done with AND I will have to re-edit all the references back to 20 letters. ARGH! Good thing is that every line is referenced for every file in an XLS voicing spreadsheet, so at least I know what needs changing. But a damn waste of time nontheless.
  21. Started on Jaheira's encounter. Ouch. 14 pages. What was I thinking?!!! See you in a bit!
  22. I'll try! I've got now this burning desire to finish it!
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