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Domi

Retired Gibberlings
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Everything posted by Domi

  1. Heya, folks. Well, here is what’s happening in my littl’ story creation escapade: I did a lot of maintenance, updating to V12 of the Toolset, doing some redecorating on the temple area, tidying up he scripts and dialogues, adopted EE’s milling crowd script, etc.) I also coded in and tested out all the join in sequences, and all the random banter between the characters. It seems to be working, though I did not have a chance to set up one more trigger to be absolutely sure. Heh, it is kind of funny for me to talk of all the random NPC-NPC banter and refer to the total of 8 banters; I am too used to do them by the dozen! I also have finalized my conversational skill checks and rewards system. I added one more category to the Diplomacy, Intimidation and Bluff, the Perception – a check of the Wisdom or Spot or Listen which will net you those descriptions of behavior and attitudes I do not want to put in the regular dialogue, and might be helpful with hinting at specific stuff (though I try to keep them subtle.) I also finally leveled up and exported a level 10 character, lol, so I adjusted all the checks to the realistic numbers. So, the scheme now works like this: I do highlight the skill you will be using in the option; I also edit almost all of the ‘failing’ options to sound differently from the successful ones to give a player a hint that he is not sounding all that intimidating or manipulative or diplomatic! I also use two different tags for Bluff: Lie and Manipulate, and, accordingly Truth and Sincere for the similar sounding options that are not devious. I do NOT flag success of failure in the NPC’s reply, but instead I send a message to the player and give a goodly amount of XP for every successful check. I think this compromise will work for me. And, finally, a cool, cool thing: Xaltar came by and started making the custom heads for all the familiar BG2 characters! You can see Jaheira’s and Imoen’s one here: http://forums.gibberlings3.net/index.php?showtopic=13914 I will be gone for a couple of days, but I hope to get back to it over the weekend. Though I dread it too. I will have to move to the next area!
  2. Domi

    CREDITS

    Hi there, Mr. Legend The current good looks and great functionality of the mod is definetly thanks to the new generation of the Gate Keepers! And I, in turn, am pretty sure that they did a far better job that I could have managed, with all the new WeiDU stuff and cross-platforming!
  3. Yay, finished coding Saemon's join-in dialogue (apart from the Journal entries). I've also got an audition I dig for Nyalee, so if the actress confirms the commitment, the 4 main characters will be all set for... and the actors are about to be hit with the first 70-80 lines Anyways, for once, everything seems to be going well. I am not sure yet what I will be switching to next after polishing up the first area; it's either setting up all the encounters in the outdoor area (Imoen, Jaheira etc) or coding the rest of the companion dialogues.
  4. Awsome stuff, Jastey! Hey, one more friendship sequence for BG1, neat. I made an Ajantis portrait some time back, so if you want to use it, you are welcome to it: http://www.members.shaw.ca/domi/ajantis_2.bmp
  5. I have made a quick update to the module: 1) Main module download is upgraded to V1.1 and includes the fixed dialogue files. ReplaceDLG is still available for those running V01, so no need to re-download anything. The new users will now only have to dl one file (V1.1) 2) Saved game now includes Merchant Quarter Z file, so keeping my fingers corssed that it will help you to play through Chapter 2 if you are trying to use the save. 3) Both large downloads are changed to 7z compression format from rar.
  6. Nope. You can either ignore the warning, or redownload the mod - I have updated the version yesterday to the 7z.
  7. Your file will look like a stack of three books, purple, blue and green. Right click on the file and chose one of the 'extract' categories. That's how it works on Windows at least. Are you on Mac?
  8. I thought about 3 more important conversations that will need to go in as either event-specific (if there is a good opening) or PC-initiated, so between that and the flirts all my writing time is now given to Bishop.Anyone wants a preview of anything, please, let me know
  9. Well, with the help of the kindly folk at Bioboards, I got over this hurdle, and am happily coding away Nyalee's join-in dialogue. I hoped to finish it this morning actually, but slept in Gotta get an alarm clock.
  10. Hi. If you did not un-rar (ie extracted) the file, that's why the romance is not starting. I am using the rar format - it is the same as zip (ie a compressed asrchive). Next version will be switched to 7zip, since I find that format superior to rar. I dunno if 7zip can extrat rar files (it probably can, so, please, give it a try), but if not, WinRar is available for free from here: http://www.win-rar.com/download.html
  11. And surely, the join-in did not go smoothly. Apprently it duplicates a companion the way I did it. Gah. Gods, do I suck as a coder.
  12. Oh, thank you. We can't hav Diriel making Khalid's impression
  13. Heh, I kept wondering if it's an April's fool joke or not
  14. Well, as you might have noticed I bravely started a couple of months ago with all the initial dialogues, some interjections, and then it sort of stopped 'cause I could not find time to play the game Well, I haven't yet found time to play the game (damn!) but at least having have finished Deathstalker writing I started writing Bishop flirts, 'cause I need them anyway and don't have to play the game to develop them. I hope I will be able to update relatively soon with more substantial progress.
  15. I coded 2 of the initial questioning and join-in sequences, for Alianna and Elhan. Well, I need to add Journal entries to Elhan's, but all the pesky influences, XP for skills, etc are in already, and I find that they take me a lot of time. Also, in a fit of despair, I voiced Mother Keys myself (until such time as someone better comes along!) and her dialogue is now working, thanks to the kind folks from bioboards who helped me with the script to trigger it into the player's face.
  16. Thanks, folks, so there are two of you then? Sorry, I got completely mired in the RL this week I sent out the files that have not been looked at yet, and thank you so much for helping out!
  17. Heya, all I have left is a dubious dialogue about doing horrid things to corpses. I am not certain as of yet if it goes into this mod. If you don't mind working on something gruesome that might not end up used, I can send it over. The rest of the files are being edited by the folks, but if I can't get back some of them by the time I need them, I will be posting for help again. I am in this really, really weird state, when I write snippets for 2 'next' mods I am trying to chose between, so that doesn't require editing so far.
  18. OMG! I got a companion to join my party! I hope I didn't do it via some pathetic hack. I guess, I will find out when the time comes to figure out how to kick them out and rejoin.
  19. Here is a perfect example of how NWN2 Toolset can be extra sensitive. This morning I was polishing up my mod, a bit of script, a bit of dialogue editing, some area editing... so, everything goes well, I save it, bake and go for a test run. Lo and behold! A transition between the spawn area and the Sanctuary area stopped working! After about an hour of reimporting things and testing them with the last saved version of the mod where everything worked, deleteing and completely redoing all the doors and transitions, I finally found what went wrong. In my bid to make the lighting in the area more interesting I placed two lit braziers on either side of the enterance. A major no-no, because there was a carpet some ways off, so that combination made the area unwalkable, hence - my character could not transit there. It's not as trivial as it sounds at 5:30 am after you got up at 3:00 to polish up the stuff. Lol.
  20. Good ...insert time of day... everyone! Coding went well in the past week... FOR ONCE! Numerous thanks goes to the most kind Shaughn, who posted a beautiful walk-through on setting up the companion influences for a module. It works. The first mini-area is all done, the first quest-setting cutscene works fine as well, barring small adjustments. Alas, I will need someone to re-voice 42 lines. Upon hearing them in the game, they are simply unacceptable. I have an actor who promissed to do the retake, but if he can't do it by April, I will have to find someone else. On the good side of the voice-work, random characters dialogues are lovely. On the comic relief side, I tried to voice Mother Keys myself, since I found no takers so far for a vigorous female half-orc... yeah. Half Orc I am not!
  21. Well, that's it for writing. Finished the outcomes. Even did a suspect dialogue about doing bad things to corpses of the fallen enemies that i am not sure I will have guts to include in the mod. I have to say that I was a bit bossy in one set of the outcome regarding the protagonist's fate, for the sake of the intergration into the BG story. Well, a fan-fictioner is a fanfictioner. I am really curious as to how people will react to my version of the events and the stories of the characters, but I am sure going to put a BIG, nay, HUGE sign 'Character Interpretation May Wary From Yours' sign on the mod. It sure was fun... to write. Gods, now I have to find time to code... somehow.
  22. I've got a whole lot of voicing coming in the past couple of weeks, so with much gratitude to everyone who recorded the mini-sets and, of course, to the most grand Statue of Bhaal I will be trying to get time to intergrate all the new sound in. Then, I think a new dev screenie will be totally due with a room full of the dark characters.
  23. Noise issue. Someone actually volounteered to re-recored the set, so I might be able to have a better sound set for the next version.
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