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theacefes

Gibberling Poobah
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Everything posted by theacefes

  1. Mike found a tweak that does it. I would disable the movies, but there is one movie there I would like to keep.
  2. I figured the dream sequences were set by some script somewhere, I just need to actually DO it. I would very very interested in learning how to get rid of the movie.
  3. From the research I did today, it seems what you are saying is the same stuff I found out, so that's good. I'll probably consider it later, maybe for an external project after the mod is done. For now, in terms of graphics, I am just altering the main title screen with hopefully our own custom drawing in the center instead of the SoA heads.
  4. I think so, too: that's what I was thinking. I'll ask around. I don't know what's involved in GUI creation other than the actual artwork.
  5. Thank you, berelinde! I'm much happier now!
  6. I'll cross these out as I figure out/get told it's impossible/get help on how to do it/shouldn't do because it's immoral and kills puppies. - Get rid of the intro movie at the beginning - Change the TuTu intro screen text that says "Play Baldur's Gate with BG2 engine" - Add background music to chapter screens - Keep Bhaalspawn dreams from occurring. - (Possibly) change menu/character creation gui Just made a new gui tweak...new colors. - Create random encounters in areas using a range of coordinates in specified area for more replayability. I'll add more as I think of them.
  7. HAHA I finished Chapter 3!! Well, for the main core plot anyway. The mod is still lacking the background NPCs and the combat encounters that we want to put in. It helps that I now have a 9-5 job where I can sit at a desk in front of my laptop and mod. Plus I get paid...okay it's not as glorious as it sounds. I work as a math/c++ tutor on campus now and at my tech job on the weekends. So technically, I never get a day off...but when I am on campus, I get loads of free time (except during midterms and finals, when other students come in suddenly forgetting *everything* they've learned - "what's a loop? I need help prepping for my midterms on pointers" ) I've been having unstable thoughts lately....like changing the gui for the menus. I've seen some pretty cool gui mods and while I'm no artist, I'm wondering if that's something we should pursue or not...or if it would just needlessly complicate things.
  8. Cool, I've actually gotten halfway through Chapter 3! With Kaeloree's help I was also able to get my main "game" script to run properly. I'm hoping to get the rest of Chapter 3 done this week and fix the music/make more music so that it works better in-game. For some reason the original game music is still popping up in some areas but it's probably just a matter of making sure that I put in alternatives for those type of areas (and checking the songlist). I think I'll pin this thread. Since it's rather difficult to do an In Progress thread for a total conversion when I don't want to give away a crapload of spoilers on the story, a little developers diary might work better and I can bitch and complain as much as I want. can let everyone know that progress *is* being made on it.
  9. Re: areas, I couldn't say exactly. The main plot goes through most of the major sections of the Sword Coast, but the subquests we are adding on afterwards will most likely be expansive throughout the game areas. The main reason I decided to speak out about this is because after reading through the posts so far, I realize that we've given very little away concerning the main plot - or what the entire mod is about anyway...except to give a new experience to old and new players. I haven't offered anything about the story because I honestly didn't think people wanted to know...surprises are better. I also realize that there are always going to be some people who A) will never be happy with the paths/NPCs/quests/chickens we've chosen, but do not want to mod themselves, B) who like what we've done but want more/different options and C) who claim to like what we have but will nitpick the entire way through in ways that will not speed up the completion of this project. I really do want to move away from IE modding because I've got other stuff going on that I would honestly rather do. But I really like this idea and I'm willing to see it through, so my best way of making sure that it actually gets done is to ignore A, B, and C and just make the mod. (Unless, of course, A, B, and C have something constructive to say or offer ideas or help in some way, in which case it's totally welcome - by help I don't mean "Do you need me to write your NPC?s?" We've got that covered. ). So, yeah when the mod is released (or if there are WeiDU know hows around who want to do it), it's as simple as looking at the code, but freeing up areas like we have is possible and could be done right now. I'm just advertising that if someone hates my NPCs that they can easily create their own or add more subquests, etc.
  10. As I'm going through and writing up/coding dialogues and the encounters required to get through the main plot, I'm actually pretty happy with what we've done so far and the potential of this TC in terms of modding. Since all the areas of BG1 are open with new NPCs, new encounters, etc, it occurred to me that if someone wanted to add say, a new NPC or a quest mod of their own for example, they very well could. This opens up a lot of new possibilities I think, to the modding community. I'm not saying that SH is the answer to keeping IE modding going, life, the universe, and everything, but it does give us empty turf to work with, which can be good for those who are sick and tired of rescuing Imoen from Spellhold and fighting Bodhi again. Just me babbling.
  11. Thank you. I uploaded one of the romance themes. I don't know who I'm going to use it for yet.
  12. We've been working on it for a couple of months literally. I couldn't tell you total game time in hours but it's going to be four chapters in terms of story.
  13. Nope. Other than you had to have been male or female, not BOTH. (haha NI joke...I'll stop now.)
  14. Thanks. It was the coolest thing seeing the new title screen with the new music. It was like "Wee! I broke the game!" My sigs at the bottom link to a few places with my music if you wish.
  15. Picture it this way. Someone handed us the BG game completely empty with only areas. We have to fill in the rest. That's the best way I can sum it up.
  16. We're not set on a level cap yet but technically you can venture into any area you could venture to with TuTu. So no BG2 areas.
  17. Here is where we'll put up samples such as screenshots, dialogue, and music from the mod. Music Music is a big part of the mod because we redid the whole soundtrack. At this point, everything but the NPC songs and the chapter screen songs are done. This includes the background area music and battle music. I've posted some samples on my personal website. Click for Music Samples Need to update the links so no samples for now. Obviously there is a common theme in terms of melody for the mod. Screenshots We'll try and post them as often as possible. Title Screen. We altered some stuff as you can see. One of the um...first quests you can do. But hey, 30 gold is 30 gold right? Kidnapped! Oooh...mysterious. We want to get different background for the chapters screens of course. Still in the Prologue. Ready to go! This guy has a short temper Some more Kifor stuff. He is by far my favorite NPC of the joinables. In Baldur's Gate... Meeting Stewart. He's not the social type. I thought it would be appropriate if 30 years later there was still some guy (not the same one of course) standing with nothing better to do than give directions. Meeting yet another new friend.
  18. Well, I don't want to give too much away but as we said it is thirty years after ToB and it is directly connected to the BG saga. The protagonist is not a Bhaalspawn, though you may see some familiar faces. Basically, Baldur's Gate as well as the Sword Coast has become under a semi-tyrannical rule. One of the grand dukes who run the city did some not so great things, and an organization has approached you about getting things back to the way they were after Sarevok was killed. Since BG is a major city, everything that happens there affects the Sword Coast in one way or another. Now, you can help or hinder this organization, and there are a number of things that need to be done so it's not purely "Go kill this guy, get me that necklace" Fed Ex stuff. We're trying to leave as much room for role playing as possible and not make it seem like the player has only one path to follow. We also don't want to assume too much of the Bhaalspawn in the BG saga (we already did a lot by saying they remained a mortal). I hope that helped.
  19. Here are some possible FAQs but feel free to add more if there is a question not here but you think should be answered. Current Build: Alpha 14. We have also for the most part, completed the new GUI add on. Weidu? Yes. Requirements? Our current builds use EasyTutu. We have BG1 and BG2 full installations. Story? The mod takes place thirty years after ToB. There are 4 planned chapters currently. NPCs? You said there were NPCs. Yeah, there are 6 new ones. You can find out more about them on the mod's webpage. Romanz? At least three of the NPCs will have a romance (or something) of sorts. This may change. Exactly how far along are you guys? Is this for real or will it end up in the trash? Total Conversions are very big projects in terms of writing and coding. Considering development has only been going on for a couple months, we've gotten a lot done. What the hell is this about a GUI change? We decided that as long as we were changing everything else, it might be fun to have a new GUI. The artwork itself is basically the same, but we've given it a darker, more faded look. What?! I like the BG GUI! Don't go changing it on me! Also, why would you needlessly add an extra 40mb to the mod install? Don't worry. The GUI will be a separate install from the mod. We're doing our best to keep the download size of the TC a reasonable amount. Beta Testers? Not yet. But we will call for them when the time comes. Can I help? We would prefer the writing to be consistent throughout the mod but we welcome ideas for non plot-related subquests, so long as they take place in the Sword Coast. We may also be looking for voicers but again, when the time comes. I don't see my question here. Post it. One of us will answer it.
  20. The woman standing in front of you seems vaguely familiar. Her lackeys surrounding you twirl their blades; no doubt they are attempting to frighten or intimidate you. Some are scowling at you while others are chuckling quietly, but none of them make any move to attack you. The woman smiles and walks up to you, extending her hand. "Well, well...it's been a while." Mysteriousness!!!!!! Shadow Hand is a new total conversion mod that takes place in the Sword Coast thirty years after the end of ToB. Hopefully, the mod will feel like a whole new game, as it features an original story, lots of subquests, NPCs, monsters, items, etc...and 6 new NPCs. Players will start at level 1 in the town of Ulgoth's Beard. Our current builds require TuTu (we are using EasyTutu) to be installed but that may change depending on how the mod development goes. This forum is where Mike1072 and I will post progress updates and answer questions about the mod. Enjoy.
  21. Nice! Keep it up, you can do it! (And erm..I swear I will get that voicing to you....)
  22. Oh, I see what you're saying. When I was testing voicing for my mod, I got the lips to move for the duration of the lines, but they did seem like a badly dubbed film at times. Other times they seemed fine though.
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