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bob_veng

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  1. @Arthas if best practices in weidu coding are not used by modders, mods will still work and look generally the same to players, but they will lack in some technical aspects (reliability, compatibility, maintainability, ease of installation etc...). these best practices, which are changing and crystallizing over time, are only intelligible to people who have started learning weidu.
  2. i already answered the question in your duplicate thread, so now i will presume that you know how IWD-in-EET story is handled. i would have liked to turn this around a little and ask you "how you a similar method could be used here", but frankly, seeing how you insist on seeking simple anwers to very difficult questions, i don't believe you're prepared to give us a working theory of BG-PST integration.
  3. your thread is a duplicate of: the official timeline is IWD1 1281, IWD2 1312, BG1 1368... there's no 1000 years gap. IWD starting dates are ignored and not referenced to in any of the in-game texts. if you have further questions it's probably best to ask them there.
  4. what has been real problem was integrating Bhaalspawn saga with both IWD1 and IWD2 at the same time. having one or another in EET is not a problem, except a little bit for IWD1 (solvable with a mod after the IWD-in-EET comes out) PS:T is totally different. as you say it isn't known for much of anything except its writing. Just exploring with all the content extricated from the actual story wouldn't work that well for several reasons: 1) many side quests are tied to TNO's past and would need extensive analysis and changes, 2) traveling between planes in PS:T is tied to the main quest (requiring new content just to enable traveling to Baator for example), 3) some areas don't even have anything to offer apart from serving the main quest
  5. You're misreading my post. The causal relationship is conjecture. There have been bad studios with good marketing, and the opposite. One doesn't follow from another. Those are different disciplines.
  6. You haven't read my post earlier on this page where I consider these questions.
  7. frankly, i think this is conjecture. beamdog could have had the most fantastic PR and community management strategies leading to fewer stresses in the forums and equal or worse products at the same time.
  8. If charname and tno are separate characters, i don't see how any kind of story resembling PS:T can proceed. The main quest makes no sense for someone outside who isn't experiencing what TNO is. Why would the Bhaalspawn look for a way to enter Ravel's maze? Where's the emotional impact of any of it when seen from third person? What about Deionarra? You'd just watch a cutscene where TNO talks to her? That would require someone make that cutscene, and do a similar thing at very many places. I don't think anyone will ever do that because it's so unappealing to turn an interactive media into a passive media. All the interactions where TNO remembers something don't work which affects more than half side-quests too. Actually just auditing the whole text to account for such incompatibilities would be a titanic effort. I could go on and on. Basically i don't just think it would a bad idea to just tack PS:T onto BG and have CHARNAME colonize it for the sake of a merry "interplanar adventure", i think it would be a travesty That's not what Leeux meant. A separate campaign which you start from the campaign menu is not the same as your idea of PS:T as a side-quest that you solve as CHARNAME. Under the separate campaign you would play as TNO, but he would be a creatable protagonist (you pick sex, race, class, appearance...).
  9. I don't understand - how would you proceed with the story? would you be saying TNO's lines?
  10. so good! looking at the credits i suspect it's been a long time coming. those rabbits won't know what came their way!
  11. i noticed it doesn't "convert" punctuation according to the orthographic and stylistic rules of the target language, so that certainly needs a manual pass.
  12. If the general idea is to splice together the ending of Bhaalspawn saga with TNOs origin story, and make PS:T act as BG3 with TNO = CHARNAME, there's a much easier way to do it (than making a big content mod where you scour the planes, arrive in Sigil etc, before PS:T even starts). The final state of a CHARNAME that has not ascended and the origin story of TNO are not in any major kind of conflict. The major missing part needed to flesh this out can be a slightly reframed Heart of Winter which conveniently shares one of it's themes and a vital character with PS:T. Below is TNOs origin story from a wiki and how it could be relatively simply adapted to match existing elements: In conclusion: no new areas have to be created and only Morte has to be developed and some additional dialogue written (less is better imo), to formally connect the games in a pretty coherent way. The big problem comes aftwerwards: if the continuation will play just like PS:TEE with shrinked assets - why do it? The above might as well stay headcanon. The biggest promise in this would be the possibility of greater freedom of travel through portals and across planes (something the original PS:T was meant to have in much greater abundance), but it doesn't seem that the expanded world of EET can be used to further this without major new content. During BG2, you shouldn't be allowed to travel to PS:T areas using the Planar Sphere. It makes no sense to "pre-cannibalize" and spoil them. A dozen centuries have passed, The Sword Coast is transformed, old characters are dead. Probably the technology is different at this point. So enabling travel to existing FR areas from PS:T areas doesn't make sense either. The only new quality would be the purely mechanical freedom, more spells and classes, etc. Maybe starting from a lvl 0 or 1 tabula rasa character with flat attributes and as you level, you gradually regain your earlier powers such as attributes, known spells, proficiencies, skills, while having some freedom in how you reshape your character. So for example, instead of gaining extra WIS in dialogue you only regain those attribute points you already had. There could be references to the earlier course of the Saga. Maybe those references could be really strong and well developed. If you could interact with traces of your former followers in the form of ghosts, zombies, sensory stones, books, descendants etc, and learn their NPC endings, in an immersive context, and not by reading from the screens, that would be decent.
  13. nobody knows. an overarching design is needed first - how to connect the two stories together? - who is the protagonist: does CHARNAME become TNO? when... how... why...
  14. thanks, that would be a good layout if i wanted small skirmishes with normal-sized groups, but i precisely wanted a larger scale battle that would work without SCS AI imho, orcs, with leadership, and being at their most numerous and strongest in the North, should be able to have good enough strategy to act in a coordinated way in BG1 random encounters, creatures may spawn literally next to your characters, so the element of scouting ahead, avoiding encounters etc doesn't exist in these games (maybe it should; it's how ranger tracking could work for example)
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