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Posts posted by bob_veng
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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
1 hour ago, Endarire said:Like with Leeux, the simpler approach treats PST as a separate campaign from IWD Saga/Bhaalspawn Saga that's playable within EET; hence, the ability to reach Sigil early within EET from BG1/BG2/ToB depending on where the player started the game.
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...).
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1 hour ago, Endarire said:
@bob_veng My explanation for PST-in-EET was much simpler:
A portal to Sigil opens early in BG1, such as near the Friendly Arm Inn. You can find The Nameless One and Morte (likely an inseparable pair) in or near Sigil's mortuary and proceed with the PST story as normalI don't understand - how would you proceed with the story? would you be saying TNO's lines?
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so good! looking at the credits i suspect it's been a long time coming. those rabbits won't know what came their way!
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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.
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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:
SpoilerThe Nameless One was once human. Ok. You retain your race, sex, and sprite He sought the advice of a man named Morte (then named Mortimer i think) No conflict. Mortimer is inserted or fused with an existing character (not many candidates tho; Mortimer is generally a last name btw, which may be handy). This seems to be the most problematic part. who ended up tricking him into committing the most terrible crime imaginable, This is incorrect i think, the protagonist commited the crime willingly the crime itself is unknown, save the implication that the planes are still slowly dying because of it. Ok. You have refused to ascend, which has caused a disturbance in the divine order. The remaining essence of Bhaal is dissolved (gods don't like it when that happens). The planes don't really have to be dying for any of this to work, but maybe that can be worked in too. a probable implication of the above: the first-Incarnation TNO was a powerful person, capable of momentous deeds; the beginning of TNO marks an endpoint of his original incarnation's an epic journey, that ended tragically. Ok. The Nameless One was contracted to a lifetime of servitude in the Blood War. Ok. The punishment for denying godhood is being made acutely aware of your mortality, with an eternity in Hell looming; god/s be like "you didn't want to ascend - now you will realize the true burden of mortality". Instead of contracted, more accurately consigned. In order to escape his punishment of being damned to an eternity in the Blood Wars and perhaps to atone for his crime, he sought the help of someone powerful enough to make him immortal, so that he could spend the rest of his life doing nothing but good. Ok, proceeds logically. Ethically loaded bits are not necessary but they work perfectly for good characters. Morte, also trying to atone for his actions, directed him to the Gray Wastes, where he would find the night hag, Ravel Puzzlewell. Ok. Ravel is already present in one other waste - the Gloomfrost, and appears as a character in IWD-HoW through her aspect, the Seer; this is confirmed by Avellone; the Seer also has this line: "I have seen visions of the past, of death, of spiraling cities and a black-brambled garden". Morte's motivation can be developed in various ways - maybe he directs you to seek immortality because he's curious what would happen and might want the same for himself? SpoilerUltimately, there's always an option to represent this as Morte telling you not to ascend because if you do it will actually be a restoration of Bhaal through your sacrifice, not really you becoming a god, thereby the blame falling on him so he would want to atone
The Nameless One travels to the Gray Wastes, to find the "Greatest of the Gray Sisters" Ok. This part can coincide with the HoW campaign; Instead of the Gray Wastes you go to the Gloomfrost. Ravel tells him that he must pay for her services, and the Nameless One presents her with the challenge of answering the question: "What can change the nature of a man?" He manipulates her with the challenge of making him immortal... Ok:
- Upon denial of the ascension the remaining essence of Bhaal is dissolved. With your soul being purged from the taints of a foreign entity and made whole in and of itself for the first time, you undergo a spiritual rebirth of sorts*. Your nature is changed.
- In Gloomfrost: scrambling to think of a riddle at the spot, you cunningly frame your very particular experience as a riddle:"what can change the nature of a man?". The seer has no answer to this vacuous and open ended new age deepity (which is exactly what it is in PS:T) but is still able to divine that a true answer does exist. She is therefore forced to accept it as your part of bargain.
* in this is reflected the severity of the punishment that you were handed, because an eternity of mind-numbing soldiering in the Blood war is a really bad outlook after living in this exalted state....seduces her to bend her to his will. Ravel agreed and performed the ritual, out of love Dunno. I guess the "seduce" and "love" bit can be developed but doesn't feel necessary. Needs a critical look. Basically the Seer accepts the bargain, that's already covered above. (Ravel) succeeded in making the Nameless One immortal, but the ritual was flawed, for every time he died, he forgot his memories and became another person. Ravel, in order to perform the magic, split the Nameless One's essence in two, and stripped his mortality from him, which turned into "The Transcendent One". Ok. Doesn't have to be covered in detail. I guess a short cutscene can convey the gist of all this, vaguely enough that there isn't total disconnect, but full explication only comes later in PS:T. In order to test that her spell had worked, Ravel stabbed the Nameless One to death and when he awoke, without his memories, she realised that she had not entirely succeeded in her spell.NOT OK. Precludes completing HoW. The Seer simply doesn't stab you, but knows you will die soon "on your own". You are now truly immortal in the game - you die and rise again. Instead of completely forgetting everything, during this time you are feeling progressively worse; each time you die /if you die at all during the last stages of HoW/ you forget something, which is mainly conveyed to you by your followers, whom you also start forgetting. A sad time for everyone. The Nameless One's immortality comes at the terrible price of suffering the torment of not bearing his mortality with him and he will pull tormented souls towards him because of it. Ok. Shadows start shyly appearing in Icasaracht's tomb but don't attack yet. You meet Icasaracht who figures as a meaningful character with her dialogue already touching on some of the relevant themes. She is the primordial tormented soul you interact with. She tells you of her age old suffering and her own, different, plan for immortality. When you kill her and crack her soul gem open, a powerful emanation of her dying soul's torment lunges towards you, dealing you 999 dmg. This traumatic event causes you to certifiably lose the thread. Game proceeds straight to the Mortuary. How you ended up in Sigil in the span of 1000+ years becomes a moot point. 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.
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6 hours ago, Endarire said:
What sort of writing would be desired/required?
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...
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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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Orc encounter is in HoW. I chose it to be a big orc battle, because orcs are one of three most important races in the North (with dwarves and giants), and they're completely downplayed in IWD-HoW. I compared this battle (mentally...) with a battle in SoD composed of mostly SoD grunt orcs numbering ~15 (on highest diff.) and added 2-3 tougher enemies. The areas are the same size as in BG, and it's easy to fit 20 or so enemies into the field of view of a 6-member party (edit: well not in this case, some are intentionally outside):
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pls comment on the current encounters; they're grouped in the following order IWD1, IWD2, IWD1 (pt. 2), IWD2 (pt. 2), HoW, global, ship
Spoilerencounter name 00A small wolf pack 01A hobgoblins 01B large wolf pack 02A orc party 02B ice trolls 03A verbeeg with entourage 03B ettin with entouragegame IWD1 IWD1 IWD1 IWD1 IWD1 IWD1 IWD1 chapter any any any any any any any area g03 g06 g05 g02 g08b g10 g06 location AR2000 <> AR2100
(Kuld. Pass <> Kuld.)AR2100 <> AR3000
(Kuld. <> Vale of Shadows)AR2100 <> AR3000
(Kuld. <> Vale of Shadows)AR2100 <> AR3600
(Kuld. <> Temple otFG ext.)AR2100 <> AR3600
(Kuld. <> Temple otFG ext.)AR2100 <> AR4000
(Kuld. <> Dragon's Eye exterior)AR2100 <> AR4000
(Kuld. <> Dragon's Eye exterior)chance 20% 15% 10% 15% 10% 15% 10% cre 1 WOLF.CRE - Wolf HOBARC02.CRE - Hobgoblin Archer WOLF.CRE - Wolf ORCWBOW.CRE - Orc /bow/ TROLLICE.CRE - Ice Troll VERBEEG.CRE - Verbeeg ETTIN.CRE - Ettincre 2 WOLF.CRE - Wolf HOBARC02.CRE - Hobgoblin Archer WOLF.CRE - Wolf ORCWBOW.CRE - Orc /bow/ TROLLICE.CRE - Ice Troll OGRE.CRE - Ogre GOBEHQ1.CRE - Goblin Elitecre 3 WOLF.CRE - Wolf HOBARC02.CRE - Hobgoblin Archer WOLF.CRE - Wolf ORCWBOW.CRE - Orc /bow/ TROLLICE.CRE - Ice Troll OGRHAL01.CRE - Half Ogre GOBEHQ1.CRE - Goblin Elitecre 4 WOLF.CRE - Wolf HOBARC02.CRE - Hobgoblin Archer WOLF.CRE - Wolf ORCWAXE.CRE - Orc TROLLICE.CRE - Ice Troll OGRHAL01.CRE - Half Ogre GOBEHQ1.CRE - Goblin Elitecre 5 WOLF.CRE - Wolf HOBELI01.CRE - Hobgoblin Elite WOLF.CRE - Wolf ORCEWBOW.CRE - Orc Elite /bow/ TROLLICE.CRE - Ice Troll OGRHAL01.CRE - Half Ogre GOBLINA.CRE - Goblin Archercre 6 WOLF.CRE - Wolf HOBELI01.CRE - Hobgoblin Elite WOLF.CRE - Wolf ORCEWBOW.CRE - Orc Elite /bow/DOGWAR01.CRE - War Dog GOBLINA.CRE - Goblin Archercre 7 WOLFDI.CRE - Dire Wolf HOBWIZ01.CRE - Hobgoblin Wizard WOLF.CRE - Wolf ORCSHAM.CRE - Orc ShamanDOGWAR01.CRE - War Dog GOBLINA.CRE - Goblin Archercre 8 HOBSHA01.CRE - Hobgoblin Shaman WOLF.CRE - Wolf OGRILL01.CRE - OgrillonDOGWAR01.CRE - War Dog BEARBR.CRE - Bearcre 9 HOBCAP01.CRE - Hobgoblin Captain WOLFDI.CRE - Dire Wolf OGRILL01.CRE - Ogrilloncre 10 WOLFDI.CRE - Dire Wolf BDWOLFDR.CRE - Dread Wolfcre 11 WOLFDI.CRE - Dire Wolfcre 12 encounter name / 51A hobgoblins 51B large wolf pack 52A orc party 52B ice trolls 53A winter wolves 53B bugbear with entouragegame IWD2 IWD2 IWD2 IWD2 IWD2 IWD2 chapter any any any any any any area g06 g05 g02 g08b g10 g06 location AR1200 <> AR2000
(Palisade <> Shaengarne River)AR1200 <> AR2000
(Palisade <> Shaengarne River)AR2102 <> AR1100/AR1200/AR1000
(Shaengarne Bridge <> Targos)
AR1200 <> AR3000
(Palisade <> Fortress Gate)AR2102 <> AR1100/AR1200/AR1000
(Shaengarne Bridge <> Targos)
AR1200 <> AR3000
(Palisade <> Fortress Gate)AR6001 <> AR4000
(Kuld. <> Dragon's Eye exterior)AR2100 <> AR4000
(Kuld. <> Dragon's Eye exterior)chance 15% 10% 15% 10% 25% 15% cre 1 HOBARC02.CRE - Hobgoblin Archer WOLF.CRE - Wolf 00ORCAR.CRE - Orc Archer 20TROICE.CRE - Ice Troll 50WFWGH.CRE - Greater Winter Wolf 66BUGB.CRE - Bugbearcre 2 HOBARC02.CRE - Hobgoblin Archer WOLF.CRE - Wolf 00ORCAR.CRE - Orc Archer 20TROICE.CRE - Ice Troll 50WFWH.CRE - Winter Wolf 31HOBE.CRE - Hobgoblin Elite - Hobgoblin Elitecre 3 HOBARC02.CRE - Hobgoblin Archer WOLF.CRE - Wolf 00ORCAR.CRE - Orc Archer 30ICETRL.CRE - Hardened Ice Troll 50WFWH.CRE - Winter Wolf 31HOBE.CRE - Hobgoblin Elite - Hobgoblin Elitecre 4 HOBARC02.CRE - Hobgoblin Archer WOLF.CRE - Wolf 20ORCW4.CRE - Orc Warrior 30ICETRL.CRE - Hardened Ice Troll 50WFWH.CRE - Winter Wolf 50WFDFH.CRE - Ferocious Dire Wolfcre 5 HOBELI01.CRE - Hobgoblin Elite WOLF.CRE - Wolf 00ORCARE.CRE - Orc Archer Elite 30ICETRL.CRE - Hardened Ice Troll 50WFWH.CRE - Winter Wolf 30GOBAES.CRE - Goblin Archer Elitecre 6 HOBELI01.CRE - Hobgoblin Elite WOLF.CRE - Wolf 00ORCARE.CRE - Orc Archer Elite50WFWH.CRE - Winter Wolf 30GOBAES.CRE - Goblin Archer Elitecre 7 HOBWIZ01.CRE - Hobgoblin Wizard WOLF.CRE - Wolf ORCSHAM.CRE - Orc Shaman50WFWH.CRE - Winter Wolf 31GOBSH2.CRE - Goblin Shamancre 8 HOBSHA01.CRE - Hobgoblin Shaman WOLF.CRE - Wolf OGRILL01.CRE - Ogrillon50WFWH.CRE - Winter Wolf 31GOBSO2.CRE - Goblin Sorcerercre 9 HOBCAP01.CRE - Hobgoblin Captain WOLFDI.CRE - Dire Wolf OGRILL01.CRE - Ogrilloncre 10 WOLFDI.CRE - Dire Wolf BDWOLFDR.CRE - Dread Wolfcre 11 WOLFDI.CRE - Dire Wolfcre 12 encounter name 04A neo-orog rear guard 05A mid-level outlaw party 05B tundra yeti 06A red wizard investigator 07A winter wolves 07B snow trolls 08A wandering spirits 08B ettins game IWD1 IWD1 IWD1 IWD1 IWD1 IWD1 IWD1 IWD1 chapter 2 any any any, only once any any any any area g07b g01b g11 g03 g05 g06 g09 g02 location AR4000 > AR2100
(Dragon's Eye exterior > Kuld.)AR2100 <> AR5000
(Kuld. <> Severed Hand exterior)AR2100 <> AR5000
(Kuld. <> Severed Hand exterior)AR2100 <> AR6000
(Kuld. <> Dorn's Deep exterior)AR7000 <> AR2100
(LDD exterior <> Kuld.)AR7000 <> AR2100
(LDD exterior<> Kuld.)AR7000 <> AR5000
(LDD exterior <> Severed Hand exterior)AR7000 <> AR5000
(LDD exterior <> Severed Hand exterior)chance 50% 15% 10% 15% 15% 15% 10% 15% cre 1 KAOROG.CRE - Neo-Orog Avenger TALONAF.CRE - Talonite Priestess KUYETI.CRE - Tundra Yeti ohnredw6.CRE - Red Wizard WINWOLF.CRE - Winter Wolf TROLLSNO.CRE - Snow Troll TROLSI01.CRE - Spirit Troll WTETTIN.CRE - Ettin /stronger/cre 2 KAOROG.CRE - Neo-Orog Avenger REBAND03.CRE - Bandit KUYETI.CRE - Tundra Yeti NETHAY01.CRE - Thayan Wizard WINWOLF.CRE - Winter Wolf TROLLSNO.CRE - Snow Troll TROLSP01.CRE - Spectral Troll WTETTIN.CRE - Ettin /stronger/cre 3 KAOROG.CRE - Neo-Orog Avenger REBAND03.CRE - Bandit KUYETI.CRE - Tundra Yeti HLCLERIC.CRE - Cleric WINWOLF.CRE - Winter Wolf TROLLICE.CRE - Ice Troll TROLSP01.CRE - Spectral Troll WTETTIN.CRE - Ettin /stronger/cre 4 KAOROG.CRE - Neo-Orog Avenger LDDTHIEF.CRE - Thief KUYETI.CRE - Tundra Yeti bdure2c.CRE - Mercenary WINWOLF.CRE - Winter Wolf TROLLICE.CRE - Ice TrollBEARPOLR.CRE - Polar Bearcre 5 KAOROG.CRE - Neo-Orog Avenger OGREMA01.CRE - Ogre Mage KUYETI.CRE - Tundra Yeti bdure2d.CRE - Mercenary WINWOLF.CRE - Winter Wolf TROLLICE.CRE - Ice TrollBEARPOLR.CRE - Polar Bearcre 6 KAOROGE.CRE - Neo-Orog Marauder ohnogreb.CRE - Ogre /tough variant/ KUYETI.CRE - Tundra Yeti FGOLEM.CRE - Flesh Golem WINWOLF.CRE - Winter Wolf DLICETR.CRE - Greater Ice Trollcre 7 KAOROGE.CRE - Neo-Orog MarauderKUYETI.CRE - Tundra Yeticre 8 NEOOROGG.CRE - Neo-Orog GeneralKUYETI.CRE - Tundra Yeticre 9 KUYETI.CRE - Tundra Yeticre 10 VSCYETI.CRE - Yeti Chieftaincre 11 cre 12 encounter name / / 55A tundra yeti / / 55B snow trolls 58A wandering spirits 58B ettins game IWD2 IWD2 IWD2 IWD2 chapter any any any any area g11 g06 g09 g02 location AR6201 <> AR6300
(Fields of Sl. exit <> Sev. Hand ext.)AR6201 <> AR6300
(Fields of Sl. exit <> Sev. Hand ext.)AR4100 <> AR5000
(Ice Temple ext. <> Wandering Village)AR4100 <> AR5000
(Ice Temple ext. <> Wandering Village)chance 10% 15% 10% 15% cre 1 40YETITU.CRE - Tundra Yeti50TROSH.CRE - Snow Troll TROLSI01.CRE - Spirit Troll WTETTIN.CRE - Ettin /stronger/cre 2 40YETITU.CRE - Tundra Yeti50TROSH.CRE - Snow Troll TROLSP01.CRE - Spectral Troll WTETTIN.CRE - Ettin /stronger/cre 3 40YETITU.CRE - Tundra Yeti50TROSH.CRE - Snow Troll TROLSP01.CRE - Spectral Troll WTETTIN.CRE - Ettin /stronger/cre 4 40YETITU.CRE - Tundra Yeti50TROSS.CRE - Snow Troll Shaman41BEARPO.CRE - Polar Bearcre 5 40YETITU.CRE - Tundra Yeti50TROSG.CRE - Greater Snow Troll41BEARPO.CRE - Polar Bearcre 6 52YETGH.CRE - Ferocious Yeti50TROSG.CRE - Greater Snow Trollcre 7 52YETGH.CRE - Ferocious Yeticre 8 52YETGH.CRE - Ferocious Yeticre 9 52YETGH.CRE - Ferocious Yeticre 10 52YETGH.CRE - Ferocious Yeticre 11 cre 12 encounter name 09A cyclops 09B displaced orc tribe 10A white wyrms (wyverns)game HOF HOF HOF chapter any any, only once any area g01b g11 g09 location AR9100 <> AR9200
(Lonelywood > Barbarian Camp)AR9100 > AR9200
(Lonelywood > Barbarian Camp)AR9100 <> AR9500
(Lonelywood <> Gloomfrost)chance 25% 25% 25% cre 1 CYCLOPS.CRE - Cyclops bdogre04.CRE - Half-Ogre Veteran \270 BG-SoD\ WYRM.CRE - White Wyrmcre 2 CYCLOPS.CRE - Cyclops bdogre05.CRE - Ogre Shaman \420 BG-SoD\ WYRM.CRE - White Wyrmcre 3 CYCLOPS.CRE - Cyclops ohnogreb.CRE - Ogre \650 BG2EE\ WYRM.CRE - White Wyrmcre 4 CYCLOPS.CRE - Cyclops ohnogreb.CRE - Ogre \650 BG2EE\ WYRM.CRE - White Wyrmcre 5 ohnogreb.CRE - Ogre \650 BG2EE\ WYRM.CRE - White Wyrmcre 6 ORC04.CRE - Orc Mage \1000 BG2EE\ WYRM.CRE - White Wyrmcre 7 SARORC01.CRE - Elite Orc \650 BG2EE\cre 8 orc01.CRE - Orc Warrior \120 BG-SoD\cre 9 orc01.CRE - Orc Warrior \120 BG-SoD\cre 10 orc01.CRE - Orc Warrior \120 BG-SoD\cre 11 orc01.CRE - Orc Warrior \120 BG-SoD\cre 12 orc05.CRE - Orc Shaman \420 BG-SoD\cre 13 orc05.CRE - Orc Shaman \420 BG-SoD\cre 14 orc07.CRE - Orc Bowmaster \175 BG-SoD\cre 15 orc07.CRE - Orc Bowmaster \175 BG-SoD\cre 16 orc07.CRE - Orc Bowmaster \175 BG-SoD\cre 17 orc07.CRE - Orc Bowmaster \175 BG-SoD\cre 18 orc07.CRE - Orc Bowmaster \175 BG-SoD\cre 19 orc07.CRE - Orc Bowmaster \175 BG-SoD\cre 20 WOLFDI.CRE - Dire Wolf \120 BG-SoD\cre 21 WOLFDI.CRE - Dire Wolf \120 BG-SoD\cre 22 WOLFDI.CRE - Dire Wolf \120 BG-SoD\encounter name 70A global snow trolls 70B global cats (01B)game IWD1, HOF, IWD2 IWD1, HOF, IWD2chapter IWD1 Ch. 3+
HoW
IWD2 Ch. 3+IWD1 Ch. 3+
HoW
IWD2 Ch. 3+area g10 g05 location Any North (worldmap) <> Any North Any North (worldmap) <> Any Northchance 5% 5% cre 1 TROLLSNO.CRE - Snow Troll 20SNOLEP.CRE - Snow Leopardcre 2 TROLLSNO.CRE - Snow Troll 20SNOLEP.CRE - Snow Leopardcre 3 TROLLSNO.CRE - Snow Troll 20SNOLEP.CRE - Snow Leopardcre 4 TROLLSNO.CRE - Snow Troll 20SNOLEP.CRE - Snow Leopardcre 5 TROLLSNO.CRE - Snow Troll 20SNOLEP.CRE - Snow Leopardcre 6 20SNOLEP.CRE - Snow Leopardcre 7 20HGHCAT.CRE - Highland Catcre 8 20HGHCAT.CRE - Highland Catcre 9 20HGHCAT.CRE - Highland Catcre 10 20HGHCAT.CRE - Highland Catcre 11 cre 12 encounter name 90A ship harpies 91A ship scrags 92A ship sahuagingame IWD1, HOF, IWD2 IWD1, HOF, IWD2 IWD1, HOF, IWD2chapter any any any area ship01 ship01 ship01 location Any Sword Coast <> Any North Any Sword Coast <> Any North Any Sword Coast <> Any Northchance 25% 25% 25% cre 1 HRPCAT.CRE - Harpy DLSCRAG.CRE - Scrag SAHAMB04.CRE - Sahuagincre 2 HRPCAT.CRE - Harpy DLSCRAG.CRE - Scrag SAHAMB04.CRE - Sahuagincre 3 HRPCAT.CRE - Harpy DLSCRAG.CRE - Scrag SAHAMB05.CRE - Sahuagincre 4 HRPCAT.CRE - Harpy DLSCRAG.CRE - Scrag SAHAMB05.CRE - Sahuagincre 5 HRPCAT.CRE - Harpy DLSCRAG.CRE - Scrag SAHAMB06.CRE - Sahuagincre 6 HRPFND.CRE - Fiendish HarpySAHAMB06.CRE - Sahuagincre 7 cre 8 cre 9 cre 10 cre 11 cre 12 -
1) yeah, spontaneous seems much better
2) third option, analogous to shaman seems the best.
3) i think spontaneous casting should be a class/subclass-level, not a kit-level feature. btw "avenger" as a term doesn't jibe with spontaneous casting for me. avenger would have to do something like bonus elemental damage to justify that name
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thanks, good to hear, i've started adding coordinates and tweaking the numbers a bit
first something important for your work on areas: two areas have been slightly altered to make them more spatially coherent
https://www.dropbox.com/sh/ptwy3ogtmr4ouz8/AAC-pzCHNbjD1fyK6UvcVHNMa?dl=0
encounter ideas: aurilite hag sounds great.
i don't have any ideas for a peaceful encounter other than something cheesy like travelling merchant. we can probably think of something cool and easy to implement.
Clues idea would constitute a whole quest. Those would likely have to be one-time encounters, and having in mind the linearity of IWD and randomness of the encounters i think it might not be feasible.
I'm a bit of an opponent of level based anything. basically i'm looking to avoid even a perception of progressing difficulty (can't be avoided practically tho), but I was thinking for a story-driven "scaling" encounter on top of specific ones described above like global 5% chance of maybe hobgoblins before the attack on kuldahar, and after that 5% neo-orog.
i almost started with barbarians but i figured i don't want to spoiler HoF creatures in IWD1 before their sprites appear in the course of the campaign. i think it's better to keep the "reveals" of various creatures where they belong.
edit: also updated the ship area by switching the background to standard bg water background and flattening the middle so creatures can move around (very minor change if you've already done the ship Fluke)
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here are some IWD1 main campaign random encounters i've been thinking up, i'd like someone to state an opinion on them
before i start doing the coordinates.edit: now also IWD2, HoW, and ship travel; the coordinates have been done as well (not included here); updated table:
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it's awesome how you resolved the ST issue
here are some of my miscellaneous nitpicky observations, on the matter of repeating unique items
00BWLX04 - repeating unique BG item; needs a generic (general crossbow) description
DAGG0500 - repeating unique BG item; it would be good to switch back to vanilla IWD2 description
SWDS0400 - repeating unique BG item; needs to be replaced by generic short sword +2 (SW1H09.ITM BG2EE)
00BWHX04 - repeating maybe-unique BG item; maybe remove 'The Guide' from the name and description and leave the resti noticed that HAMM0400 = IWDEE HAMM03, but where in IWD2 it does +1d4 elec. dmg, in IWD1 (and BG) it does +1 elec. dmg. Being called "Warhammer +2" it probably shouldn't do so much bonus elemental damage; or it can get a unique name.
btw. it's neat how we can have those IWD1 items present in IWD2 now without conflicts... I see they are actual IWDEE items
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can random encounters between IWD1 areas spawn creatures only present in BG1&2EE - since an IWDEE-based IWD-in-EET won't include many BG1&2EE creatures.
also how should random encounters when travelling between BG areas and IWD areas be handled? can you ensure that from whichever BG location you travel to any IWD location, you can have a random encounter? Also, what should the habitat be in those, should it always be the snow areas, or a mix of existing areas and new ones?
Is this the kind of information you'd need to create a random encounter:
IWD1 encounter #1, any chapter
area: gorionar 5
Kuldahar <> Vale of Shadows (AR2100 AR3000)
WOLF.CRE - Wolf x10 -
ah i see. makes sense.
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I understood the following:
QuoteThe AI is not going to be able to make intelligent use of tactics, and the party often has a numerical advantage, especially if it is bringing summoned minions. To compensate the computer receives considerable extras.
as extra spawns for some reason... what are the extras?
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@Luke (tldr design ruminations)
Spoileri did write a little about that in the actual instructions, but it's in the spoiler, so i'll expand this part here; please bear with me because i don't know how best to cover this. The following is kinda long but nothing is complicated.
I still presuppose Photoshop for this part, but it's not strictly necessary.
- If they aren't already spelled out in the spell's name, define your new spell in 2-3 basic concepts. Connect these to visual motifs of vanilla spell icons: Fire, cold and lightning symbols, cross (healing), heart (emotion), moon and/or stars (magic), shield (...), armor (mage armor), circle (immunity/protection), broken line circle (resistance), eye (divination), various weapons, the summoning "bowl", various heads, hands etc. "Mass ..." anything is typically depicted by three of the same, but smaller, in a triangular array . The pictographic language of 2e spells is already laid down so you don't need to be visually creative to complete this "mental mapping" of sorts on your own.
- Reuse the abovementioned motifs (copy/paste), and if there's a concept that can't benefit from recycling, draw something new yourself (google images: clip art for, like, inspiration); use BG2EE C BAMs converted to transparent PNGs as resources.
- Work and save in separate 32x32px transparent PNGs. Resulting designs should not be too big so they can be set away from the edges 2-3 px at least (aim for no bigger than 26x26px).
- Use solid pixels only (Pencil tool).
- Color doesn't matter; use black; don't create inner detail such as shading/contours/outlines ("not supported" until a later stage in the overall procedure)
the following "theoretical" part might seem a little dumb but it helps to have it all together in your head as you go along. I hope I'm not totally off the mark in terms of helpfulness thus far:
- Understand the following concepts: positive space is something drawn with solid pixels surrounded by transparent pixels, and negative space is something drawn with transparent pixels in a mass of solid pixels
- Objects can be filled or line-art ; Line-art somewhat tends to be 2px thick ; outer strokes which serve to reinforce a (usually filled) object are 1px thick
- Apart from the solid fill, vanilla designs incorporate hatching, denoting invisibility or ghostliness:
- Combining and contrasting these visual features enables you to, for example, superimpose objects so you can string concepts together and squeeze in a lot more semantic content in the same area, and to denote opposite concepts/elements: (p-space fire in a line-art shield) (n-space fire in a filled shield)
- In filled objects, use negative space contours to set apart internal features (or things may look splatted):
- To have an impactful () design try to incorporate at least two of the above mentioned visual features; if you incorporate just one, the results may be a little feeble: (a dart... but is it a Darts? of Bone?) (a cudgel or a pegleg... but is it Metal? Star Metal?)
- Create a negative space design by first choosing an appropriate background motif (Circle, Square, Shield, Armor, etc.) and fill it out, then take a foreground element, select it's pixels (right click on layer thumbnail > select pixels ) and apply this selection as a mask (select the background element layer and create a mask) so you can move it around and place it well (you can't move the mask with the Move tool before you select the whole area; use Ctrl+A)
- The goal of the design is not to make neat 32x32px artwork (the formal pixel-art rules don't apply), but to just make a well-blended-in UI element which doesn't seem disconnected from it's purpose - the spell, which helps set the spell apart from other spells, and is therefore sufficiently clear and useful to players. But if you do inner shading/contours/outlines afterwards (optional, i don't recommend it), avoid things which are called Banding, Hugging and Fat pixel here (the rest is not really important.
edit: an example - IWD2 spell Death Armor which icon i did for IWD-in-EET is the filled mage armor motif + negative space (& line art) Death Spell C BAM (barely squeezed in)
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update: improved template files for compatibility with bam conversion
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How do i delete attachments? I've edited a post with an attachment by "deleting" the attached file and putting up a new one. But the old attachment is still on the site and downloadable in 'My Attachments', which doesn't have a control for deleting.
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Seems pretty good. Could you tell me a little more about extra spawns? Will additional higher level enemies such as mind flayers spawn too, or casters?
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This is a purely Photoshop tutorial.
The attached files: Spell_Icon_Resources_v01.zip
...are intended to serve as a help to modders who include new spells in their mods to create new BG1-style spell icons in a streamlined process, or improve spell icons in their existing mods.
Basic overview: New spell icon designs must be created first. They are then inserted in bulk in the Master Template, correctly positioned in the grid and and relative to the scrolls, and exported into corresponding color BAM-derived PNGs. C, A and B are created in this same way, in that order. The PNGs are then divided and exported into 32x32x files from which BAMs V1 can be made.
Detailed instructions, also included in the package; i recommend not reading them on their own:
Spoiler- Make C designs for all all your new spells as separate transparent PNGs. Use negative space to separate shapes, not dark lines or inner shading, as it wont' carry over to subsequent steps, so use a sigle color such as black and solid pixels. Edit and splice together vanilla designs* from existing C BAMs, converted to transparent PNGs, most conveniently. I will call finished spell icon designs Objects. They must fit into 29x29px.
- Open the Master Template file, set the grid to 32x32, subdivisions: 2 (in Preferences); make the grid show, and turn on Snap (View > ...). These settings will persist for subsequently opened files.
- In Layers navigate: A&C > FOREGROUND > MASKING GROUP > OBJECTS, and there drop a max of 64 Objects, 16 for each color**; the PNGs will then start popping up as layers; place each in the grid (confirm with Enter): Red spell Objects in squares 1-16, Blue ones in 17-33 etc.*** The color pattern of top layers composed of exact colors from original BAMs will be automatically applied. The result you'll be seeing should look like finished A files. If you'd like to add a few touch-ups, don't do it now.
- This is a good time to make C files: Hide the SCROLLS layer so only Objects are visible, merge-copy all the spells of a single color, open the PNG file with the corresponding color table (REDC for example), and paste them into place there****. The colors will "set into place". Optionally: now do some manual editing such as inner shading; if you do it, you should paste the edited Objects back into the master file on top of everything so Objects on A and C will be identical.
- Use the Slice Select tool to divide the PNG (click the image with it, click Divide, and set 32x32px); then go File > Export > Save for Web ...
- Unhide SCROLLS. Repeat the merge-copy/paste (into REDA in this case) and slice > export procedure for A files. There should be no visual glitches but colors at the very edges of scrolls might be wrong. Fix this by pasting again together with a black color-filled background, which may make colors "set into place" better.
- Hide the A, C top group and copy/move all Objects into the equivalent group within the B top group. If needed, you can adjust Brightness in the Adjustment layer and for individual Objects use a bit of the Dodge tool on the stone texture beneath. Use 1px black and white pencil to reshape the stone backgrounds in the mask (click the mask of the STONE group to edit it).*****
- Repeat the merge-copy/paste (into REDB) and slice > export procedure for B files. Small glitches are more likely with B versions such as 1x1 pixel holes in stones, and at the edges, and it's easy to go over those manually.
- This way you will have created transparent PNG-8s with the original color tables. You can create BAMs V1 easily from these with IrfanView and BAM-Batcher (I don't know if it's state of the art currently but that's how i did it recently).
* Fire, cold and lightning symbols, cross, heart, moon, stars, shield, circle (symbolizing protection), eye, sword, the summoning "bowl", various heads, hands etc. The pictographic language of 2e spells already exists so you don't need to be visually creative to deal with this reasonably fast.
** You can expand the Red "zone" at the expense of Blue, etc. by modifying the clipping masks.
*** Placement is the key thing in this step (3). Make every Object centered, and if it can't be perfectly centered, move it 1px to the right; some vanilla Objects are bottom heavy, mainly summoning spells, so keep them low.
**** These copy/paste operations are done with Ctrl+Shift+C/V.
***** Prevent the stones from having a lot of empty space, and from having 2x2px block jaggies. If you want another rock texture you can pick a spare one from the ROCK - EXTRA group at the bottom of STONE group.
P.S.: Sorry if you don't have Photoshop and/or aren't starting out with a basic understanding of layers and masks. The intent here is to completely skip BAMWorkshop I&II, and to make as many icons at once as possible. I've read the relevant IEDSP page and Erephine's developer resources. It seems that in the case of spell BAMs at least, the majority of that technical knowledge can be eschewed in favor of some straightforward shooping. If you think there's room for improvement, find the instructions unclear, or can't get good results, please let me know.
@subtledoctor you've shown an interest in spell icon creation lately
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1 hour ago, Mike1072 said:
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You hit the BG1 style quite well for most of your icons, especially on Lutzaen's Frequent Jaunt and Banishment. Some appear closer to the BG2 style, like Vipergout, Aegis, and Snakebite.
i figured out how to accurately produce the bg1 style with overlay blending on a rugged rock surface in ps. unfortunately i don't have the assorted uniquely shaped and textured png rocks to go the extra mile and do it the "real" way. it's really weird how they chose to do it that way originally, must have been a major pain for them as well, as evidenced by subsequent degradation in bg2. i emulated it by just adding noise and some gradients...
green icons are flatter looking. basically i tried to follow the existing prevailing visual characteristic for each color. IWDEE green C icons aren't of terribly high quality so i went sort of half way there. i'll try to improve aegis.
i'm mostly glad that the designs aren't unsatisfactory... as i've been doing this and started looking at icons from up close it now pains me how uneven the quality of icons (in IWDEE basically) is.
32 minutes ago, K4thos said:@bob_veng, I like the results a lot. Doubt there is any new player that could point to one of your icons in spellbook and say that it's a mod added content.
tx that's really encouraging.
farie fire doesn't seem to produce any kind of fire but manifests itself as just a glow, so i think a representation of a big flame is a little misplaced.
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updated previous post
didn't make ball lightning yet because i saw this thread and thought how you might use Gedlee's from there, and maybe repurpose my "gedlee's" for ball lightning
i had a bit of difficulty matching the green color because it's all over the place in iwdee. i'm not 100% satisfied with it but it's probably good enough
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there's been some progress with icons
EDIT (updated pic)
these are open to criticism and not yet final.
help is still needed.(probably not anymore) -
15 hours ago, bob_veng said:
it doesn't work with the current game version.
PST-in-EET feasibility
in Enhanced Edition Trilogy
Posted
You haven't read my post earlier on this page where I consider these questions.