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Sabranic

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  1. Development Diary 10/32/16: - The Campaign Bible. has swelled to almost 140 pages. Its doubled in size since we last posted, and we are closing on the final chapters of the narrative. It has been a long process fleshing out the story, and we appreciate the patience while we work on polishing everything. While there is still a long way to go in the writing department, we are far enough along now that we can once again focus more on game rather than story development. - We have designed the Night Masks's mooks - Deathbringers, Heart Piercers, Clerics of Mask, and Shadow Master Tam, Orbakh's direct underling, and member of The Kaiser's perverted Neverwinter Nine. http://www.dethguild.com/wp-content/uploads/images/nwn/ck_bioware_images/nightmask1.jpg From Left to Right: Night Mask Clerics of Mask, Night Mask Deathbringer, Shadow Master Tam Bakk, Night Mask Deathbringer, Night Mask Heartpiercers http://www.dethguild.com/wp-content/uploads/images/nwn/ck_bioware_images/nightmask2.jpg
  2. Indeed it does get a bit hazy - largely because the player can impact so many possible outcomes with their decisions. We have taken apart the Jerro conversation to see every possible response, combined the information gleaned there with what we know from SoZ and then cross referenced that with information on the Forgotten Realms Wiki and the NWN2 Wiki, pluse a couple of play-throughs of the OC, with special emphasis placed on plot and elements. - If Neeshka liked the Knight captain enough to resist Garious, she survives in every permutation of the plot. - Ammon Jerro always pursues the gargoyles and gets beaten by the red wizards. - Bishop always dies and ends up send to the wall of the faithless. - Khelgar always lives, gets duped by the gargoyles and ends up as substitute Knight captain. - Sand turns into an iron golem and lives if he had better faction with the KC than Quorra. - No matter what Quorra gets her head smashed by two-tons of granite. - Grobnar dies no matter what. If you had high faction, he dies trying to shield the construct with his body. - Elanee pushes the KC out of the way of a rock wall and dies in his place. - Casavir has his back snapped holding open a portal, but SoZ reveals he survived and was captured by Luskan. - Zaheave vanished in the chaos, but given her innate ability to plane-shift at will - notice how she has no CK hangout? - her death is unlikely in the extreme. - The construct is presumably smashed - by the party of Bishop took it over, or by falling debris if Grobnar is allowed to give it free will. However, if Sand could survive the rocks by turning into an iron golem, then it's reasonable to assume the Construct "survived" as well - perhaps damaged, but salvageable if one were perhaps a skilled enough Red Wizard Transmuter... The Knight Captain is continually being drawn into plots and intrigues by outside forces. The Cursed Domino Mask from Mysteries of Westgate was "seeking" someone to right a great wrong. His running across it was almost preordained. "It was in the depths of some unnamed dungeon that you found the mask... Something abut it demanded your attention. Only after you attempted to rid yourself of it did you discover the mask refused to be discarded...." It was a loooong way home from Thay. Given the way adventure and tumult are attracted to him/her, it is quite believable to see the Knight Captain embroiled in plots the entire way back. The mask would have been drawn to him/her like a magnet, and the region was on his direct path home. Perhaps, on his voyage across the Sea of Fallen Stars, the Knight Captain's ship put ashore one of the many islands to resupply, and they discovered the mask there. Finding him/herself under a progressively worsening curse, the KC sought out sages and powerful magic users, to little avail. He has no choice but to follow the Mask's compulsion, and end it's curse in Westgate... hastily the Knight Captain gathers what allies he can... even if that means recruiting a former Night Mask Assassin, a drunk Fallen Paladin and an obnoxiously belligerent Cleric of Tyr,,,, :laugh:
  3. The spiked furniture looks like it would be at home in Urst Natha.
  4. Obsidian must have been rushed in the extreme in getting it all finished.
  5. Development Diary 7/22/16: - Another 4 pages added to the Campaign Bible. - Spent the day collaborating with Injate and kevL "setting the table" for the campaign's variable data. We managed to create a functional "map" that will allow the player to customize the campaign based on many of the more "critical" decisions made in the IC, MotB, SoZ and MoWG. Example: - Area Title: Lobby - Required Characters: None - Points of interest: Dungeon Master, Basic supply merchant When the player joins the module, they are required to speak with the Dungeon Master before being allowed to enter the Campaign. The impish fellow will provide a brief overview of the game mechanics, the background story and then ask a series of questions, which will determine many aspects of the campaign. (How do we resolve this for multiplayer?): 1: Did the Knight Captain Steal “Arvoreen's Amulet of Aid” from Daeghun? (If no, places the Avoreen’s Amulet of Virtue in the chest in Daeghun’s Home). 2: Did Khelgar Ironfist become a monk? (Swaps Fighter Khelgar for Monk Khelgar if yes). 3: Did the KC befriend Kistrel? (Spider Kistrel removed beneath Crossroad Keep in the Escape Tunnels if no). (Kistrel NPC and all associated quests disabled if no). (Disables teleport to Silverymoon option in act 4 if no). 4a: Did the KC romance Casavir? - Only Appears if KC is Female (Adds a sad moment when they player interacts with Casavir’s grave). (Adds a wistful dialog scene if the KC rescues Casavir from Luskan if yes). 4b: Did the KC romance Elanee? - Only Appears if KC is Male (Adds a sad moment when they player interacts with Elanee’s grave). 5: Did Neeshka resist Black Garius? (Removes Neeshka from the roster if yes). (Removes Neeshka from the Pheonix Tail Inn in the CK if yes). (Removes Neeshka from the bar in Daggerford). (Removes Khelgar-Neeshka enchange after resquing Kistrel). (Removes Neeshka as a mandatory party-member in the Granit Hold quests). (Adds Neeshka's Grave to the Crossroad Keep Cemetery if yes). (Disables teleport to Athkalta option in act 4 if no). (Removes Neeshka’s dialog in the optional cut-scene if the KC resurrects the dead OC companions as thralls). 6: Did the KC create One of Many? (Removes Kaelyn the Dove from the roster if yes). (Removes Gan reference to Old father Bear in a bark if yes). (Adds One of Many to the Roster if yes). (One of Many accompanies the Bevil and Daeghun in the opening battle if yes). (Removes Kaelyn from the bar in Daggerford). (Adds One of Many to the Bar in Daggerford). (Kaelyn does not join the party during Ivarr the Blessed’s Quest). (Removes Kaelyn from the Temple of Illmater in the CK if yes). (Adds One of Many to the graveyard outside the CK if yes). (Disables teleport to Myrkul’s Soul Furnace in act 4 if no). (Disables teleport to the Fugue Plane in act 4 if yes). (Dialog bark from Gann in the final battle about Okku just being a dream if yes). 7: Did the KC and Grobnar steal the Glowstone from the Goblin Mines? (Disables teleport to the Caves below ember in act 4 if yes). 8: Did the KC destroy Slaan and the Lizardfolk near Highcliff? (Disables teleport to the Lizard Folk Caves in act 4 if yes). 9: Did the KC ally with the Orc Tribe against the bugbears and Ogre Magi in the Illefarn ruins? (Enables the teleport option to ally with the Orc Tribe if yes). (Enables the teleport option to ally with the Ogre Magi and Bugbear minions if no). 10: Did the KC destroy the Fire Giant Village? (Disables teleport to the Fire Giant Encampment in act 4 if yes). 11: Did the KC allow Uncus and the Shadow Thieves to establish themselves in Crossroad Keep? (Removes the option of opening the Thieves Guild if no). (Removes the option of recruiting the Shadow Thieves if no). (Removes the Shadow Thieves Banners from the front of the Thieves Guild if no). (Locks the door to the Shadow Thieves Guild if no). 12: Did the KC save Cormick's life? (Removes Cormick Great Hall from the Keep if yes). (Removes Cormick from the final battle if yes). 13: Did the KC have Torio Clavin Executed? (Removes Torio from the Keep if yes). (Removes Torio from the final battle if yes). (Adds the quest to save Casavir from Luskan – Part 1 requirement). 14: Did the Heroes in SoZ resurrect Kravler? (Removes Kravler from the Keep if yes). (Removes Kravler from the final battle if yes). (Adds the quest to save Casavir from Luskan – Part 2 Requirement). 15: Did the KC consume or release Myrkul's Soul in MotB? (In the finale, Graz'zt will refer to the KC as "God-Killer - a kindred spirit you and I!" if yes). 16: Game checks for Safiya's or Gann's love feat. (Enables Safiya or Gann's affectionate dialog when present). (Enables Safiya or Gann proposal scene). (Enables Safiya or Gann’s accompaniment in the final battle/stage) (Enables optional Safiya or Gan marriage finale). 17: Game checks for Safiya's or Gann's Love Feat + One of Many Creation (Adds tragic Gan or Safiya stinger to ending sequence if yes). (Adds a final battle against One of Many after the end of the game if yes). 18: Game checks for "Guilty of Ember Massacre Feat." (Nevalle and Nasher will treat the player far worse in dialog options). (Nasher will bring up the slaughter when the KC is initially exposed in Chapter 2). Upon completion of the survey to set plot elements, the players will be able to enter the portal into the game world. Coders Note: All quests which force members into the group will need to set a flag preventing the party from accepting new quests until the current quest-line is completed, to prevent possible game breaking bugs if party members are force-rearranged for a new quest while In the middle of an old one. Perhaps a general “on quest” flag that is checked during all quest conversations?
  6. Some really excellent terrain design and lighting there. I like it.
  7. Ahh that looks like a great improvement! Thank you so much for enhancing the rest system!
  8. Development Diary 7/18/16: - Our programmer/3D Modeler is hard at work refining the ToH traps and log-book. - I have started writing the dialog for the Black Dog Pirate encounters in Highcliff and The Whalebones. - I'll show off the new Fresco Hall walls as soon as we get a breather to grab some screenshots.
  9. You could make a line of spiked that jut out from the trim of wall near the floor and ceiling.
  10. Ahhh thanks for this! This is really useful - especially for our work!
  11. Development Diary 8/16/16: - We're back in business! - The first Treatment of "The Vigilant II" is completed, will share more information as we have it. - Kaldor Silverwand has built an AMAZING Hammer of Thunderbolt's for the Campaign: http://plays.tv/video/57a776890fc6a26e91/demonstration-neverwinternights2-hammer-thunderbolts-created-kaldor-silverwand-more-crafted-items-for The Hammer of Thunderbolts Components: True-Name Scroll: This scroll carries the name of the Hammer of Thunderbolts. Until this item is found and then used on the hammer, the bludgeon will not gain extra powers when worn with the belt + gloves. The Hammer of Thunderbolts +3: - Unique Ability: Throw-able - like a throwing axe. - Returns to user's hand after throwing. - +3 Enhancement - + 4d6 Bludgeoning Damage - Adamantine The Gauntlet's of Ogre Power: - +6 to Strength when worn - +6 Regeneration - Immunity to Poison - Immunity to Disease The Belt of Giant Strength: - +7 to Strength when worn - 10 Slashing Damage Reduction - 10 Bludgeoning Damage Reduction - 10 Piercing Damage Reduction The items interact with each other when worn together: The Hammer of Thunderbolts + Gloves + Belt: - Enhancement bonus becomes +5. - Kills any giant it hits DC 30. - Throw attack now gives off a thunderclap, stunning everything in it's area of effect, DC 20. The Gauntlet's of Ogre Power + Hammer + Belt: - Wielder becomes immune to level and ability drain. - Wielders gains the ability to cast "Call Lightning Storm," "Chain Lightning" and "Lightning Bolt" once per day each. The Belt of Giant Strength + Hammer + Gloves: - Strength bonus rises to +12 - +5 to all fortitude saves. Additionally, while there are a specific pair of gloves and belt attuned to the hammer, Kaldor has ensured that the standard Gauntlets of Ogre Power and Belts of Giant Strength work properly with hammer and scroll! Check out the video for his creation in action - what a great addition to the campaign!!!
  12. Not a problem, you are all re-making my favorite game of all time - this is the least I can do.
  13. drechnerSo, I finally decided to fix the Plate Mail 01 variant for the Male Human, Elf, and Gnome since it's been bothering me since the release of NWN2. The material of the armor for these races/genders were missing proper specular maps and the color was pretty vastly different than the other races/genders. I updated the diffuse, made a brand-new specular map, altered the tint map--all in an effort to more closely match the others' armor. Unfortunately, there was something really screwy with the material settings on the mesh, so I had to re-export the three meshes with a new material setup. Here's what they looked like before: http://i.imgur.com/06zyGuo.png Here's what they look like now: http://i.imgur.com/Ml7Y8pr.png Not a very impressive update, I know, but it was bothering me Anyone interested in this if I put it onto the Vault/Nexus? rjshaeWe've got enough fixes scattered around now to put together a game patch. This would make another nice addition. PJ156 That's a thread worth starting on the new forum. There are a few things I've seen here about including npc AI changes that would be good to put in a fix list along with the stock hidden contents blueprints. PJ drechnerI've uploaded the file here. EDIT: I just remembered that I also uploaded a fix at least a couple years ago for a few OC plot NPCs' eyes missing a few textures. Not sure where those files went though
  14. rjshaeFantastic work, PJ and everybody. You've outdone yourselves! All those little details make the area pop. I really like the custom content and the texturing. It'll be a joy for players to explore. drechner, on 28 Jul 2016 - 5:34 PM, said: It looks quite beautiful. You've really brought the graveyard to life, so to speak. Very nice job! P.S. You may want to consider moving your BG2SOAR updates to the forums on the new Vault, as this site will be shutting down in a couple of weeks.
  15. PJ156 The last room in this area cost me weeks. I got lost in creating the texture for the floor and walls and really dumped a lot of hours into this. In the end I have given up. I read the description of the room in a couple of source and made my own room that met the interpretation I had of it. http://i43.photobucket.com/albums/e377/PJ156/0411_06_zps9xbdzhtu.jpg The hardest object to do in the remake are the organic ones. Without specific cc the smooth lines and interfaces are not possible, I have given the room coral walls and pillar and a water floor. This dips so the player will be up to their waist in water. This is the last room. On now to lighting, sounds and baking. Therefore this is the last image I will post of this area and thus here's the promised contents list. I hope I have not missed too much: RJS Circular walkmesh Ring floor model Round door model Window model Misc tech models (via the modern set) Halfling house model Forge model Door frame model Chairs (city pack) Cage model (city pack) 4760 Wall section model Wall top and foot models Door model Air ball model (animated) Cog model (animated) Gear model (animated) Spikes model Glass tube model Kamal_ (via the tile placeables set) ih pillar model Broken robot model (purgatorio) Metal Bridge (purgatorio) Also used: Jar models (calister) Lift model (dark waters) Dragon Egg (trinity) Various BCK I did pretty much all the textures myself though one is based on 4760’s work. Here is the whole area. It will be good to move on …. http://i43.photobucket.com/albums/e377/PJ156/0411_07_zpslpra6mjf.jpg PJ
  16. drechnerThe Graveyard District exterior is finally done! I desperately tried not to add any more custom content for this one, but I did eventually have to add some custom BCK floor textures to bridge the gap between the terrain and the walls due to the height differentiation all over the level. http://i.imgur.com/gUbGnTN.png http://i.imgur.com/CWokewd.png http://i.imgur.com/nnAh781.png http://i.imgur.com/0A48LEJ.png http://i.imgur.com/J2YNP9Z.png Now, it's onward to Trademeet! Shallina BG2 is fully doable in NWN2, Area don' t need to be carbon copy of the original. What' s important is the events, the quests, the monsters, the conversation. They can all be done. The areas can always be adapted. rjshae To me, new assets can add a better atmosphere and environment to a game. Both are important for giving players a richer experience. I'm all for modding the cr*p out of a module, if you are able.
  17. PJ156I've been jumping around a bit recently. Mostly to avoid one room in the main planar sphere Soon I will have no choice as the end of these three areas draws closer. Here is the second to last floor texture I did. The last one is the bugger I'm trying to avoid. http://i43.photobucket.com/albums/e377/PJ156/0412_01_zpskssaq3be.jpg It's the fire room floor. Here is is in game .... http://i43.photobucket.com/albums/e377/PJ156/0412_02_zpsg85tbefs.jpg I will list the cc at the end, though mostly this one uses stuff I have mentioned before. I gave the stock coven centre piece a tint map and neutral crystal texture to give me the fire and ice pillars. I've re-textured one of the sewers to give me the floor vents. This area set has been an enormous amount of work. PJ rjshae Yes, it looks like you'll be plumbing the depths of your Cornucopia for the last one. What you've done so far looks really good. Players are going to be blown away. Nice job! drechner I wanted to give an update as we've hit a milestone on our project: we've apparently hit the max file size for hak files in NWN2 with our Environment hak file (it was over 2.2gb), causing random textures to stop appearing in-game (but not in the editor oddly enough). We've now split it into two separate hak files, and everything seems to be back to normal. Fun times! PJ156 That's a lot of CC, I think it's a sign that we are creating something close to the OC. Much of this project is just not repeatable with stock content, the sahuagin city for instance, and the market and dock areas, these are very hard to recreate. I think we are doing them justice, lots of cc is an inevitable by product. PJ
  18. rjshae Perhaps assigning a creature weapon (claw) would do the trick? It would need a creature weapon proficiency feat to work, I suspect. drechner I haven't looked too much into it yet, but Kemo's Custom Animations seems like it could contain a good new idle for Irenicus--Crossed arms, strong stance. Regardless, we'll need to definitely do something special for him.
  19. PJ156As ever, lighting and sound will make this area but, for the post part, this is all about textures. It's going to take a loooong time http://i43.photobucket.com/albums/e377/PJ156/0411_02_zpspq5u3ywv.jpg RJS did the cc for the windows and doors, also the hoop floor. Walls are re-textured stock city wall sections and the passage ways were extracted from the purgatorio tile set by Kamal_ Textures are mine except for the window frames. Those need to be doen along with the outer door frames. 4760 has offered some very cool cc for this area which I will show off once it's in the tools/game The pace should pick up a little now these rooms are done .... but not much. PJ rjshae It's coming along very nicely, PJ. Your texturing work really sells it. ArtemisJ I feel bad that the druid room isn't nearly as cool as this area.. I think Druid players are gonna feel short changed compared to mages.. Well.. That's pretty accurate with BG2.. sooo Plodding on room by room: http://i43.photobucket.com/albums/e377/PJ156/0411_04_zps0wmj59wj.jpg I've had some more help here; 4760 has done walls and door frames for me also the pillared ball in the room mid left of the image. these are animated, and look awesome in the tool set. There's more content from 4760 that I have not even opened yet. The huts are by RJS, there's canisters by Calister in there and a few objects from the dark waters set.. All the textures are mine except for the stock ones.This is a long slog but it's coming together well, PJ ArtemisJ That area is a masterpiece.. Hopefully navigating with a party of 6 isn't a pain in the ass.. PJ156 That is yet to be tested Two rooms to go, one will be done this morning The list of cc is long now so I am going to credit in the last image I post. http://i43.photobucket.com/albums/e377/PJ156/0411_05_zpswp5ewrfx.jpg Thank you, Lighting will make a difference too. I may have to pick up some custom sounds as well. I want one of a big spooky clock ticking but i cannot find one. I did get a clock ticking sound for the Elven room in the trials but it lacks gravitas for this area. One room to go then on to the next area, unfortunately it's the Sahuagin room. That's going to be an "interpretation" I think. Oh and the walk mesh .... that should be fun. PJ
  20. ShallinaI finished first pass scripting on Brinlaw+ spellhold+ city of cavern. I am currentkly scripting the castle stronghold, and Nalia, scripting Nalia is really difficult and take a lot of time.
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