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andysks

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  1. A bit late for a reply, but you guys would have a much better chance getting an answer at the vault forums.
  2. Hi there. Which location did you install the game in? In MyDocuments right? That's also where the tlk needs to be. edit: Sorry for the late reply, didn't browse the forums since a while.
  3. I wish Bishop would be more inteeresting as companion so that I actually use him and so that his betrayal makes more sense. But same as you, never really took him by choice :smile:
  4. It appears the vault forum is more alive after bioware shut down the official. You may want to address the issue there as well. https://neverwintervault.org/forum
  5. Small update to share my thoughts on my playthrough so far. I try to be humble but to be honest, while playing my campaign I find out that the amount of content is so much, that even I, the developer, don't remember everything. For example I sometimes have no clue about how a companion will react or how a quest will end up if I choose to do certain things. When this happens it's a nice surprise. So far I have played 25 hours and a spot a bit more than half way to the end. A list of things, good or bad that have happened until now. The level I should have reached is 9, and I am some 500 XP away from that. As I said, I try to do everything, and this is bad. If a player does half side quests before deciding to move on he'll be level 7 or lower. I think I need to add 50-100 xp more on quest xp reward or some kind of system which awards xp on gathering plants. I will try to pick the least obvious way to boost a player who doesn't do every possible side quest.Fights are going fine. I play on normal and I sometimes die (I almost never buff :D ). This makes me assume that if people play on hard they will have a reasonable difficulty if they play careful.Loot is good. Perhaps too good. Item-wise is just enough. Every companion has equipment and there is not so much excess good items. The only problem I witnessed so far is some vendors who buy too expensive. Like... I don't know what a good price for an ironwood shield is but I guess 12k is too much :D ? In any case, all this is noted in my bug sheet and get fixed.I find myself wanting more companion barks. Perhaps I'll take the time later to include more.Biggest bugs so far: A companion dies and never comes back. Three quests didn't complete and same ones had buggy sequence. Some quest items don't get destroyed from inventory. I got stuck in an area which was supposed to have a lever to open the locked door. Lever got destroyed in battle :). All together I have gathered about 150 bugs. Some big, some small. Some the player wouldn't even notice but I feel need correcting. My plan is to be finished by Christmas and in between this time fix all of them. It is possible. After that, I'd like to find some testers who will certainly find bugs I didn't, and follow different paths to the end. I know it's early but if you have the desire to do it, even if you don't know yet if you have the time... send me a message :). Almost 6 years coming to an end!
  6. Can you actually walk on that part? Also, when you enable the walkmesh + backed option on the toolset what do you see on that part?
  7. Journal Update Testing is going fine as I'm trying to play a couple of hours every day. I classify bugs/module according to severity and priority. For example I had a conversation breaking because the script which fired it changed during the course of building and as it often happens, optimizing things during the end of the campaign may break things which were working before. This was a highest priority and severity. A flying torch on a corner of a dungeon will still be fixed but has no priority. I also made a small addition. A way for the PC to know how much influence he has with each companion. I remember on the OC it was visible underneath the portrait but I don't know how to do it so I implemented another method. Three and a half hours in game and I just reached the 1st chapter after the prologue.
  8. Hi all. Small update about the progress. University starts again on Tuesday and I chose to take some days away from modding in order to prepare and relax. However, the list of things to do before this campaign is completely done is now small. 1: Add companion barks on last areas 2: Two boss fights toward the end of the game 3: Write two ending dialogues 4: Add loading screens to all areas and while doing this, check the wandering monster system and see if it's all correct 5: Trim down campaign folder size That's it. So I'm thinking the way to tackle this is to start testing now whenever I have free time and leave these things for later. University is on holiday in December and February, and this is when I'll finish these 4 things plus polish wherever needed. So with a little bit of determination this work will be released somewhere after February 2017.
  9. I see. Interesting and different. Basically one can do the same thing with BCK, right? It's just that these building you make are easier to use since we don't have to place them piece by piece, but rather as a single placeable. Any camera problems whatsoever? I ask specifically about the view from inside the house (picture 3). Is that character mode? So many questions :D. Sorry. It's just that I'm envisioning my next module to be without transitions, or at least minimal. If we arrive in a village with 5 houses I would like no transitions in and out for just one small interior. Do you see such a thing happening with a combination of your buildings and BCK?
  10. How is this working with see-through windows? I wish we had more building like that. Does a transition happen or the player just steps through the door to get inside, then seeing outside through the window?
  11. Journal Update A number of things are happening lately as I reach the end of development for this campaign. Provide choices I like how in every modern game that as the player reaches the end NPCs come to him and tell how would be ideal (according to them) to end the game. Last experience was Deus Ex Human Revolution for me where as one approaches the end NPCs tell Jensen what they think he should do with the signal. In my case, there are five choices the PC can take. Each one of them provides a different ending. Two of them allow the game to continue a little further for a couple of hours, the other three end it there. So what I have been doing is writing the conversations for these NPCs and I have been trying to make the decision as tough as possible. What this means is that, there is no clear what is best. It depends on what the player think would be best for him and/or the multiverse. Fixing grammar and making conversations more professional Tchos is working at the moment on many conversations in order to fix my grammar and syntax errors. I'm really happy about that since his use of the English language is flawless and I am one of the people who hate seeing errors like that in modules. I tried my best to limit them but since English is not my main language there could always be some errors. Further than that, he will try to add some spice to the companion conversation to make them really unique. Lack of voice acting makes it tough to reflect the feelings and characters, so some different words and flavor text here and there should be really helpful. Reaching the end and still within planned time :).
  12. I need to say something not related to the two engines (please forgive me), and that is that I'm really glad to see the name Tsongo posting again around here :).
  13. My vision of Hades. This is the last layer, Pluton. There is also a desaturation which doesn't show on the toolset. The area needs some additions on placeables for atmosphere and encounters. Here is where the game ends if the player chooses so. http://i1284.photobucket.com/albums/a567/andysks/hades_zps06g4ezwl.png And shadow plane skydome of course. http://i1284.photobucket.com/albums/a567/andysks/skydome_zpsxgnei0sj.png
  14. Ah yes. But if left FALSE and not changed via script there is no way to avoid the jump, is there? Not that any sane modder would leave it FALSE :). Just brainstorming here.
  15. Yeah I guess I didn't phrase it good. I meant that if the player controls a companion AND the NPC has the property FALSE then it is tough (or impossible?) to make it so that the PC Won't get a jump to the front. Anyway, as you say on your last sentence this is not the case. How would you do it so that a false CanTalkToNonPlayerCharacters makes no jump?
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