Thursday, July 30, 2009
They're All Attacking Me
On the remodel front I have discovered that I am actually a decent electrician. The wiring is now complete and everything is working like its suppose to. Now I just have to wait for an extra hot and muggy day then I can start insulating the walls.
I have updated to 1.23, was looking forward to some of the script additions especially set base ability. With the update I have had some frustrating behavior from my NPC with custom factions. All module factions behave as if they are hostile regardless of their settings. This is a major problem for me and I assume many others. It is almost as if the game is no longer checking the module factions but from what I could find their is no place for campaign factions nor could I find the a faction 2da to add my customs to. I have a post on the bioware boards as does loudent2 but no no solutions or explanations have been offered so far. I haven't had a lot of time to really go and look into it either.
The past week I have had a bit of dialog explosion when I'm not worried about neutral NPC attacking me in a fit of rage. Finished a number of conversations for some NPC that the PC will interact with, just need to do a little more scripting and check that all the conditions are right.
On area design I have gone and hidden Ree's Homage to Grinning Fool in the game. The player will need to have some decent spot skill to discover it and receive a little reward. So that is it now, no new screen shots unless people want to see crazed NPCs attacking....
Thursday, July 9, 2009
ROGUE
When I am working on Risen Hero I have been making blueprint. Easier then conversations and area design and they are something that you can usually complete in one sitting. Created all the NPC for the final battle and I been making a bunch of items. One of which is the Lyre of Orpheus
On another note I have found yet another way to waste my time. I have downloaded a classic game that as a kid I played way too much. ROGUE. What other game can you battle Emus as well as dragons. Other then running out of rations and starving to death or being killed by griffins and the Letter U (Ur-Vile), it is it is a great game. Random dungeons, dangerous monsters A-Z (excluding E, how dangerous can a emu be?), a yellow face for an avatar and it even makes a beep when you step on a trap. Well that is it for now, back to building and exploring the Dungeon of Doom.
Monday, June 15, 2009
So I lied.... And here is what I'm working on.
The remodel is going along, and I am glad to report that I am still finding time to work in the toolset at night. I forgot I wouldn't be able to use nail guns and power saws after the kids bed time so at night I have been sitting down with Risen Hero and a beer. I have been listening to a lot of Boiled in Lead while at my computer, putting their album The Gypsy on a random loop and just typing away at conversations.
While avoiding any spoilers I figured I would give a run down of the available companions. In the last post I mentioned how each companion has something unique that they bring to the party and can help shape the story. The player will be limited to a certain number that will change depending on the current task. But I figure there will be three main task type. The numbers below are approximates and all changes will focus on maintaining balance.
Exploration: 4 companions (majority of game play)
Stealth: 2 companions
Large Battle: 6+
As the game development progresses the companions continue to evolve. Back in one of the first post I hinted towards betrayal and some companions may betray the player and the party. This will happen but which companions betray the player will remain a mystery. I have spent a lot of time writing and scripting the cutscenes so hopefully even if the player sees it coming it will still be interesting or it maybe a complete surprise. I have tried to write all the companion conversations like they are going to be with the player for the duration.
For the companions I have been trying to take advantage of NPC heads from the OC and 2 expansions. Right now 5 of the eight companions have unique heads and I have been watching the vault for a male half-orc, female gnome and a female tielfing/half-fiend.
The first companion encounter will be temporarily forced on the player. This is done for balancing and at the time I was learning the toolset and it was easier with interjections and completing that first quest without having to figure with or without the companion. Once the quest is done the player can boot him if they want. He is a CG human hunter. It is a custom class I created for him, a hybrid fighter/ranger. The idea is he is a skilled woodsman who is both proficient with weapons and tracking and has the skill progression of a ranger but has no divine connection, spells or animal companions. His feat progression is similar to the fighter for lvl2, lvl4 and lvl6 he is given specific feats to improve his survival and fighting abilities then he continues to get a bonus feat every other level like a fighter.
The rogue of the party will be a NG gnome. She will also be able to level as an illusionist and with enough influence as an arcane trickster. She follows the player and often interject with little rambles and off topic comments during conversations. I have tried to keep her from being a foolish and ridiculous character while still using her to add some energy and maybe some laughs.
A LN female elven ranger joins the party as a guide. She has a task of helping the player reach a point and will often discourage the player from taking side quest that do not move towards that point. She will be impressed with any one who has skills equal to her or better but has little tolerance for any type of criticism. I have created a lot of banter between her and the hunter. He has a strong dislike for elves after numerous bad encounters with elven druids while on hunting excursions. These two were the reason that I created the inter party relationship system. So you as the player can either encourage their bickering and have them develop a mutual hatred of each other or help them see through their differences.
During the start of the game the player is in the wake of a goblinoid army that has destroyed most everything in their path. A group of refugees can be found and a LE human fighter will join the party. If the player agrees with his ideals he will also level as a black guard. He will encourage the player to give into their self serving desires. He believes in a strict pecking order were the strong and powerful rule with an iron fist and all those below them serve and those that can offer nothing are without worth.
A CN half fiend will also join the party. She is a bard and claims to follow the changing winds that blow with no reason or purpose, randomly effecting all they encounter for good or ill.
Schemes are twisted and ideas are lost when the winds blow and when they truly howl through the night the planes themselves might be up heaved and torn asunder.
She seeks adventure and thrives on the unknown and chaos and will quickly become bored and voice her displeasure when the player chooses to follow the rules and play it safe. She gains racial abilities every other level. MoTB had it easy with their half-celestial since she was already lvl20 when she joined and they didn't have to worry about having her be overly powerful with her summon and resurrect abilities at lower levels. The half-fiend won't be able to do it right away but eventually she will gain the summon Hezrou spell-like ability.
For a while avoided creating a half-orc companion in order to prevent from creating an overdone cliché. He is CE and full of hatred, only knowing prosecution and bigotry, an outcast from both of his parent's races. He sees fear as respect and will assert himself in most every situation in a show of physical dominance. He is a barbarian and thug (Kaedrin's PrC Pack), using his rage and dirty fighting tactics to win at all cost. He will not step down from a battle no matter the odds and will often drag the player into battle. A player who relies on conversation skills will most likely not get along with this character. He also has some special ability feats that are modified taunts and are gained either by being in the party at certain points or through influence.
The party's healer will be a dwarven cleric. He will duel wield magical battle axes blessed by his god. These axes will have an on equipped script and when they are both equipped he will gain two weapon bonuses that increase with his level. His conversations have not been started but he is LG and he can level as a divine champion or paladin.This character is taken from the character I used to play through Baulder's gate I and II.
The final companion is a necromancer. Currently there are no plans for additional classes but that could change. He will have several unique spells that he will gain and if the player has enough influence they will also be able to use the spells. The unfortunate thing I have discovered is that wizard spells can not require certain feats to learn, so once the player reaches the required level they will be able to add these spells to their spell book. I have required a certain apprentice feat to cast the spell so if the player doesn't have the feat the spell will fail when cast. He is still in development so his personality is still growing and changing.
I have found that when creating these companions I had an idea for each one but as their conversations were put together and the interjections added in plot and side quest conversations there was an evolution and deepening of their character. My hope is that each character is interesting and adds something to the story even if their alignment and ideals don't match that of the player.
This is a rather long post but it still could use a few screen shots. These are older taken from my last play through.
Wednesday, May 6, 2009
Conversations, Companions and the Summer
After a quiet month I figured it was about time for an update post. I have spent a bunch of time writing conversations, which is admittedly my weakest point. Over the past few weeks I have written a little shy of 10,000 words but it seems to be a faction of what I need. I have been working on a large plot area with a number of NPC as well as companion dialect specific to this area. This part has turned into a bit of a chore unfortunately but I continue to plug away, if nothing else I at least open the toolset most days and read through the most current conversation correcting grammar and adding lines here and there.
In between working the conversations I have been working on the companions as well. They have turned into a bit of a drug for me. I really enjoy creating them and their personalities. For this campaign I have a total of 8 companions all of which are optional, excluding a small 2 level cave area were one companion is forced. They are found throughout the game and only 2 of them will approach every player. One of my early post talked about companions and using them as a tool to tell the story. Each companion has a in depth back story and will offer something unique to the party. That something varies between the companions, some will have access to special abilities, open different parts of the game or directly effect the plot. Most of the companions will need to either be in the party at specific times or have certain levels of influence with the player to unlock these bonuses.
My addiction to companions has made my conversations that much more difficult. They will often jump into conversation offering their opinion to either the player or the NPC that is being talked to. Many of these interjections are random. In some instances a specific companion will talk but in most one of the companions will randomly be chosen to speak. Now there are eight companions but some will have different responses based on their influence with the player or if their unique ability/or whatever has been unlocked. So eight quickly multiplies especially when companions will also have banter with each other with multiple lines based on inter-party relationships. So it quickly becomes a spiderweb of conversation lines.
On a different note when I should have been writing conversations I was working on a spell that a necromancer companion will have. The end result of the spell is a powerful zombie in advanced rot. Looking through the models available I didn't want to use the zombie appearance as it just seemed too mundane. I have already used the ghast for several creatures so I was left with little other choices. I have been looking at the drowned since I got SoZ and trying to figure out what I could do with it. For most of my custom monsters I have modified visual effects or created glow/tint maps but the lack of feet cause me to look at the diffuse map. With a little copy and paste I was able to take his arm texture and add it to his missing legs and feet. Below is a screen shot of that creation.
I have been considering giving him a visual effect of a green cloud him as he is off gassing. A brownish green cloud just a little bigger then the cloud with the mummy dust effect.
This will likely be my last post for the next several months, but since I am on a once every month or so schedule it may not make much difference. I will be breaking out my old tool belt and doing a remodel on my kitchen and dinning room (the dinning room also happens to hold the computer). So instead of working on Risen Hero I will be banging nails for the first half of summer.
So there it is, my update. And to anyone reading this have a good summer.
Sunday, March 8, 2009
WHAT?! Why is this broken now?
With the completion of 3 out of 4 modules I had begun play testing. Had to start from the beginning again to check everything with SOZ. I Added and changed some things and wanted to make sure everything was still working right.
Most everything seemed to be going how it should until it came to leveling up my companions. I sat their confused when I discovered that I could not use their custom packages and they were all set as either a bard or a monk. After two days of changing, resetting and double checking I came across an post in the archives on Keadrin's site. Apparently the game only reads up to line 255 and mine started at 300, which I assumed would work since Keadrin's start his packages at line 407. So a quick 2da change, update several blueprints and scripts and I was back on track.
I continued on till the screen turned black the died when entering a new area. Originally it was a area transition to a speak trigger but had already been upgraded to an on client enter. I spent way too time picking apart the script then the conversation, assuming that it had to be the problem. I was stuck on the conversation because there were two ways into the area the first triggered the conversation and crashed the second had no conversation and worked fine. It was finally this morning I discovered that the conversation had nothing to do with the crash it was a bad custom visual effect. At a certain distance to the effect the game crashed it just happened that the first entrance was close enough to crash while the second was not.
Using Lance's patch HAK I was able to export the corrected area as a erf then with NWN2Packer I took the area information from the erf and stuck it into the patch HAK and the area worked perfectly with no crashes! When the time comes to release this I will definitely be including the patch hak.
Saturday, February 14, 2009
Just a Bit of Blood and Gore
My initial attempt was to create some type of visual effect to make the NPC bloddy. After spending way too much time I have discovered while I can change or combined effects, creating them is something entirely different. So cutting my loses and ditching what I had been working on I took another approach. The next thing to try would be making MDB. I would have less options then with the visual effect but I felt confident that I could pull this one off. I took the player heads #1 for the male and female model and the cloth armor #2 for both sexes. I made copies of the MDBs and their associated diffuse textures to modify. Using MoTB blood placeable DDS I was able to create a horrific set of blood splattered MDBs. Placing the blood took several attempts, the biggest issue, especially with the faces, was to avoid too much blood near or along the center line because it created a perfectly symmetrical blood splatter that just looked wrong.
During play testing I was happy with the look. By using the player heads I was able to give each NPC a different hair so I didn't have a massacred group of twins and triplets. For the hair I used a base of dark red to create the look that it was matted down with blood. I am very happy with the proneb animation. The breathing while I assume was done for a sleeping looks to be agonal breathing as the NPC lays there covered in blood. For sound sets I could not use the usual choices so I created a male and female set. Clicking on one and their greeting is "Don't have much time left. . ." and the other is "I've life in me yet. . .I think." The rest of the sounds are all pain grunts and groans.
Here are several of the screen shots.




Another thing that I did unintentionally was that since I copied a player MDB the bloodied heads are available at character creation. Initially I was going to look into changing them but who am I to say you can't play with a beat up and bloodied hero if you want to.

Tuesday, February 10, 2009
The making of a sword
For the placeable swords I was hoping for a function similar SetScriptHidden() for placeables but that doesn't exist. So after several different tries I set local locations on the area and used those to create the swords on and then would destroy them. First I was using an on client enter to set the local location but then I was concerned that walk paths may run even when the area was not loaded like heartbeats so at the start of the walkpoint script I identified the three swords objects, if the object was valid I had the script assign the location to the area as alocal location.
















