Amadrammelec
Game Owner
NWN NWN: SoU NWN: HotU SW: KotOR PC NWN 2 NWN 2: MotB NWN 2: SoZ
Joined: 02 Jan 2009 |
Posted: Friday, 18 September 2009 12:01AM |
Quote: Posted 09/16/09 23:56 (GMT) by ladydesire
Are you finding that any specific Maneuvers or Stances are impossible to implement at all?
A couple, obviously things like Dance of the Spider which lets you walk on walls, is right-out not going to happen in NWN2. Even if it could be implemented it would be game breaking in NWN2. For things like that I put my DM hat on and wing it.
However, I'm kinda proud of the maneuvers that are true to the original. Island of Blades, for example, which grants a flank to you and your ally if you're standing next to one another. I've had to work out an entire set of functions which override the default engine through creative use of the function SetCombatOverrides. I won't lie. It's a bit of a kludge, but these functions allow me to do a lot of things the engine won't let me do, such as making a mechanically perfect Island of Blades. The trade-off is that attack animations and damage tend to get out of sync. Damage is still appropriately applied for the round, its just that lining up the damage with attack animation is a troublesome affair. I've done my best to prevent it, but there are some hardcoded issues that make it impossible. Incidentally, these issues are the very same that prevent me from using custom animations for stances. I use these overrides sparingly, but all in all it isn't a bad trade-off.
The only things I can't do with scripting are: #1 anything related to initiative. #2 Five-foot steps and their related maneuvers. #3 Preventing creatures from making attacks of opportunity (oddly you can prevent them from provoking, go figure). So not too bad a list. I have kept a log of all the changes I've made from Pen and Paper to NWN2 with a brief synopsis of why. If you feel like a read, you can find that list by following the link in my signature. _________________ Tome of Battle: The Book of the Nine Swords for NWN2 |
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Synic
Game Owner
NWN NWN: SoU NWN: HotU NWN 2 NWN 2: MotB NWN 2: SoZ Mass Effect PC
Joined: 26 Jun 2002 |
Posted: Friday, 25 September 2009 11:34PM |
Wow that seems super cool. Would this work if combined with other mods or would it all collide? _________________ -- Kunikos  |
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nicethugbert
Game Owner
NWN NWN: SoU NWN: HotU NWN 2 NWN 2: MotB NWN 2: SoZ
Joined: 25 Mar 2004 From: The Presidency |
Posted: Saturday, 26 September 2009 01:16PM |
NEAT!^NEAT!^NEAT!
Finally, major GUI work available to the players. As far as I know this is the most extensive use of NWN2 GUI to date. _________________
Quote: Posted 11/07/08 06:38 (GMT) by Rob McGinnis We know nicethugbert loves us. He's president of our fan club.
NTB's Eroded Hills and Valleys SBlade FTW! |
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nicethugbert
Game Owner
NWN NWN: SoU NWN: HotU NWN 2 NWN 2: MotB NWN 2: SoZ
Joined: 25 Mar 2004 From: The Presidency |
Posted: Saturday, 26 September 2009 02:54PM |
I'm reading through your Notes and your Stone Dragon's Fury entry states that "Implementing sunder rules for objects would require being able to add a hardness column to baseitems.2da just to start with."
My understanding is that nwscript can read from custom files so that you would be able to add a virtual hardness column by have a custom baseitems_hardness.2da instead that referred back to baseitems in baseitems.2da via those items identification alpha-numerics. This could a be a solution to a number of missing columns in the 2das.
I suspect that the most reliable hardness system would be done entirely via variables placed on an item. But, this would involve modifying too many stock items. So, a reliable hardness system could defer to baseitems_hardness.2da if the item did not have hardness variables. Plot items could simply be considered non-destroyable, virtually or otherwise.
Item destrucability would have a major impact on game play, afford many options for game world customization, but, seems like a fairly simple system to me, that would not involve ongoing extension. I suspect it has a high payoff to effort ratio and worth being a separate system that many will want to incorporate. _________________
Quote: Posted 11/07/08 06:38 (GMT) by Rob McGinnis We know nicethugbert loves us. He's president of our fan club.
NTB's Eroded Hills and Valleys SBlade FTW! |
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Amadrammelec
Game Owner
NWN NWN: SoU NWN: HotU SW: KotOR PC NWN 2 NWN 2: MotB NWN 2: SoZ
Joined: 02 Jan 2009 |
Posted: Wednesday, 30 September 2009 11:14PM |
Hey, just got back from a week of dealing with my sister's post-wedding stuff.
@Synic,
I've been attempting to keep this thing compatible with Mysteries of Westgate, which incidentally means that it will be compatible with a lot of other modules. It should be pretty easy to merge most things, just some basic 2da and tlk editing, if any. The Tome of Battle exists almost entirely outside of the NWN2's normal routines because of all the custom xml work and I don't use any of the module load slots which means that I don't interfere with scripts that module makers usually interact with.
The only exception to this rule are the spell scripts. I needed to make a lot of tiny changes to any spell with a saving throw in it for a handful of maneuvers and class features. Such is the nature of saving throws in NWN2.
@nicethugbert
Quote: Item destrucability would have a major impact on game play...
It's that line that forced my hand. I did actually think of something vaguely like method you're talking about after I posted my notes on that maneuver, (so kudos to you for being smart) but I'm still against implementing sunder rules for the moment. It's not so much how sundering works in combat as it's better for role playing. Sunder can be used against pretty much anything in 3.5 rules. In fact, the best use of this maneuver I've ever heard of was a Swordsage who used it to punch his way out from the inside of a mountain (don't even ask me where you can find the rules for hardness on a mountain).
Things like this are already covered to a degree in NWN2, by simple attacks (bashing in chests and doors and so on). The difference is that the game only allows you to get somewhat creative with what you can bash in. All in all, it seemed that if I were to mimic what the engine allows you to bash in, it would greatly decease the usefulness of the maneuver since there's a lot more variety in what you can sunder in 3.5 pen and paper. Hence why I chose to make my change. Undead, constructs, and plants tend to have the most immunities in NWN2 so it seemed like a good way to bring the effectiveness of the maneuver back to par.
After the first release when I get enough feedback from people and especially the Persistent Worlds, I've been thinking about including an options 2da which routes different versions of the maneuver based on the selection. In this case, with or without sunder would be the option as the PW or module maker could determine which objects you can bash in. Skill based maneuvers are another one slated for an options listing as I've had to change a few of the skills maneuvers are based on, which might not be the case in a module or a PW where custom skills have been implemented. _________________ Tome of Battle: The Book of the Nine Swords for NWN2 |
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Synic
Game Owner
NWN NWN: SoU NWN: HotU NWN 2 NWN 2: MotB NWN 2: SoZ Mass Effect PC
Joined: 26 Jun 2002 |
Posted: Friday, 30 October 2009 04:12PM |
Got anything new to show off?  _________________ -- Kunikos  |
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nicethugbert
Game Owner
NWN NWN: SoU NWN: HotU NWN 2 NWN 2: MotB NWN 2: SoZ
Joined: 25 Mar 2004 From: The Presidency |
Posted: Friday, 30 October 2009 04:56PM |
http://drammelsnotes.wikidot.com/10-28-2009 _________________
Quote: Posted 11/07/08 06:38 (GMT) by Rob McGinnis We know nicethugbert loves us. He's president of our fan club.
NTB's Eroded Hills and Valleys SBlade FTW! |
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Amadrammelec
Game Owner
NWN NWN: SoU NWN: HotU SW: KotOR PC NWN 2 NWN 2: MotB NWN 2: SoZ
Joined: 02 Jan 2009 |
Posted: Friday, 30 October 2009 05:07PM |
Are you guys psychic? I'm finishing off level nine maneuvers today. From there I'm doing a final bug sweep of all the script and a test play through on Mysteries of Westgate just to check to see if anything breaks down that needs to be fixed. With luck, I should be submitting to the Vault on the same day Dragon Age is released, with more luck before then.
Also, fun fact: tomorrow is a blue moon.
P.S.: Dear god I need to stop writing those posts before having coffee. My English professors would quote something really mean at me from Oscar Wilde if they saw all of those typos. _________________ Tome of Battle: The Book of the Nine Swords for NWN2Edited By Amadrammelec on 10/30/09 17:13 |
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nicethugbert
Game Owner
NWN NWN: SoU NWN: HotU NWN 2 NWN 2: MotB NWN 2: SoZ
Joined: 25 Mar 2004 From: The Presidency |
Posted: Friday, 30 October 2009 07:23PM |
Why not release an Alpha so we can test in MotB or a trainer too? _________________
Quote: Posted 11/07/08 06:38 (GMT) by Rob McGinnis We know nicethugbert loves us. He's president of our fan club.
NTB's Eroded Hills and Valleys SBlade FTW! |
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Amadrammelec
Game Owner
NWN NWN: SoU NWN: HotU SW: KotOR PC NWN 2 NWN 2: MotB NWN 2: SoZ
Joined: 02 Jan 2009 |
Posted: Saturday, 31 October 2009 01:02AM |
Quote: Posted 10/30/09 19:23 (GMT) by nicethugbert
Why not release an Alpha so we can test in MotB or a trainer too?
It kinda will be. The one run through on MoW is just to make sure I can label the thing MoW compatible, and to stress test to make sure nothing important breaks down from go. I've been testing and retesting my scripts as I've gone along so I'm confident that the first release should be solid, but in a strict sense it will be an alpha. It's never been run in anything larger than my little three area test module.
To me this feels a lot like releasing a bear raised in captivity into the wild. I'd like everything to be perfect from the start, but there's no way to tell until you guys get your hands on it. I'm gonna stop slacking off now and get back to making that happen. Scripting Tornado Throw is kinda annoying . _________________ Tome of Battle: The Book of the Nine Swords for NWN2 |
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Amadrammelec
Game Owner
NWN NWN: SoU NWN: HotU SW: KotOR PC NWN 2 NWN 2: MotB NWN 2: SoZ
Joined: 02 Jan 2009 |
Posted: Tuesday, 03 November 2009 11:32AM |
By the way, currently uploading the Tome of Battle to the vault. There's a nasty bug with the maneuver levelup screen that prevents it from working with Mysteries of Westgate, but the OC, MotB, and SoZ work well so far. I'll worry about that bug later.
This is my first entry to the vault, pointers anyone? Seems like its taking forever and a day to upload this file. Should I have turned off all this anti-virus stuff before attempting to add to the vault? _________________ Tome of Battle: The Book of the Nine Swords for NWN2 |
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nicethugbert
Game Owner
NWN NWN: SoU NWN: HotU NWN 2 NWN 2: MotB NWN 2: SoZ
Joined: 25 Mar 2004 From: The Presidency |
Posted: Tuesday, 03 November 2009 07:26PM |
It's up! Click Here _________________
Quote: Posted 11/07/08 06:38 (GMT) by Rob McGinnis We know nicethugbert loves us. He's president of our fan club.
NTB's Eroded Hills and Valleys SBlade FTW! |
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ladydesire
Game Owner
NWN 2 NWN 2: MotB NWN 2: SoZ Mass Effect PC
Joined: 05 Sep 2007 |
Posted: Tuesday, 03 November 2009 09:13PM |
Downloading now. Will comment on the vault, though. _________________ Dreams of Blue Fire blog, Class pack |
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