I think I'm ready to upload to the vault.
I have implemented a simple death system. No more re spawns, just load game or main menu.
I couldn't get the 'On client enter' script to work so I went back to the generic trigger. The on Client Enter script kept setting the variables back to there original setting. I guess I need more scripting lessons! ha! The pc will load into the trigger, I hope this doesn't cause any problems. It works on my computer anyways! :)
I changed the clerics alignment to lawful good, he used to be chaotic evil and worshipped Try. LOL.
I worked on the Moonwatch hills a little more. I'm going to try to smooth out a few jagged edges first.
I think I have it set up, so towards the end the player should have a good enough idea on what to do and where to go.
After a few minor adjustments, I'm going to upload to the vault as a beta and see what happens.
Fallen
Updates for a Neverwinter Nights 2 Module
Saturday, June 20, 2009
Thursday, June 18, 2009
Almost there
Last night I worked on an on client enter script thats sets some variables and adds the first journal entry (Instead of using a trigger) I just need to set a conditional so it only fires once. I was loosing my sanity because a conversation (all of a sudden) quit working! LOL I think I finally got it working.
I also modified a companions conversation slightly.
I'm getting close (hopefully) to taking out all the debug messages. Removing DeBug man or make him "script hidden". And then putting on the vault.
Oh yeah! Almost forgot. I did some work on an Exterior area. (Moonwatch Hills) Now whether I improved it or made it worse, I do not know. I will test it out tonight and see.
I also modified a companions conversation slightly.
I'm getting close (hopefully) to taking out all the debug messages. Removing DeBug man or make him "script hidden". And then putting on the vault.
Oh yeah! Almost forgot. I did some work on an Exterior area. (Moonwatch Hills) Now whether I improved it or made it worse, I do not know. I will test it out tonight and see.
Tuesday, June 16, 2009
I got a few things done tonight. I should have a lot more time tomorrow night. Otso had some suggestions that I wanted to impliment.
*Mild spoilers**
Fixed trigger in Thar Underground (arithel convo) to only fire once.
Fixed trigger in Elton (for end game) to only fire once.
Fixed Greel's end conversation so it doesn't loop
Fixed duergar's (in mines) convo so it doesn't loop
****
Now I'm going to carefully go thru my emails and make a punch list.
*Mild spoilers**
Fixed trigger in Thar Underground (arithel convo) to only fire once.
Fixed trigger in Elton (for end game) to only fire once.
Fixed Greel's end conversation so it doesn't loop
Fixed duergar's (in mines) convo so it doesn't loop
****
Now I'm going to carefully go thru my emails and make a punch list.
The Feedback
I am so fortunate that some people were willing to set there personal time aside and test my module. The feedback that I recieved is awsome! They found some bugs and gave me suggestions. This gives me time to fix the bugs, add a little more polish. The thought of it being on the vault with a lot of bugs while people are steadily downloading and voting, ect . . . LOL well, not good.
The actual bug list is pretty short too. Theres two triggers that start conversations that loop. I just need to set the variable that fires the script to keep it from doing it twice. eg. "MarkAsDone"
Three people said that the interiors are really good but the exteriors need some work. This I expected. Exterior are still not exactly my not my area of expertise, but I'm still going to practice making them.
Depending how soon I can go in and make the fixes, I should be ready to release in about a week or two.
The people that tested this mod are Heroes!! They should have a holiday named after em, and free beer for life!
The actual bug list is pretty short too. Theres two triggers that start conversations that loop. I just need to set the variable that fires the script to keep it from doing it twice. eg. "MarkAsDone"
Three people said that the interiors are really good but the exteriors need some work. This I expected. Exterior are still not exactly my not my area of expertise, but I'm still going to practice making them.
Depending how soon I can go in and make the fixes, I should be ready to release in about a week or two.
The people that tested this mod are Heroes!! They should have a holiday named after em, and free beer for life!
Sunday, June 14, 2009
Testing
I posted a request on the NWN2 forums to test the mod. Hoegbo, jackkel dragon99 and dwarvendervish were kind enough to try it out. I certainly can't thank them enough. Now I get to be nervous and excited at the same time.
Edit: Otso and Thasic also took up the challenge and gave the mod a test drive!
Crossing my fingers and hoping for the best.
Please no show stoppers . . .
Please no show stoppers . . . .
Please no show stoppers . . . . .
Edit: Otso and Thasic also took up the challenge and gave the mod a test drive!
Crossing my fingers and hoping for the best.
Please no show stoppers . . .
Please no show stoppers . . . .
Please no show stoppers . . . . .
Wednesday, June 10, 2009
Last night I did a very quick run through and didnt have any problems. I also figured out why two of the companions were not getting any xp. It turns out you have to have the "Designer Xp Mod" set to 1. I would have never figured that out in a million years. Thank God for Google and the NWN2 Forums :D
I also have some ideas for chapter 2. I think I'm going to start working on a campaign. Just a little one, to learn how all that works.
Anyways, back to my day job!
I also have some ideas for chapter 2. I think I'm going to start working on a campaign. Just a little one, to learn how all that works.
Anyways, back to my day job!
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- Hilltop2012
- Houston, TX, United States