Showing posts with label Help. Show all posts
Showing posts with label Help. Show all posts

Friday, 21 March 2008

Module don't load from Directory mode

I did a post on this on the NWN2Forums but thought I would increase my chances by asking here too.

My mod is about 300 Mb now and the crashes when saving to .mod are quite frequent so I've decided to work in directory mode.

The problem is that the game won't load, it just stops at "unpacking module".
If I re-save it as a .mod it works just fine. What am I doing wrong? Ideas, anyone?

[Edit]
I've noticed that it loads just fine when I launch it via the games "new game > new module" button, but it fails when I try to launch it from the toolset.

[Edit]
After little more digging I found some faint evidence about that it may be problems with launching mods from the toolset when using directory mode in this NWN2Forums thread:
"Toolset has become useless..."

I think I have to live with it, but if anyone should stumble upon a solution, please drop me a line.

Saturday, 15 March 2008

"Need some help here!"

Hello, all you you clever people! I need some advice on conversations. I try to conserve as much as possibly of the original Zork I written information, but when it comes to transfer it to interacting with NPCs and Items I need to make some adjustments and still stay consequent.

I start with some conversation examples that I need your advice on.

"The thief is a slippery character with beady eyes that flit back and forth..."

"The cyclops prefers eating to making conversation."

"The ghost leaves, muttering obscenities."

"The altar is dressed with a altar cloth embroidered with ancient Zorkish designs."


Should I use brackets or different coloring when describing things and events or is there better ways do do it?

---

"Examine the old stone altar."

"Push the blue button."

"Offer the Cyclops an item from my backpack."

"Leave."


How would you present actions? Coloring? Asterix's?

---

Do you have other conversation standards that you think it's important to share?

Thanks in advance!
/A

Friday, 14 December 2007

Patch 1.11 & about release date

Today I decided to skip the 1.11 update and wait for patch 1.12. My wife and I are playing ENoa4's B2: KotB and having great fun. We are also playing Savant's (probably) last part of the Aielund Saga for NWN1, and our four member gaming group are playing the huge hack & slash Eye of the Beholder mod. You understand that we don't have the time to start on Mask of the Betrayer :)

When it comes to the Zork-mod I don't dare to upgrade. The 1.10 upgrade-hell almost made me give it all up and start to play golf, tennis or something even more painstakingly(?) boring.

It gives a hint about the earliest possible release date. I still don't have a clue of when the module is finished. Going from 80% to 85% took almost three weeks! The production rate per hour is damn uneven. Sometimes I just sitt 2 hours playing with the tint of a floor tile, other times I do more work in a hour than in a whole day. Don't worry, I'm having fun. But I must admit that I start to feel the pressure. It's marvelous to get lot's of PM's and mail saying that you waiting for the module and how fun it will be. Thank you all! But the same time I feel a little unsecure. Is it fun enough, is it good looking enough, have I put hundreds of hours into nothing? I know I always say it doesn't matter and thatI do this one for myself and for my gaming group, but I can't help feeling a bit nervous. :)

Today I will sit down going through everything done. List all puzzles. Make a new list of what's left do do and start playtesting again on Saturday.

One call for help!
I have asked this one on the nwn2forums but surprisingly no one has responded. Heres the problem:

Every area has a LoadScreen-field under Area properties, but on a Door or an Area Transition Trigger there's also a property-field that is labeled LoadScreen. The field-help says that if a Door (or Trigger) has a load screen assigned to it, it will Override the Area load screen. I can't make that work.

As a side effect I can't get the SetAreaTransitionBMP() work either. So I can't make a workaround.

Thank's for reading

/A