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Originally Posted by eRe4s3r
Originally Posted by Gyson
Originally Posted by eRe4s3r
Does this mean a game started as Singleplayer / Offline can be turned into a MP game in-game?

In Divinity : OS? Yes, because there is no singleplayer/multiplayer mode. There is only drop-in/drop-out, and whether you as the player are actively allowing it or not at any given moment.


In that case that is a massive bug then. ;/

At least when I make a campaign for this, I want to be able to define whether it's SP or MP/COOP and enforce it.


Well I am not sure how that will work, if you can or not. BUT! single player games with drop in will not be so popular. Honestly how many of you want to join someone elses game and take the role of their extra character?

Most fun on Divinity Original Sin is making your own character and doing the skills.

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Originally Posted by Ellary
I have pointed it out twice now the difference between the two.. and you choose to ignore it.


Ellary, do you seriously not realize we already talked about this at the top of this page? The quote below was even addressed to you. How am I the one "ignoring it"?

Originally Posted by Gyson

Now, if you're really interested in locking people out of your game until you've created characters, you can just..

1) set your multiplayer option to "offline".
2) set your multiplayer option to "invite only", and then change it later to "friends" or "public", or invite them when you're ready.


There are already two ways to do what you're talking about, and you're arguing for a third one. It's redundant, and potentially confusing (apparently to new and old players alike).


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Originally Posted by Gyson
Originally Posted by Ellary
I have pointed it out twice now the difference between the two.. and you choose to ignore it.


Ellary, do you seriously not realize we already talked about this at the top of this page?

Originally Posted by Gyson

Now, if you're really interested in locking people out of your game until you've created characters, you can just..

1) set your multiplayer option to "offline".
2) set your multiplayer option to "invite only", and then change it later to "friends" or "public", or invite them when you're ready.


There are always two ways to do what you're talking about, and you're arguing for a third one. It's redundant.


*claps* you just pointed out what the single player button does. Congrats. So now you do understand what the button does.

It is for playing alone offline and making your own team
(both characters)

^_^ see now the buttons won't confuse you.

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Originally Posted by Ellary
Originally Posted by Gyson
Originally Posted by Ellary
I have pointed it out twice now the difference between the two.. and you choose to ignore it.


Ellary, do you seriously not realize we already talked about this at the top of this page?

Originally Posted by Gyson

Now, if you're really interested in locking people out of your game until you've created characters, you can just..

1) set your multiplayer option to "offline".
2) set your multiplayer option to "invite only", and then change it later to "friends" or "public", or invite them when you're ready.


There are always two ways to do what you're talking about, and you're arguing for a third one. It's redundant.


*claps* you just pointed out what the single player button does. Congrats. So now you do understand what the button does.

It is for playing alone offline and making your own team
(both characters)

^_^ see now the buttons won't confuse you.


By all means, please continue thinking you taught me something that I already talked about in the THIRD POST IN THIS THREAD.

Originally Posted by Gyson
Yes, but if you choose "multiplayer" and you're playing alone, you can still create both characters appearance and build - which makes the single-player mode redundant. There seems to be nothing you can do in single-player that you can't already do in multiplayer, so why offer both modes?


Seriously, do go on though. Watching you get exasperated over your own unwillingness to read what was already written is highly interesting.

ouch

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Originally Posted by Ellary
Originally Posted by eRe4s3r
Originally Posted by Gyson
Originally Posted by eRe4s3r
Does this mean a game started as Singleplayer / Offline can be turned into a MP game in-game?

In Divinity : OS? Yes, because there is no singleplayer/multiplayer mode. There is only drop-in/drop-out, and whether you as the player are actively allowing it or not at any given moment.


In that case that is a massive bug then. ;/

At least when I make a campaign for this, I want to be able to define whether it's SP or MP/COOP and enforce it.


Well I am not sure how that will work, if you can or not. BUT! single player games with drop in will not be so popular. Honestly how many of you want to join someone elses game and take the role of their extra character?

Most fun on Divinity Original Sin is making your own character and doing the skills.


That's very true wink

But the problem is always that even if you say "SP ONLY CAMPAIGN" people will play it in COOP if given the option by the game, and they'll consequently complain that it doesn't work. Maybe a very hypothetical discussion at this point, but better mentioning this before game releases than afterwards. ;p

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Originally Posted by Gyson
Originally Posted by Ellary
Originally Posted by Gyson
Originally Posted by Ellary
I have pointed it out twice now the difference between the two.. and you choose to ignore it.


Ellary, do you seriously not realize we already talked about this at the top of this page?

Originally Posted by Gyson

Now, if you're really interested in locking people out of your game until you've created characters, you can just..

1) set your multiplayer option to "offline".
2) set your multiplayer option to "invite only", and then change it later to "friends" or "public", or invite them when you're ready.


There are always two ways to do what you're talking about, and you're arguing for a third one. It's redundant.


*claps* you just pointed out what the single player button does. Congrats. So now you do understand what the button does.

It is for playing alone offline and making your own team
(both characters)

^_^ see now the buttons won't confuse you.


By all means, please continue thinking you taught me something that I already talked about in the THIRD POST IN THIS THREAD.

Originally Posted by Gyson
Yes, but if you choose "multiplayer" and you're playing alone, you can still create both characters appearance and build - which makes the single-player mode redundant. There seems to be nothing you can do in single-player that you can't already do in multiplayer, so why offer both modes?


Seriously, do go on though. Watching you get exasperated over your own unwillingness to read what was already written is highly interesting.

ouch


Please do go on trying to sound overly intelligent and assume your way of thinking is how Larian should make and sell their game~ when all you are doing is proving my point. Each button has it's own use. ^_^

Single Player = Offline mode ability. Full Control over your starting team (Friends who join later do not get to make a character)

Multiplayer = Playable online. Friend joining on a fresh start~ can make their character (which is what most players are kinda gonna wanna do~)

So I mean if you wanna keep on pressing it~ that just makes me think you are new to gaming, There is nothing wrong at all with that ^_^ but again ~ I listed what each button does for ya.

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Originally Posted by eRe4s3r
But the problem is always that even if you say "SP ONLY CAMPAIGN" people will play it in COOP if given the option by the game, and they'll consequently complain that it doesn't work. Maybe a very hypothetical discussion at this point, but better mentioning this before game releases than afterwards. ;p


Just curious.. but is there a particular reason why you would object to someone bringing a friend along to play the second character in their two-character group? Is that, for some reason, not acceptable on an adventure you create? Do you want to be able to insist they control both characters themselves instead of splitting the task?

Or are you talking about a game where there is only one playable character? If there's only one character to play, I would assume it would be impossible for an additional friend to join in. It's not like the game is going to create an additional character for them. That would be weird.

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Originally Posted by Ellary

Please do go on trying to sound overly intelligent and assume your way of thinking is how Larian should make and sell their game~ when all you are doing is proving my point. Each button has it's own use. ^_^

Single Player = Offline mode ability. Full Control over your starting team (Friends who join later do not get to make a character)

Multiplayer = Playable online. Friend joining on a fresh start~ can make their character (which is what most players are kinda gonna wanna do~)

So I mean if you wanna keep on pressing it~ that just makes me think you are new to gaming, There is nothing wrong at all with that ^_^ but again ~ I listed what each button does for ya.


Ellary.. just, wow. Reality and you are just not on speaking terms this evening and I'm not interested in playing along any longer. This is what just happened:

1) You were getting irritated because you were trying to get me to notice a comment that's already been covered in this thread. In fact, it was already covered by the second and third post in this thread, which you obviously failed to read (or perhaps comprehend).

2) When I finally revisited the point you were desperately trying to drag my attention back to (a point that, again, was already covered in the second and third post of this thread, but somehow still seemed to rate as new material in your book) you did something akin to a virtual-victory dance.

3) I then pointed out that (once again) your point had already been visited and addressed.. as far back as the beginning of this thread, and now instead of saying "Whoops.. missed that.", you're attempting some fancy backpedaling with a touch of air-of-superiority to save face.

Have fun with that. I'm not wasting my time on it/you in this thread any longer. It is, frankly, unnecessary for me to help you to understand (and I regret giving it a sincere shot).

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Originally Posted by Gyson
Originally Posted by Ellary

Please do go on trying to sound overly intelligent and assume your way of thinking is how Larian should make and sell their game~ when all you are doing is proving my point. Each button has it's own use. ^_^

Single Player = Offline mode ability. Full Control over your starting team (Friends who join later do not get to make a character)

Multiplayer = Playable online. Friend joining on a fresh start~ can make their character (which is what most players are kinda gonna wanna do~)

So I mean if you wanna keep on pressing it~ that just makes me think you are new to gaming, There is nothing wrong at all with that ^_^ but again ~ I listed what each button does for ya.


Ellary.. just, wow. Reality and you are just not on speaking terms this evening and I'm not interested in playing along any longer. This is what just happened:

1) You were getting irritated because you were trying to get me to notice a comment that's already been covered in this thread. In fact, it was already covered by the second and third post in this thread, which you obviously failed to read (or perhaps comprehend).

2) When I finally revisited the point you were desperately trying to drag my attention back to (a point that, again, was already covered in the second and third post of this thread, but somehow still seemed to rate as new material in your book) you did something akin to a virtual-victory dance.

3) I then pointed out that (once again) your point had already been visited and addressed.. as far back as the beginning of this thread, and now instead of saying "Whoops.. missed that.", you're attempting some fancy backpedaling with a touch of air-of-superiority to save face.

Have fun with that. I'm not wasting my time on it/you in this thread any longer. It is, frankly, unnecessary for me to help you to understand (and I regret giving it a sincere shot).


I was irritated? no more confused why you and some others feel the need to over complicate things? What happened to common sense?

Common Sense in gaming.

Single Player = Commonly understood what it means.

Multiplayer = Well kinda explains it self.

I love how you assume I am totally far out in space and reality just liquifies around me as I type these posts. I am sorry for pointing out their uses to you Gyson and not giving you the long typed out debate you seek.

As for me comprehending things, Do feel your words just go over my head~ if it makes you feel warm and fuzzy.

" 3) I then pointed out that (once again) your point had already been visited and addressed.. as far back as the beginning of this thread, and now instead of saying "Whoops.. missed that.", you're attempting some fancy backpedaling with a touch of air-of-superiority to save face. " <- you

Once again, I won't just go "WOAH GYSON! you blew my mind~"..no..no... I have actually been getting a giggle that you cannot understand the use of each buttons function. When it is extremely basic gaming.

I did find the victory dance comment kinda cute, cause it gave me some insight to the kind of person you are. Even though it is just words, wording can tell a lot about a person~ it let's me know you are issues with being wrong...

Anyway to the others reading all these posts. Possible buyers of the game. The two buttons are truly not confusing~ nor will they give you any issues upon starting the game. Starting up the game is fast and easy.

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Originally Posted by Ellary

" 3) I then pointed out that (once again) your point had already been visited and addressed.. as far back as the beginning of this thread, and now instead of saying "Whoops.. missed that.", you're attempting some fancy backpedaling with a touch of air-of-superiority to save face. " <- you

Once again, I won't just go "WOAH GYSON! you blew my mind~"..no..no... I have actually been getting a giggle that you cannot understand the use of each buttons function. When it is extremely basic gaming.

I did find the victory dance comment kinda cute, cause it gave me some insight to the kind of person you are. Even though it is just words, wording can tell a lot about a person~ it let's me know you are issues with being wrong...


Right, words like when I implied you might say something innocuous like "Whoops.. missed that", and then you translated that to mean "WOAH GYSON! you blew my mind~".

You're right, that does say something about the person. The term "drama queen" is coming to mind.

Please don't derail my thread any further with this nonsense, as I'm actually serious about this topic, even if you aren't.

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Originally Posted by Gyson
Originally Posted by Ellary

" 3) I then pointed out that (once again) your point had already been visited and addressed.. as far back as the beginning of this thread, and now instead of saying "Whoops.. missed that.", you're attempting some fancy backpedaling with a touch of air-of-superiority to save face. " <- you

Once again, I won't just go "WOAH GYSON! you blew my mind~"..no..no... I have actually been getting a giggle that you cannot understand the use of each buttons function. When it is extremely basic gaming.

I did find the victory dance comment kinda cute, cause it gave me some insight to the kind of person you are. Even though it is just words, wording can tell a lot about a person~ it let's me know you are issues with being wrong...


Right, words like when I implied you might say something innocuous like "Whoops.. missed that", and then you translated that to mean "WOAH GYSON! you blew my mind~".

You're right, that does say something about the person. The term "drama queen" is coming to mind.

Please don't derail my thread any further with this nonsense, as I'm actually serious about this topic, even if you aren't.


Oh see I loved your underlined insults before, but now the drama queen comment is a bit to far. I actually tried to express to you I understood partly your view on it.. and you went to insulting my intelligence.
*edit* and no that is not backpedaling as you so love to assume is being done.

This also shows me you are getting heated over this O.o hmm.. I guess it sucks when someone posts what the buttons do in a simple small post eh? you just refuse to grasp and understand their functions.
Two buttons..two simple easy to understand buttons (._.)

"Please don't derail my thread any further with this nonsense, as I'm actually serious about this topic, even if you aren't. "

Cute~ and kinda funny as I have kept it on topic about the two buttons in every post I have made. Explaining their use multiple times. I admit though, I am not taking it as serious as you are O.o I can't am still trying to understand how two small buttons confuse you so much....

Last edited by Ellary; 30/05/14 07:15 AM.
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Originally Posted by Gyson
That would actually be worse. If the setting actually becomes important.. if there is a permanent change to the game based on a decision made at the point of beginning a new game..

That is really not what I meant. There will be multiple ways to connect to play co-op, which could be implemented in a sub-menu, to keep all of the multiplayer stuff together (rather than starting a game, and then working out if and how you want to play co-op).


Originally Posted by Gyson
Honestly? I'm not understanding how you're not understanding my comments.

One is arguing why it is implemented the way it is, one a way it could be implemented.


Originally Posted by eRe4s3r
and they'll consequently complain that it doesn't work.


It can't "not work". The game was designed for drop in / drop out multiplayer. If it works in single player with one person controlling both main characters, it will work in multiplayer with different people controlling them.

There may be extra work involved in quest design to account for players being able to split up and do different things. Enforcing single player only might cut down on much of the dialog and design work, if that is what you were getting at.
In that case, a 'designed for single player' warning should be sufficient.

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Originally Posted by Raze


Originally Posted by eRe4s3r
and they'll consequently complain that it doesn't work.


It can't "not work". The game was designed for drop in / drop out multiplayer. If it works in single player with one person controlling both main characters, it will work in multiplayer with different people controlling them.

There may be extra work involved in quest design to account for players being able to split up and do different things. Enforcing single player only might cut down on much of the dialog and design work, if that is what you were getting at.
In that case, a 'designed for single player' warning should be sufficient.


Of course it can "not work" if a script say, on campaign start, adds new variables to track to a newly created character to say, fix the currently a bit "very meh" character development aspect (morality system, tracking statistics, religion and maybe other stats, etc.) and maybe that script also wants to add persistent variables attached to a character so that export and import scripts can work by utilization of pre-game-setup-hubs.... (not sure what else to call em, basically an admin room where you can modify the campaign before it begins)

Currently I can't say of course how it will work (if at all!), but my fear is that the way the drop in system currently works we can't have campaigns that span over 2 separate FILE instances in-game (like NWN does it) (ie, a MODULE END | Export all char stats/persistent variables -> LOAD NEXT MODULE | Import all char stats, assign variables). While keeping our characters and quest decisions/dialog choices saved and persistent over various campaigns.

Maybe I am worrying over nothing again ;p

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Originally Posted by eRe4s3r
Maybe I am worrying over nothing again ;p

Possibly. On the other hand, I have not done any modding, so not seeing how 1 player vs co-op control could be an issue, doesn't mean it couldn't be. Theoretically it shouldn't...

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Originally Posted by Ellary
I guess it sucks when someone posts what the buttons do in a simple small post eh? you just refuse to grasp and understand their functions.
Two buttons..two simple easy to understand buttons (._.)

No, what sucks is your behavior for almost this entire thread, which I have been incredibly patient with. Again, the function of these buttons was clearly defined within two to three responses into this thread, long before you ever got here. And yet you keep pretending it wasn't.

Originally Posted by Ellary
Cute~ and kinda funny as I have kept it on topic about the two buttons in every post I have made. Explaining their use multiple times. I admit though, I am not taking it as serious as you are O.o I can't am still trying to understand how two small buttons confuse you so much....

Case in point. Here again you're removed from reality as you seem to be under the impression that you've 1) taught me something that I was already discussing by the third response in this thread and 2) that I'm somehow confused by something I myself clarified by the third response in this thread.. all long before you got here and started "helping".

What you're doing now is called "trolling". You keep reiterating the same insulting nonsense, intentionally lying and rewriting history, and poking me with a virtual stick to get a rise out of me. It's childish.


Originally Posted by Raze
Originally Posted by Gyson
That would actually be worse. If the setting actually becomes important.. if there is a permanent change to the game based on a decision made at the point of beginning a new game..

That is really not what I meant. There will be multiple ways to connect to play co-op, which could be implemented in a sub-menu, to keep all of the multiplayer stuff together (rather than starting a game, and then working out if and how you want to play co-op).

That's a possibility. We'll have to wait and see. How many co-op options is Divinity : OS supposed to have besides online (internet)? LAN? Splitscreen?


Originally Posted by eRe4s3r
[Currently I can't say of course how it will work (if at all!), but my fear is that the way the drop in system currently works we can't have campaigns that span over 2 separate FILE instances in-game (like NWN does it) (ie, a MODULE END | Export all char stats/persistent variables -> LOAD NEXT MODULE | Import all char stats, assign variables). While keeping our characters and quest decisions/dialog choices saved and persistent over various campaigns.

This was actually a concern (I share it too) and question that came up in a different discussion about level scaling (or the lack of it), and how it would impact characters undertaking multiple modular adventures in different orders (assuming persistence is allowed). I suspect it will not be allowed because without level scaling you'd have persistent characters combined with player created modules that are far too above them (or below them) in encounter level to enjoy.

But that's a whole other topic.


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Originally Posted by Gyson
Originally Posted by Ellary
I guess it sucks when someone posts what the buttons do in a simple small post eh? you just refuse to grasp and understand their functions.
Two buttons..two simple easy to understand buttons (._.)

No, what sucks is your behavior for almost this entire thread, which I have been incredibly patient with. Again, the function of these buttons was clearly defined within two to three responses into this thread, long before you ever got here. And yet you keep pretending it wasn't.

Originally Posted by Ellary
Cute~ and kinda funny as I have kept it on topic about the two buttons in every post I have made. Explaining their use multiple times. I admit though, I am not taking it as serious as you are O.o I can't am still trying to understand how two small buttons confuse you so much....

Case in point. Here again you're removed from reality as you seem to be under the impression that you've 1) taught me something that I was already discussing by the third response in this thread and 2) that I'm somehow confused by something I myself clarified by the third response in this thread.. all long before you got here and started "helping".

What you're doing now is called "trolling". You keep reiterating the same insulting nonsense, intentionally lying and rewriting history, and poking me with a virtual stick to get a rise out of me. It's childish.


Originally Posted by Raze
Originally Posted by Gyson
That would actually be worse. If the setting actually becomes important.. if there is a permanent change to the game based on a decision made at the point of beginning a new game..

That is really not what I meant. There will be multiple ways to connect to play co-op, which could be implemented in a sub-menu, to keep all of the multiplayer stuff together (rather than starting a game, and then working out if and how you want to play co-op).

That's a possibility. We'll have to wait and see. How many co-op options is Divinity : OS supposed to have besides online (internet)? LAN? Splitscreen?


Originally Posted by eRe4s3r
[Currently I can't say of course how it will work (if at all!), but my fear is that the way the drop in system currently works we can't have campaigns that span over 2 separate FILE instances in-game (like NWN does it) (ie, a MODULE END | Export all char stats/persistent variables -> LOAD NEXT MODULE | Import all char stats, assign variables). While keeping our characters and quest decisions/dialog choices saved and persistent over various campaigns.

This was actually a concern (I share it too) and question that came up in a different discussion about level scaling (or the lack of it), and how it would impact characters undertaking multiple modular adventures in different orders (assuming persistence is allowed). I suspect it will not be allowed because without level scaling you'd have persistent characters combined with player created modules that are far too above them (or below them) in encounter level to enjoy.

But that's a whole other topic.



So I am a drama queen and a troll now? adorable. What else ya got?

I will keep posting what the buttons do you til it sinks into your thick skull their purpose. Which I know you know and are just trying to start up some long debate over two commonly used buttons in RPG games.

How have I lied and where have I poked you with a stick? you are the one getting upset yourself O.o not my fault a large portion of the gaming community comprehend what the buttons do and why they are there...


eRe4s3r ^_^
This may help you~ NWN was sort of a slap bang toolkit. From what we know the Divinity toolkit will be pretty powerful. Now I do not know if you can make seperate "packs" I will call them and have options saved. I do think you could easily make one seamless world in multiple installments.. just continually building off one file. (no idea if that helps or not, if not sorry ><)

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For the small group of regulars here.... it's become a fairly poor forum. Can we learn to put our point down, perhaps a clarifying rebuttal if needed and let it go at that? I don't think we really care what you think in terms of "if it was my game I would" to no end. But it is helpful putting things down in text for Devs to review and if it happens great, if not well you made your point.

They've said they read it all, not that we can't repeat some, but this back and forth which leads to insults. I'm saddened if no one else is.

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Originally Posted by Horrorscope
For the small group of regulars here.... it's become a fairly poor forum. Can we learn to put our point down, perhaps a clarifying rebuttal if needed and let it go at that? I don't think we really care what you think in terms of "if it was my game I would" to no end. But it is helpful putting things down in text for Devs to review and if it happens great, if not well you made your point.

They've said they read it all, not that we can't repeat some, but this back and forth which leads to insults. I'm saddened if no one else is.


That is exactly how I feel.

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Originally Posted by Horrorscope
For the small group of regulars here.... it's become a fairly poor forum. Can we learn to put our point down, perhaps a clarifying rebuttal if needed and let it go at that? I don't think we really care what you think in terms of "if it was my game I would" to no end. But it is helpful putting things down in text for Devs to review and if it happens great, if not well you made your point.

They've said they read it all, not that we can't repeat some, but this back and forth which leads to insults. I'm saddened if no one else is.


Well said.

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Originally Posted by Ellary

eRe4s3r ^_^
This may help you~ NWN was sort of a slap bang toolkit. From what we know the Divinity toolkit will be pretty powerful. Now I do not know if you can make seperate "packs" I will call them and have options saved. I do think you could easily make one seamless world in multiple installments.. just continually building off one file. (no idea if that helps or not, if not sorry ><)


Why are you sorry? wink I am grateful for any reply.. we barely know anything about the editor after all.. and I hope to write my own campaign ... but until I see the editor even that is up in the air wink

For start I would be happy with mods adding to the original campaign if that is even possible

I am not some super awesome writer or anything, just some dude who wants to write a campaign but who was dismayed at the NWN2 toolkit (Where I originally wanted to do this..)

I'll probably lurk and try to do the first step (learning scripting in this editor ,p) and then we'll see... for me the native campaign is just fluff. The real meat is what users make, which will hopefully be on par with NWN's massive amount of (great) modules.

And yeah.. the tone in this topic is a bit "meh" wink But I hope I wasn't somehow taking part in that

Ps.: I am 3d artist/modeler so yeah... I plan to add/modify models/textures if at all possible too. Sadly for you, animations are the one thing I can not do ;p And I am not sure we'll be able to do them at ALL to begin with, unless larian releases the skeleton they used to animate (if they do that, it'd be relatively easy to add new animations but if they don't we'd have to somehow reverse engineer the skeleton (like what modders had to do with skyrim...)......

Last edited by eRe4s3r; 30/05/14 06:31 PM.
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