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Good good, lol, am actually holding off replaying so as for mods to come out..! laugh

(incidentally, said holding off amounts to over a year by now)
((i'm not sure i want to consider how long it will be for D:OS II.. not yet..))


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At least for projectile skills, the frame that it is shot is embedded in the keyframe of the animation, so no animation would mean no shot. The programmer that replied said that was probably the case for the other types that also require an animation.

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Thank you for the quick response. Hmm, so where does the engine take the information from what animation it has to take for a certain skill when I remove the animation data from SkillData.txt? From the pak file? And does that mean every animation of projectile casting (PrepareAnimationInit, PrepareAnimationLoop and CastAnimation) is needed for the shot, not only CastAnimation? Should Prepare Animations not be removable at least?


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The programmer said he thinks you only need the cast animation. However, there may be a default delay for the preparation, so even if you can get rid of the other animations it may not help. You can try removing them from the characters' animation list.

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All right. But I wonder why it's not possible to delete the PrepareAnimation lines in SkillData for these types of skills then. Would be a lot of work to remove all the relevant entries from the playerActionTemplates.lsb (that's the file I think?) and the other actiontemplate files. I'll try that and find out if the results would be acceptable. Maybe there'll be some helpers on the forum (I hope so) wink

Thank you for your help!


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Good good, lol, am actually holding off replaying so as for mods to come out..! laugh

(incidentally, said holding off amounts to over a year by now)
((i'm not sure i want to consider how long it will be for D:OS II.. not yet..))

What mods would you like to see - beside the combat speedup (which became quite unlikely for most of the skills on that basis, at least for the near future)?


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Anything non-standalone that improves (subjective ok..) or adds to the main campaign really smile

- Your living word sounds interesting, that's one to wait for
- Some form of a crafting mod, or just as good if anyone updates the two old ones in Nexus, esp the one with dyes*
- Any, any attempt that adds a bit more depth to the gameplay past Cyseal (ie not just extra pewpewing)

*I know Scales has a crafting off shoot. It's of a different.. direction though and it additionally imbalances the game even further. No offense meant of course, it IS just an offshoot of the main mod, am aware.

On a before i wake level, i'd also be waiting for 'Divine Divinity, the Music: Now in D:OS Enhanced' (no offense to to the now departed Kiril, but nothing got even near the original DD's music score; techno, jazzy and generic themes mixed with classical ones just does not sit well with me)

Sometime before i'm dead, i'd also be happy seeing someone doing 'Divinity Original Sin: The night & day Edition, Now with Schedules'

Am nothing if not grounded in reality i know, i know laugh
To be honest, it still pisses me off that a game with such potential, such mechanics already built in and ready just.. had to have such a horrid, horrid editor. It pisses me off even further that in a recent interview somewhere Swen said that D:OS 2's editor will be a bit easier, but still a complicated procedure oriented towards the experienced.
What-EVER ^^

edit 2: Seriously, imagine D:OS Enhanced as is with Morrowind's Editor (in specific, as the later CS kits came out a touch more.. restrictive). I love this studio, but in terms of keeping their games relevant..almost as if they don't care to smile

Last edited by Aenra; 22/04/16 05:30 PM.

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Hmm, most things sound like my own wishes for D:OS. I have played the Cyseal part of the game in Classic Version about 10 times, every time I finished it I started again and again, absolutely addicted to the game world, the characters of Cyseal (Esmeralda and Septimus, Sam and Maxine (one would expect a romantic cat love, apart from all the weaknesses of human character, but actually it's an ironic analogy to the world of mankind, haha, not a romantic projection of human wishes), and all the other characters), the innovative combat system, the dialogs and their humour (ironic, delightful, not trying and failing to be dark, 'mature' or serious - a good complemantary part to the main story), the bosses (the Lighthouse Horror, the Skeleton King and his rawboned Lady, and the Dingdong-Dingdong-Dingelingeling which, unfortunately, got a very bad voice in EE, Braccus Rex whose crystals now don't make the fight harder, just tedious) and the absolute motivating looting in this part of game which was also changed for EE, and, I think, not to its best: the brown/orange legendaries don't drop with these well-chosen chances any more (not 100%, but not frustrating low, so evoking enough disappointment to be eager for the next boss fight), the stats have been changed, so many legendary drops don't feel legendary at all, and the uniqueness of legendaries got replaced by even more 'unique' types of items which feels just like 'too much'). The Cysealean part of the game was the most surprising and satisfying game experience since Gothic I and II for me; it shows, as you said, how much potential this game has and how skilled the developers of Larian Studios are.

Unfortunately the EE added more content to D:OS but didn't really sustain or expand its strengths (for whatever reasons...).
I'm sure there will be some more improvements from mods and I don't have a problem with the Editor, related to its accessibility; the GM mode will be a more handy and playful tool for those who don't want or are not able to get into the Editor due to a lack of time or knowledge, I think. And those who are serious with modding will get into it. The main problems I have with the current Editor is its limitation of modding fundamental things like attributes, abilities, talents, traits; it subtracts a lot from this powerful tool, not speaking of its general non-polished state (probably never meant to be due to other priorities or 'interests'): crashing, things not working as they should or being much more inconvenient than necessary, unfinished, and left alone in that state. Therefore it feels a bit like Larian Studios not caring, and, indeed, in the main they care about D:OS 2: it's absolute understandable. They have achieved a good basis to create a game they never had the chance to create. I guess they're trying to put everything into the game they have, even their souls, if necessary. - But I agree: D:OS could get (much) better (especially many parts after Cyseal) and much more more weight if they supported it 'right'.

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Sometime before i'm dead, i'd also be happy seeing someone doing 'Divinity Original Sin: The night & day Edition, Now with Schedules'

Day and night would be really awesome but regarding the design of D:OS I imagine a Day and Night cycle would be a good one if it wasn't a [b]cycle[b/], independend from the story. I mean: I have never read a book with Day and Night cycle, where the sun rises and goes down and rises and goes down regularly. The sun just goes up and down when the story says it to go up or down.


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Good points smile

Will only disagree in the last comment you made..think about it again; you are viewing this from the inverse angle smile

In a work of literature you need decide whether the events transpiring occur within a single day / 'x' amount for hours, or within a longer up to vast period of time. For reasons of economy alone (economy in its true Greek meaning), it makes sense that one should not be hindered by realistic day n night cycles. At best, like you said, they are 'forced' to compliment the narrative.

It being the key factor. Narrative. In an RPG you are the author*, you (ideally/to the extent systemically possible) form and control the type and the flow of the narrative. In the book, the author is the author, you are a mere spectator. Just like in movies too.
*we call him "author" for a reason. He/she is the one with authority, the maestro of the narrative's flow and composition (ie the actual ""story"")

So unlike a piece of literature, within an RPG the day n night cycle need not conform (and as such, by definition, in an abstract manner [no one's counting in a book, see economy above]) to the narrative. It can be there independently, it can dictate some additional form of verisimilitude, that in turn you are free to go along with, clash with, or even exploit.
We move from 'dressing' to one extra system ^^

Anyway, lol.. laugh


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