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Baardvark has decided to join the project and help add content/finish the thing.


Some new WIP stuff:


More screens:

The Caves:
[Linked Image]

An area in the caves:
[Linked Image]

Ghosts in the Crypt:
[Linked Image]

Last edited by SniperHF; 12/07/16 06:09 AM.
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Is it just me or your flying pillar/rocks are like double?

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Yeah they were bugging out for some reason, they don't look like that in the editor.

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Finally almost done with the longest section of the mod, then will come the 4th act and the finale.

More WIP screens.


Some of the Unique items Baard made for the mod:
[Linked Image]
^Descriptions incomplete.

The Private Temple
[Linked Image]

The First Abbot's Tomb:
[Linked Image]


An Office:
[Linked Image]

The Coffin Storage:
[Linked Image]

The Tomb of the Cleric's (with puzzle to activate the portal)
[Linked Image]



One thing I've noticed lately:
D:OS really lacks for two assets, Wall decorations and Carpet.
Apparently people in Rivellon only walk on hardwood floors/tile and have the same 7 pictures everywhere.


EDIT: Heh, just remembered I have to make all the quest journal files soon............FUUUUUUUU

Well at least this mod is less complex quest wise than Dunamis so it shouldn't be as much of a grind.

Last edited by SniperHF; 13/05/16 01:14 AM.
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The locations and your trailer look really interesting! Presented very well. And it's a good thing to make unique items more unique. Probably they get integrated into the story?


My mods for DOS 1 EE: FasterAnimations - QuietDay - Samaritan
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Originally Posted by SniperHF

One thing I've noticed lately:
D:OS really lacks for two assets, Wall decorations and Carpet.
Apparently people in Rivellon only walk on hardwood floors/tile and have the same 7 pictures everywhere.

We have SO MANY carpets in DoS2 it almost annoys me when I search for furniture.
opa

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Last page I posted a preview video, this is the updated version with more polishing.

Also includes a quick run through of the rest of the church both before and after which wasn't done at all before.



Note the added animations and text pop ups from the crowd.
Improved Atmosphere (though the shadows bug out a bit for some reason....),
Quest log is working.
Added animations to the Abbot.
And I added a dual dialog with trait increases.


Last edited by SniperHF; 29/05/16 03:19 AM.
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Looks pretty good!

Small question: why you don't generate the mini map, because the tool does not work for you or it's just WIP stage and you did not focus on it

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I deleted it because it bloated the file size for backups/transfers. The map+minimap at full resolution is like 2 times the size of the rest of the mod.

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Prototyping more exotic fights is a pain in the ass when the editor keeps crashing after 10~ story reloads or so.

EDIT:
Heh, even more fun. Apparently kill counters only take effect when the fight is over. I was making a fight with different groups and was wondering why events weren't firing ouch

Had to make my own ghetto mid-combat version, oh well it works now.

Last edited by SniperHF; 09/06/16 05:34 AM.
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BEAM EFFECTS!

[Linked Image]

Wish there was a handy list around of effects besides digging in LSBs.

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I asked our Lead FX Artist and he made a list for you

https://drive.google.com/open?id=0BwnG474z1AoMOWlSWmUxS1U0RkU

Last edited by Cadmus88; 10/06/16 02:54 PM.
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Thanks both of you for the list, I shall use it to great effect....

Well probably not but I had to use the cheesy line.

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That feeling when you can't beat your own mod during testing ouch

Some of the fights were pretty ridiculous though. Ah well, good thing I included a level up cheat in case this happened hahaha

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Sounds promising! Keep it up laugh


My mods for DOS 1 EE: FasterAnimations - QuietDay - Samaritan
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Originally Posted by Abraxas*
Sounds promising! Keep it up laugh


I finally managed to beat the fight (which was the last boss fight) using virtually every single consumable and status effect item I had.


Mod is playable from beginning to end. There are a lot of balance issues, little nitpicks, and some visual polish left to do. Also not happy with the leveling curve but that's probably not fixable without radical changes.


There's also some backburnered content ideas I have but I likely won't be adding anymore until it's releasable.

My playtime for my first playthrough was just under 10 hours, which is probably 3 hours longer than I had originally planned. Though that was me playing it so I knew what to do. Probably longer for someone who's blind.

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Quote

My playtime for my first playthrough was just under 10 hours, which is probably 3 hours longer than I had originally planned. Though that was me playing it so I knew what to do. Probably longer for someone who's blind.

I would be willing to function as test subject. My eyes got worse over the years, so I fit the criterion.


My mods for DOS 1 EE: FasterAnimations - QuietDay - Samaritan
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Originally Posted by Abraxas*

I would be willing to function as test subject.



I'll probably have a test version sometime in the next couple weeks. I took down a ton of notes on my play-through of things to fix. Then it should be good to try out.


Quote
My eyes got worse over the years, so I fit the criterion.


horsey

Last edited by SniperHF; 03/07/16 03:27 AM.
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horsey

Yeah, any windmills in your mod to fight? I'll crush them!


My mods for DOS 1 EE: FasterAnimations - QuietDay - Samaritan
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Old info

Last edited by SniperHF; 18/07/16 07:51 PM.
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