crown_of_antlers: (DeMordrey Raven)
Over the weekend I added a fancy clothing store to Crow's Rock Castle. The store sells cloaks, cavalier hats, frock-coats and satin gowns, plus some "broaches" which can be used on the clothes to add points to charisma and persuasion skills. I also added the "Tailoring" dummies that were added by Project Q which allows the player to change the colors and styles of their clothing and cloaks. My Princess character wasted a good bit of time trying on fancy dresses and formal cloaks before settling on an outfit which suited her.Read more... )
crown_of_antlers: (DeMordrey Raven)
Have I mentioned how much I love the NPC Activities scripts? Silly question; I've frequently mentioned how much I love this versatile system for setting up my NPCs.

Now that Crow's Rock Castle is feeling like a populated city, I've been adding some details to the waypoints used by the NPCs to create the illusion that they really do have lives of their own that go on when the player isn't around.

In my previous entry I included a screenshot of a wife of one of the guards working in her tiny garden. I gave the couple a daughter who wanders around nearby during the day. Her father is on duty near the merchant stalls, and occasionally this little girl - who is carrying a loved and worn out ragdoll - goes over to say hello to her father. cut for screenshots )
crown_of_antlers: (DeMordrey Raven)
The town isn't yet as populated as I would like, but it's getting there and is no longer just a group of buildings surrounded by a tall stone wall. Read more... )

On another note entirely, I am beyond sick of dealing with this sinus infection. My head always feels like it's being squeezed and my ears keep popping. I can't remember ever having an early spring cold that feels as bad as the one I've been dealing with this year.
crown_of_antlers: (DeMordrey Raven)
Although it's been over a month since I added Crow's Rock Castle to the Ancaria module, I'm afraid I haven't gotten much done with it due to other things I've been working on. Not to mention this annoying sinus infection that refuses to go away and has been hanging on for around three weeks. In spite of these distractions, I managed to get a couple of ambient details in place that gives an idea of what Crow's Rock will be like when it's done.Read more... )
crown_of_antlers: (DeMordrey Raven)
Now that Faeries Crossing is finished I can move on to a new area. Although there are other villages in the Mascarell barony, I'm keeping the path of the module's main quest as the priority and have moved on to the next step of the main quest's journey; Crows Rock Castle, the capital of the DeMordrey barony.

This is a toolset view of the area. Admittedly it doesn't look that large or impressive in this image, but when I checked it in the game I was pleased to see that it gave the feel of a crowded, sprawling town.



The area as well as the quest events are going to take some time to complete. The town needs details such as lampposts, NPCs, and merchant stalls. As for the quest conversations and scripting, they are going to require some careful planning because at this point the questline can branch in different directions depending on whether the player character is a prince, princess, or commoner adventurer. Baron DeMordrey's conversation file will have a variable system which will be similar to the conversations of the henchmen that appear in the Shadows of Undretide and Hordes of the Underdark. For example, if the player is a princess character and she behaves like a vulgar tramp, the Baron's "like" variables will go down and he will respond accordingly.

I'm sure that the Script Generator and I will frequently be working together throughout the process of building this section of Ancaria.
crown_of_antlers: (Mascarell Deer)
Now that the Ronins quest is all finished and working, I've moved on to recreating the fourth quest that players can find when adventuring in the Faeries Crossing area. This quest is a bit more complex than the others and is one of the few in my module that requires its own unique script Cut for image and length )
crown_of_antlers: (DeMordrey Raven)
Two out of Faeries Crossings' five quests are now completely finished, so now it's on to number three; "Ronin".

At the time the module's story is taking place, soldiers from all three baronies are deserting their posts. Some are becoming mercenaries for the Sakaara cult. Others are simply becoming thugs and attacking travelers. In Sacred, the soldiers who deserted from the DeMordrey barony are called the "DeMordrey Ronins".

When playing Sacred, players start seeing the ronins as they travel north from Porto Vallum to Faeries Crossing. Within the village, the Mascarell commander who has been assigned to Faeries Crossing asks the player to go north across the river bridge and defeat a large gang of ronins which are about to cross the bridge and attack the commoners. And that is how this quest has been recreated in my module. Cut for image and length )
crown_of_antlers: (Mascarell Deer)
I managed to get the full conversation needed for the "Runaway Mules" quest done, so now it's on to the next quest for the village of Faeries Crossing. One of the reasons I'm able to set these quests up quickly is because I use Vuldrick's Universal Quest system. This system consists of about eight reusable scripts which can be used for any event which is needed for a quest. Through the use of variables that are placed on NPCs, monsters, triggers, and objects, these scripts can be used to spawn quest-related monsters, advance the quest's stage, give rewards, give objects, take objects, and have the conversation starting conditionals and actions-taken scripts fire. So far I've built nearly forty quests, all using these eight scripts. When each quest has no need for its own set of scripts, this goes a long way toward keeping the module from expanding to an unmanageable size.
Cut for image and length )
crown_of_antlers: (Purple Dragon)
[Brought over from Live Journal]

The game world in my module now covers a lot more ground. It's now possible to travel from Porto Vallum all the way up to Crow's Rock Castle. This map of Ancaria gives an idea of just how much of a journey it is. Cut for length and images )
crown_of_antlers: (Purple Dragon)
The rogue henchman in the Ancaria module is Adelina. She uses the same long hair that I like to use on my character, but has a different face. She is inspired by the Adelina character in Sacred whom the player rescues in the wilderness from a small pack of rabid wolves.
cut for images )
crown_of_antlers: (Purple Dragon)
[Brought over from Live Journal]

No, this entry is not referring to Yagrum Bagarn from Morrowind (who was actually a Dwemer, a race of elves, rather than an actual dwarf).

cut for length and images )
crown_of_antlers: (Purple Dragon)
[Brought over from my Live Journal]

My Ancarian module includes a number of henchmen who are based on the characters that can be played in Sacred. One of the first henchmen that the player meets is Dame Alexandria, who I based on Sacred's Vampiress character.
cut for length and images )
crown_of_antlers: (Purple Dragon)
Now that I've set up an image hosting account on TinyPic, I'm going to start grabbing older entries from my Live Journal account and post them here, starting with entries I wrote about the NWN module I've been spending years working on but will likely never finish. ;)cut for length and images )
crown_of_antlers: A deer from LOTRO (LOTRO Deer)
Now that it's known that the license for LOTRO has been renewed I've taken some time to work a bit more on my Neverwinter Nights module. Before doing so I saw that Project Q has now been updated to version 2.2. And so after making backups of the version I was previously using, I downloaded the new Q files. So far the module has not exploded or crashed the Toolset.

Before adding any more regions however I'm going to need to carefully comb through the entire module and see if anything changed. Scripts and journal entries should not be affected. Mainly it's a visual issue, so I'll be checking to make sure that a pen of cattle didn't didn't turn into a pen of orcs, or sheep weren't turned into chickens, etc. I don't really think anything like that happened. The people behind Q are very careful, but it doesn't hurt to check each of Ancaria's residents to make sure they are all still who they are supposed to be.

A spawn trigger I plan to make use of in the graveyards is the "Risen Dead". Instead of the skeleton or zombie just appearing out of thin air, the player hears the gravedirt crumbling, there's a bit of a dirt spay and the undead creature pulls itself up out of the grave before attacking. It's quite an impressive animation and works so flawlessly that one would think that it had been a part of vanilla Neverwinter Nights.

After I finish inspecting the module for any changes that came with Q 2.2 I'll resume work on the areas which surround the Mascarell barony.