Brief Status Update, 20.08.2005 |
The Black Wyrm's Lair Terms of Use | Help Search Members Calendar |
Brief Status Update, 20.08.2005 |
Mar 17 2005, 10:49 PM
Post
#1
|
|
GOD Retired team member Posts: 1728 Joined: 14-July 04 From: Ireland |
Greenest Town area's 95% complete, should be done this weekend (18-9/20 March).
Adding basic residents etc should be done by the end of the following weekend. Further needed npc's will be added as required. Anyone interested in submitting quests for this mod should write up something and send it to us here. The more the merrier! Alternately submit your idea's to the Suggested Quests Thread: HERE As always thank's for your interest! |
|
|
Mar 23 2005, 09:13 AM
Post
#2
|
|
Multiclass F/C/M Forum Member Posts: 256 Joined: 17-October 04 From: Sweden |
Thank YOU for your updates,Rabain! I am eagerly waiting for news about this great mod of yours! Some people don't think I act very smart but I am actually not playing TuTu just because I want it to be a single experience with BG1 Quest Pack, Echon's Fields of the Dead (if it will be compatible), and Baronius' Black Superstitions! I know this is gonna take several months but I can be patient! Keep it up!!
This post has been edited by Salk: Mar 23 2005, 09:14 AM |
|
|
Mar 24 2005, 06:07 PM
Post
#3
|
|
GOD Retired team member Posts: 1728 Joined: 14-July 04 From: Ireland |
Salk it is exactly for players like you that we make mods like these!
Thank you for your interest. Expect updates at least every two weeks or if there is anything you would like to suggest or comment on please go ahead! |
|
|
Jun 13 2005, 12:59 AM
Post
#4
|
|
Forum Member Posts: 17 Joined: 13-June 05 |
Hello there, how its going ? Seems it as been some nice progress since i last come there.
Hope its still going well |
|
|
Jun 13 2005, 12:26 PM
Post
#5
|
|
Forum Member Posts: 1366 Joined: 22-August 04 From: Germany |
Hi Eden, thank you very much for your interest!
Progress is going a bit slow as we all have the problem that we are active in too many modding projects at once. But there is progress, and lots of good ideas waiting for implementation. |
|
|
Jun 17 2005, 08:21 AM
Post
#6
|
|
Multiclass F/C/M Forum Member Posts: 256 Joined: 17-October 04 From: Sweden |
It's always nice to hear from you that the Mod is alive and kicking! I know you all people are very busy with many projects and that this one is really huge so we will patiently wait for its release. We know this will happen sooner or later!
|
|
|
Aug 20 2005, 05:43 PM
Post
#7
|
|
GOD Retired team member Posts: 1728 Joined: 14-July 04 From: Ireland |
Okay apart from the Drow area we are pretty much complete on new area design/building. One or two indoor area's need tweaking in the new town but that's a small issue.
We have our major quests laid out and know what is going on with each. There will be 3 almost game long quest-storylines that involve doing a quite a bit of travelling and involve several quests within themselves. Some involve returning to the same area (Drow) and others will come to you wherever you happen to be. As the Drow are not a part of the main BG1 storyline this part of the BG1QP will not effect main game story/area's in a big way. There are quite a few other quests laid out for the new towns/area's and we will be picking up a few of the suggested quests also. If you were to count would we have more than 100 quests, yes I would say we are almost there! Again contributions are welcome. No. 4 in my personal priority stakes. |
|
|
Aug 24 2005, 05:18 AM
Post
#8
|
|
Multiclass F/C/M Forum Member Posts: 256 Joined: 17-October 04 From: Sweden |
Hello Rabain!
Thanks for this new update! I have a question: since I am gonna play without NPCs at all in the whole game (I am making my own party), I wonder if it's possible to enjoy BG1 QP even playing in this way. I guess many Mods that add quests requires to welcome new NPCs and such (this is why they would not suit me...) but I am hoping this would be not necessary in this Mod's case... This post has been edited by Salk: Aug 24 2005, 05:20 AM |
|
|
Aug 24 2005, 06:48 PM
Post
#9
|
|
GOD Retired team member Posts: 1728 Joined: 14-July 04 From: Ireland |
As always thanks for your interest!
The only npc's being added will be non-joinable. Some of the quests will possibly include interjections by the standard BG1 npc's but nothing that requires the player to have a specific npc in the party. You can solo BG1 if you wish with BG1QP installed without fear of losing a quest! |
|
|
Aug 24 2005, 07:38 PM
Post
#10
|
|
Multiclass F/C/M Forum Member Posts: 256 Joined: 17-October 04 From: Sweden |
Oh this is really great news, Rabain! I wish you and your collaborators the best for your project! It's nice to know that I can take advantage of all the material you offer without being forced to have one or one other NPC in my party!
Thanks again! P.S. By the way, Rabain...The Faerun map is a real Masterpiece! Thank you for sharing it with us! I downloaded each of the six parts and found myself daydreaming over it! This post has been edited by Salk: Aug 24 2005, 07:40 PM |
|
|
Aug 29 2005, 07:32 AM
Post
#11
|
|
Forum Member Posts: 7 Joined: 23-June 05 |
Mr. Rabain
When that mod will be completed ?? |
|
|
Aug 29 2005, 07:37 AM
Post
#12
|
|
GOD Retired team member Posts: 1728 Joined: 14-July 04 From: Ireland |
At the rate things are going for all involved it looks like late Spring or early Summer 2006.
|
|
|
Aug 30 2005, 04:56 AM
Post
#13
|
|
Multiclass F/C/M Forum Member Posts: 256 Joined: 17-October 04 From: Sweden |
2006 is THE year!
|
|
|
Aug 30 2005, 08:27 AM
Post
#14
|
|
Forum Member Posts: 7 Joined: 23-June 05 |
WHy we must wait so long??
Maybe you can end your most anticipating MOD faster ?? |
|
|
Aug 31 2005, 01:43 PM
Post
#15
|
|
Multiclass F/C/M Forum Member Posts: 256 Joined: 17-October 04 From: Sweden |
I don't mean to speak for the modders involved in this project but I feel like to answer: this mod is a huge project which calls for an amount of work that is not even imaginable if one is not a modder himself. I am no modder but I do understand how complex it can be. What's the point of hurrying out a buggy or not thoroughly tested mod ? It's better that the creators of BG1 QP (which is gonna be huge and wonderful) will take all the time they need to make it and test it.
There are several games to play. I patiently wait for this and other mods to be released and be fully playable before I install TuTu and start a long, marvellous adventure. In the meantime, let's play something else and let's just give our support to these guys! 2006 is not that far...Keep it up, Rabain&C and thanks for updating us with your progress! |
|
|
Oct 10 2005, 12:24 AM
Post
#16
|
|
Forum Member Posts: 7 Joined: 23-June 05 |
Hello Rabain
Can you give us any information / update about the progress of that impressive mod?? |
|
|
Dec 26 2005, 03:19 PM
Post
#17
|
|
Mod Developer Posts: 210 Joined: 3-December 05 |
I'm really excited by this mod, as it looks very interesting
I hope there will be some evil quests, as the game is actually oriented for good parties. I was reading the mod would be for BG1 ans BG1tutu, but I was wondering if there will be separate scripts for tutu version, as for combat, BG2 scripting allow better things. Actually, I would be really interesting to play this mod with my future one (enhanced creatures) |
|
|
Dec 26 2005, 06:35 PM
Post
#18
|
|
Master of energies Council Member Posts: 3317 Joined: 9-July 04 From: Magyarország |
Rabain will decide it, but I think it would worth it to make the Tutu versions' scripts separately (where advantageous).
When I was making the BG edition of my In Candlelight mod compatible with BG1Tutu, I copied most scripts, and didn't rewrite them. For example, BG2's OR trigger makes a lot of things easier, you can solve a problem with one block which you can solve only with four blocks in BG1. But the most important part is what you've mentioned: the additional possibilities of BG2 scripting. Also, it would be good to harmonize Enhanced Creatures with BG1 Quest Pack, where it is possible/needed. -------------------- Mental harmony dispels the darkness.
|
|
|
Dec 26 2005, 11:13 PM
Post
#19
|
|
Mod Developer Posts: 210 Joined: 3-December 05 |
QUOTE(Baronius @ Dec 26 2005, 06:35 PM) Rabain will decide it, but I think it would worth it to make the Tutu versions' scripts separately (where advantageous). When I was making the BG edition of my In Candlelight mod compatible with BG1Tutu, I copied most scripts, and didn't rewrite them. For example, BG2's OR trigger makes a lot of things easier, you can solve a problem with one block which you can solve only with four blocks in BG1. But the most important part is what you've mentioned: the additional possibilities of BG2 scripting. Also, it would be good to harmonize Enhanced Creatures with BG1 Quest Pack, where it is possible/needed. The most usefull things in my mod are the new scripts. One for each major class (fighter, mage, cleric, thief), they use nearly everything possible (potions, spells, ...), including shouts, tracking, ... So, it's easy to bound them to new NPC. It would be a good thing to have general very good AI scripts, so new mods wouldn't have to worry about combat's scripting. Just my 2 cents |
|
|
Dec 27 2005, 12:45 PM
Post
#20
|
|
GOD Retired team member Posts: 1728 Joined: 14-July 04 From: Ireland |
For standard BG1 it would be easy enough to check for Enhanced Creatures and copy over scripts to cre's if you're okay with that?
With BG1 I don't spend a lot of time on scripts, just enough to make sure the creature does what is necessary, I copy from existing scripts for battle scripting mostly. For Tutu the same thing, I could check for Enhanced Creatures and install your scripts or check for e/gseries scripts otherwise the cre will use standard BG2 scripts. |
|
|
Lo-Fi Version | Time is now: 1st November 2024 - 01:22 AM |