NWN2 ALFA basemod: what should it include?
Posted: Tue May 29, 2007 9:38 pm
The ABR releases, at a minimum- Creatures, Doors, Placeables
The current ACR (with bleeding/dying/resting/spawning/ATs)
A working Morgue (with optional autorez)
A generic, customizable start area.
Anything else? I end up making 80% of that every time I prepare an ACR release, since I have to test the import to make sure everything goes in properly, so I should be able to assemble one if it's useful to folks. With a little assistance, we might be able to add things like:
1. A generic inn with working scripts for keys, resting zones (persistent storage?)
2. Placeholder journal entries
3. example conversations with preset scripted skill checks
Other ideas, suggestions, contributions? Would this be useful and/or worth the effort for current teams, or are most of you already beyond this point?
The current ACR (with bleeding/dying/resting/spawning/ATs)
A working Morgue (with optional autorez)
A generic, customizable start area.
Anything else? I end up making 80% of that every time I prepare an ACR release, since I have to test the import to make sure everything goes in properly, so I should be able to assemble one if it's useful to folks. With a little assistance, we might be able to add things like:
1. A generic inn with working scripts for keys, resting zones (persistent storage?)
2. Placeholder journal entries
3. example conversations with preset scripted skill checks
Other ideas, suggestions, contributions? Would this be useful and/or worth the effort for current teams, or are most of you already beyond this point?