Base Mod Content Thread: Creatures

Development of standard ALFA palettes (ABR)

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Overfilled Cup
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Post by Overfilled Cup »

Thats what im looking for is someone that can work on this with me. I want to build the templates but like you point out there is a heavy scripting component to getting the abilities fleshed out. That part is not me.

I intend to add to the 3.5 compilation as much as possible. Unless someone better and faster at it than I can get onboard. Then perhaps dividing the workload up would yeild good results.
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Post by Thangorn »

Well I can set the AI up since thats part of my listed "job".. if you just make the templates then send them to me to finish.. I'll make sure the AI is set-up properly.

So.. that brings me to what the scripting team is going to be working on. Is it a complete rebuild of AI scripts for NWN2? or are we just going to try to adapt AJAI?

What I am making up from Murky's scripting team post in this forum is that we are looking at updating and keeping for their current functionality AJAI & NESS.. That'll make it easier or harder for me to set up /behaviours/ depending on how the update goes.

Additional /special abilities/ though should be pretty straight forward depending on how NWN2 handles vfx and aoe's applied to creatures.. anyone have any news on that?

actually Ronan is really good at this stuff aswell I believe he has fixed a number of creature abilities in NWN1. Hopefully they will have fixed said abilities in NWN2, be nice to take a peek at what you did with the giants throwing and the manticores Ronan if you are reading this.
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Fionn
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Post by Fionn »

I'd like to see AI_Melee, AI_Ranged, AI_Ambush, AI_Healer and AI_Caster scripts at least. Each and every server will need those at a minimum, and it just adds to confusion when new DMs need to learn how to make yet more copies of the scripts for their mobs.

If the scripting team can settle on the script names, the mob guys can put them on the mobs prior to actually having the scripts (might need dummy scripts).
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Thangorn
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Post by Thangorn »

I can do those once the core AI is finished..
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ç i p h é r
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Post by ç i p h é r »

I think there is general agreement about rewriting the ACR scripts. NESS and AJAI are another matter. Unless there is a compelling value or reason to rewrite those systems, I'm not sure of the merits of such an undertaking. It also depends a great deal on what the authors/maintainers plan to do. I'd prefer that we focus on simply extending the capabilities they presently have. There is quite a bit of room for expansion IMO and the script hooks in place to accommodate it. I'm open to persuasion either way.
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hypervx
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Post by hypervx »

In general I encourage not reinventing the wheel. Using general available scripts is good. Custom is bad.
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Post by Thangorn »

I merely meant that there will need to be adaptations of some description to give us a working ajai for the base mod. I've put my hand up to help out with the adaptations to ajai but I doubt I could do them completely without assistance.
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ç i p h é r
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Post by ç i p h é r »

Just so you are aware, I spoke privately with Riotnrrd not long ago. He expressed possible interest in helping on that front Thangorn. But fear not. There are 3 people interested in general scripting work, so you can get one or more of them under your wing if you're willing to lead. I, too, can certainly assist as you and I share some interests in extending NESS. So, you won't be alone, I assure you! :)
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Overfilled Cup
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Post by Overfilled Cup »

On making custom creatures:

The NwN2 toolset will be able to resize and recolor creatures. Much more flexibility than we currently have.

On the downside there is not a currently an ability to model "new" creatures. DLA has said they will make one similiar to NwMax for the system. But the proof is in the pudding. We will have to wait for that feature.
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Post by ç i p h é r »

Yeah so get your mouse ready. You're going to have a lot of freedom in creating the critters from the MM, MM2, Libris Mortis, and Draconomicon! :D
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Post by Thangorn »

Giant Owlbears 4tw!!

Yeah I'll happily help coordinate that if thats how the team works out, depends what particular individuals on the team want to do.. if we have figured out who is going to be on the critter side of things I'll start PMing people and get a sense of a "team" happening on this.

one question however: Is the AJAI, NESS adaptation going to be done by the Scripting and ACR team as Murky seems to say in his post scripting team? Or, is a subset of the basemod team here?

I dont mind, I'm happy to work with whoever. I just need to know what the team structure is to be effective.

At the moment, the way I seeing my role in all this at the moment, is coordinating the implementation of both AJAI & NESS systems in the basemod, whether I do the work myself or not, I can log it and tick it off.

The other part I can do is coordinate custom creature behaviours & abilities that require AI scripting and/or coordination with the "items" department. I dont necessarily have to be the one who scripts them but I'll need to log them at least, along with coordinating and logging the critters that get built. I see myself in this role as being more of a "finisher" who can tick them off once the appropriate custom AI added and then inventory each critter as its made.

This will means we can have a full set of 3.5 compliant critters with appropriate abilities at the get go.
Last edited by Thangorn on Fri Feb 24, 2006 2:29 am, edited 2 times in total.
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Fionn
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Post by Fionn »

Can we see about extending NESS to modify size along with stats dynamically?
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Thangorn
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Post by Thangorn »

Fionn wrote: Can we see about extending NESS to modify size along with stats dynamically?
you mean as a feature of random encounter system that uses NESS as a platform? Or something more?

We could certainly do that, itd be a little tougher than adding it as a feature to the onspawn AI but it makes more sense.
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Fionn
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Post by Fionn »

For those builders that choose to use this functionality of NESS (I'd say make it default), +/- 2 stats should also bump up or down the size if we can.
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Post by Blackwill »

Forgotten Realms Campaign Setting (not much, but some real basic goodies: A few lizards, Beholder Death Tyrant, Dracolich, Kir-lanan, Rothé, and the coolest of all: Tressym!)

Monster Compendium: Monsters of Faerûn (How can we miss out on the booklet? It's full of goodness)

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