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Trapper's Hold Inn: Progress Log
Posted: Wed Sep 15, 2010 7:00 am
by CloudDancing
Not sure how the plot is gonna lead us to find the "Inn for Sale" but I wanted to keep the Moonshae's team updated on my progress.
I am working with tiles because I really hate setting doors manually without hookpoints (ie the Sword's Edge.)
Exterior Design: Castano chose a mossy rundown looking Inn right on the docks. Great!
Be nice to have some shrubs and flowers to spruce it up.
Interior:
Main Floor: Used logcabin walls and rustic wood floors. Looks very much like a place for salty sea types to cluster and growl. There is a stage in the center of the Inn, the rest are long rough trestle tables.
Basement: Rough stone floors, log cabin walls, two storage rooms, but the main family living apartment is there. Again very simple.
Upstairs: As per the model is slightly wider up top. Used plaster floral Inn walls. Two rooms will be hostel style cheap rooms, rest are semi-nice master suites. Total four rooms and one bathroom.
Doors: All standard cheap doors.
Progress: Bottom floor modified to directionally imitate exterior. All doors placed. All textures and model base is baked. Placeables on first floor are placed.
Re: Trapper's Hold Inn: Progress Log
Posted: Thu Sep 16, 2010 3:51 am
by Castano
cool. you will have to plant the flowers - damn hippies are moving in I tell ya! What's with this town.
Send me the interiorwhen you are done and I review and will pop it in. Sounds like you are building it right to specification for the exterior building, so don't expect much in the way of a review unless you put in an auto loot lever.

Re: Trapper's Hold Inn: Progress Log
Posted: Fri Sep 17, 2010 1:19 pm
by CloudDancing
Pricing: Gold has been aquired to the sum that well covers the average cost of an expensive manor house via HDM alfa's housing pricing.
Re: Trapper's Hold Inn: Progress Log
Posted: Mon Sep 20, 2010 1:28 am
by CloudDancing
Finished it this AM. Letting it sit to proof and go over in a few hours.
Re: Trapper's Hold Inn: Progress Log
Posted: Fri Sep 24, 2010 5:26 am
by CloudDancing
Finished:
For Review on the DM ftp.alandfaraway.org:
NWN2/Modules/20Moonshaes/TrappersHoldInn.Int.Ext/TrappersHoldInt.Ext9.23.2010.erf
Contains:
Interior for Inn (three floors)
Exterior w/ decoration for copy and placement in the mod area.
NOTES:
I need the merchant NPC linked with the store placed next to her. Just needs a simple dialog for store open and that is beyond my skill. Thanks.
NPC: *the large brassy woman glares at you suspiciously*
"You gonna stare all day or should I draw ya a picture? What you want?"
PC:
"I would like a drink and a room, lady?" (open store)
"No thanks! (close dialog)
Re: Trapper's Hold Inn: Progress Log
Posted: Sat Sep 25, 2010 10:09 pm
by Castano
Thanks, I need you to zip the entire module up into a file that is easier to download, like a .rar file and then upload that.
http://www.rarlab.com/download.htm
There are other better ways to transfer areas, but they require you to have (1) saved your module as a directory and (2) look for and copy the correct area files into a folder.
You will need to use the "better" way if your conenction is slow to upload. See me in chat sometime and I will walk you through it.
The download fails repeatedly:
[redacted]
Re: Trapper's Hold Inn: Progress Log
Posted: Sun Sep 26, 2010 6:05 am
by CloudDancing
fixed.
Re: Trapper's Hold Inn: Progress Log
Posted: Sun Sep 26, 2010 8:56 pm
by Castano
In the module now, with spawned innkeeper & fixed store. Looks like we are done.
Re: Trapper's Hold Inn: Progress Log
Posted: Mon Sep 27, 2010 12:47 am
by CloudDancing
Hehe! It's my best interior ingame so far. (crosses fingers for Auvendell/new Que someday)
Fixes:
1. Keys that I placed in the inventory of the store for the rental rooms upstairs in the Misc category did NOT make it into the merchants inventory. Either I forgot or the key items got stripped from the mod during the import. All keys return a small percentage deposit and can be bought by the store. The folder was called (Keys-TrapperHold) or something. Doors can currently be bashed open so I did get a good look around
There should be:
1. Captains Suite Key (30 g)
2. First Mate's Suite Key (25 g)
3. Hostel Key (5 g)
(not in inventory, TrappersHold Key Downstairs)
2. Needs Sign Outside or Door needs to say "Trapper's Hold Inn" on mouseover.
3. Chairs and Benches in Inn aren't working as far as sitting. Stage chairs are not working.
4. Platform area in basement got converted to an Environmental Object, so walkmesh is not happening.
5. I'd be thankful for some crusty seafaring type NPCs to provide ambiance.
Good Points:
Everything is perfectly placed, somethings appear to be floating at level, but rarely people play at level view, so the effect is nice.
Stage came out perfect, though walkmesk treats it as two sections, but hey it looks great.
Really great work. Doors are all also linked perfectly.
Re: Trapper's Hold Inn: Progress Log
Posted: Mon Sep 27, 2010 3:45 am
by Castano
Thanks.
1. Keys need to be added yes. I deleted your store and made a new one, as it contained alot of items that were carry -overs from whatever store you copied as a template. I also adjusted the buy/sell numbers to match the server 100/50 ratio, but if you need the key buyback the keys higher I can adjust it back to 65%, just need to figure out how to let the barkeep only buy keys. otherwise all of alfa will sell all their items of that category there
2. The sign will come when you get the inn IC, I haven;t touched the exteriro yet except to add a hitching post for horses.
3. The chairs do work, I just sat in them all with my dwarf. the benches fail. check back again when a new mod goes up, i just recompiled all our scripts. You may also be experiencing lag.
4. I didn't touch the platform, in fact I noticed a lot of placeables are not working right on bake - will investigate.
5. i'll add some NPCs later, do you have a pack of NPCs you coudl send me? Woudl be great to have more variety on the server.
6. The stage is ok, has a bit of a glitch on the walk areas, but what can I say, you can move around on it ok, so we can keep it for now.
Re: Trapper's Hold Inn: Progress Log
Posted: Mon Sep 27, 2010 4:00 am
by CloudDancing
Cool, if there is one thing I can do now is make salty pirate types and NPCs.
Work on it this week.
Re: Trapper's Hold Inn: Progress Log
Posted: Sun Nov 07, 2010 7:50 am
by Galadorn
Very hefty congratulations to Trapper and Lettinius for this event!
It's always so exciting to actually IC own a little chunk of the game world.
Thank you also to Trapper and Lettinius for allowing Bu and Gaius to travel to Moonshaes with them... and holding his hair out of his face as he ralphed his lungs up the whole trip.
It was also really fun/significant for Bu (and for me that is) to be present as an IC witness to the transfer of ownership between the former Innkeeper and Trapper/Lett. Now, will they give Bu a job? that's the big question! Ya can't have a better gardener than a frickin' Druid no way no how. Well, maybe a frickin' Druid with lazers attached to the top of his head, but this ain't James Bond now izzit?
Thank you also for Castano to be so open to allowing PCs to gain IC property. It really makes the game realistic and adds a very attractive element to the gaming each day.
Good luck and see you in the grove....
~G
Re: Trapper's Hold Inn: Progress Log
Posted: Sun Nov 07, 2010 9:09 am
by Castano
Thanks guys.
The key for the basement half works now. The return side of teh door upstairs still ahs the bad tag, so you will have to bash your way in for now. Too tired to redo it.
Re: Trapper's Hold Inn: Progress Log
Posted: Sun Nov 07, 2010 6:01 pm
by CloudDancing
Don't worra about it!
I got the TH area and I am going to give it a work over with the items specific to Moonshaes..get the right benches/chairs in..get rid of some of the too tight walkmeshes, and ill fix the doors so they only suck up the upstairs keys.
Thanks!