Official hak suggestions thread

New models, textures, & integration of 3rd party content.

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Blindhamsterman
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Re: Official hak suggestions thread

Post by Blindhamsterman »

but in NWN2 all Familiars are merely animals with animal intelligence too.
Familiar intelligence increases still I believe? even if it doesn't It's Supposed to, the wizard shares a magical link with a familiar, allowing for the control, even in D&D you can only teach your companions tricks.... which is much akin to the commands that nwn2 has
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Re: Official hak suggestions thread

Post by Blindhamsterman »

http://nwvault.ign.com/View.php?view=NW ... ail&id=301

whats the chance of getting this?

I know it would benefit the Underdark servers, and I know it would be helpful for BG too.
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Re: Official hak suggestions thread

Post by Zelknolf »

Unless NWNx4 started supporting multiple SQL databases two years ago and such went completely under the radar, I'm gonna go with "We may want this functionality, but we don't want it done like this."

ALFA1 had dead and wild magic written up with data stored differently, but it looks like the same events were exploited to do it. If there's enough interest, we could sniff about for a copy of Shadowdale from its last year of live and the series of alfa_3.1x haks-- it would need to be updated to comply with ALFA2's logging/ reporting/ debugging functionality, but it at least wouldn't represent the infrastructural strain that full inventories copied to/read from a remote SQL database as part of trigger events would.
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Re: Official hak suggestions thread

Post by Sandermann »

Interesting system but does far more than we'd need it to in a far more complex way than I think I at least would need it to.

If I needed Dead Magic I'd probably just script my own :P
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Re: Official hak suggestions thread

Post by Sandermann »

Not that vital, but would be good for Baphitaurs.

http://nwvault.ign.com/View.php?view=NW ... ail&id=287

Think we could really do with some more shield variation

http://nwvault.ign.com/View.php?view=NW ... ail&id=305
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Re: Official hak suggestions thread

Post by Tridisus »

Any ETA yet?
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Re: Official hak suggestions thread

Post by paazin »

Blindhamsterman wrote:http://nwvault.ign.com/View.php?view=NW ... ail&id=301

whats the chance of getting this?

I know it would benefit the Underdark servers, and I know it would be helpful for BG too.
Looks like this is still mostly unfinished.
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Re: Official hak suggestions thread

Post by Tridisus »

Eta please.... i need the sand buildings asap. This is delaying my build schedule.
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Re: Official hak suggestions thread

Post by AcadiusLost »

Tridisus wrote:Eta please.... i need the sand buildings asap. This is delaying my build schedule.
Working on them now; as I said in my platform thread, I plan to have them up and running before next weekend, possibly in the next day or so. If Adobe is the major holdup for you, I can link you an early version of the 2da and placeables haks to use while working on areas internally, the rows for that content shouldn't shift at this point.

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Re: Official hak suggestions thread

Post by paazin »

I'll be working on redoing the music 2da today and posting it on one of the FTPs. Any chance you would be able to squeeze this in next update too?
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Re: Official hak suggestions thread

Post by AcadiusLost »

I was hoping to wrap the haks and start rolling them out today or tonight; I'll touch base with you and see if the music 2da is ready by then and accomodate if possible.
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Re: Official hak suggestions thread

Post by Galadorn »

Zelknolf wrote:...data stored differently, but it looks like the same events were exploited to do it. If there's enough interest, we could sniff about for a copy of Shadowdale from its last year of live and the series of alfa_3.1x haks-- it would need to be updated to comply with ALFA2's logging/ reporting/ debugging functionality, but it at least wouldn't represent the infrastructural strain that full inventories copied to/read from a remote SQL database as part of trigger events would....
.....i think the answer to the above is 42.

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Re: Official hak suggestions thread

Post by AcadiusLost »

Unstickied this, direct all posts to the new thread here: http://www.alandfaraway.org/forums/view ... 97&t=45522
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Re: Official hak suggestions thread

Post by Galadorn »

I-KP wrote:
Blindhamsterman wrote:
Contralable Animal Companions: Thus allowing your pet directly like a familair.
this is a bad idea. The reason they aren't controllable is their massive combat advantage, as well as low intelligence.
Presumably the combat advantage (I assume you mean numbers advantage) would be lost as your PC stands around like a muppet while you possess the Companion.

I'm torn. I like the idea of a bit more control over Companions in battle (and particularly for RP purposes) because as they are now they're a near-uncontrollable liability; equally, they're meant to be of low intelligence thus shouldn't always find the best position should a scrap ensue - but in NWN2 all Familiars are merely animals with animal intelligence too.
I would like to see ACs be controlable also (surprise!), but for RP purposes only for me *shrugs*. Huge RP benefit. Lots of player run "sessions" i'd start up with low level PCs who join/play during my times.

EX: Bu is injured, lie down somewhere out-of-sight, passed out. Send Gaius to a low level PC and do the "Lassie" type "owner is hurt dance/whimper"...
"What's that boy? Tommy fell down a well?? Where boy? show me show me!"

or

EX2: Gaius (panther) stalks a PC and gets seen (on purpose OF COURSE - for RP), and Pc attacks Gaius or whatever... later makes for a cool way to introduce Bu to that PC by Gaius communicating later to Bu about the PC who attacked him, etc, etc...

*shrugs*.... the above needs to be done where Bu can be far off and not seen...etc.

oh well! ...i wouldn't abuse it and i'd never even use it in combat to "maneuver" my AC into a better position ever, combat is way too chaotic for that kind of stuff to happen for me. I got enough trouble being uber without worrying about controlling Gaius in combat *coughs*


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Re: Official hak suggestions thread

Post by I-KP »

As a fellow Animal Companion fusser, controllable Companions, a la Familiars, would be a force multiplier as far as RP is concerned; anyone who's played a character with an Animal Companion will surely see the potential in this.

It is true that such a tool would open up the possibility for bad RP, i.e., someone RPing a big cat with intelligence on the level of a Familiar, but bad RP should be tackled the way it's done in any other arena of RP - with a stiff cuff round the back of the head. Certainly, based on the way past and present Animal Companion players RP their furry/chitinous buddies bad RP should be a non-issue.

As for combat situations, I really don't think anyone would have the time to abuse positioning due to only being able to control one thing at a time; well, I know I wouldn't have the time. However, where controllable Companions might be useful is in preventing the Animal Companion from hooking aggro - particularly on some rather tight ATs in BG's Sharp Teeth! The instant the Animal Companion makes a move for a hostile that hostile group 'activates' so even before blows are exchanged it's already too late to avoid the contact. With a controllable Animal Companion the player could try to prevent hooking such aggro in the first instance. As I see it this isn't bad RP or gifting the animal with more intelligence than it should possess, it's merely the application of Animal Handling.

:new: Bring on the extra har-pee!
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