Archives for: July 2005, 10
Tweak
July 10th, 2005Just tweaking it up a bit from the archived edition this weekend just gone. Some neato things:
I've secured the Xel'Naga ship from the player wandering on there by creating a 'bampf' script. It works just like how it sounds, you draw the trigger for it and it automatically 'bampfs' the player to a designated waypoint when they step into it. The waypoint tag is stored in the triggers variables, so the script is totally reusable.
I've also had to roll through a huge portion of the module updating all the things that have been broken by BioWare's patches that have been released in the interrum. Platinum Edition will install you at 1.63 for those wondering (I think 1.65 is the latest, but it has some issues with the CEP).
The arena in Scuttlecove is working great. When you enter it begins spawning in gladiators (only during daylight hours!) who brawl in bloody contest, with the corpses cleaned up and each gladiator having random clothes and equipment. Likewise the Porphyry House itself has it's foyer population generated on the fly as well, with them entering and leaving at nighttime (business ours for the brotherl
).
I've set up the first of the PH investigation quest hooks, so now Kedward Bone (the drug lord) and Aaron Islaran (the junkie snitch) will push you towards going into the PH and checking it out. Once I've got those down tight, the next hook will be from Tyralandi the demonic (succubus) private investigator.
On that note, a quick comment for other builders... memorable characters cannot be carried on looks alone; 'that evil mage guy' would be better remembered as 'Terrance, the wife beating necromancer' if he had some real characterisation. Dialogue is all important, and sound sets that don't fit can ruin a module.
Sometimes that can be the hardest thing; keeping your characterisation dialogue fitting and consistant for each NPC.