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#146391 possibly new TC idea

Posted by Chevar on 27 August 2004 - 10:38 AM in IE Mod Ideas

Has anyone ever considered making a TC which doesn't use the BG2 plot at all?

A MOD that's mostly module based? You build a city, and a worldmap, with a couple starter scenarios.. run periodic best module contests, and add the modules into the map, with a map ICON which would be created by the module creator..

That way instead of everyone running around with their own projects and agendas the community is building a world together.. somthing more like an actual game instead of this "you're the son of an evil god" or "an ancient power is controling the minds of monsters to take over the world"..



#154730 Lost City MOD

Posted by Chevar on 21 September 2004 - 07:19 AM in IE Mod Ideas

It kind of reminds me of the first time playing through Watchers Keep, which was frustrating (now it's easy).

Would it be possible to make the areas exit/entry points random? Say you have X number of forest maps, you then exit one and go to will another, it will be random, and it checks if you have been there before then it takes that one out of the equation. So your chances improve with each map you get to, and there is a slight chance that you will get to the ?Lost City? on your second try.
Did that make any sense?

Actually the really bizare random location map is going to be deep desert.. one of those that REALLY want to find the crype in the deep desert will have to work for it (if you want a really powerful item you need to earn it..)

the forest lost city will have another power items, and a couple quests.. I want to make it hard to find, but right now I'm working with 6 maps, I don't plan on more than 10 - and that'd be including forest boarders.



#157301 WTP: Community Participation

Posted by Chevar on 28 September 2004 - 07:34 AM in IE Modding Discussion

May I suggest two idiots named George and John?  Might be breaking the 4th wall a bit though... ;)

I thought it could be a fun side project for some of the people working on serious mods. I haven't seen many gag characters, and thought it could be fun.. I'm neck deep in serious stuff to do..



#146772 BG2 SOA vs TOB tech question

Posted by Chevar on 28 August 2004 - 11:11 AM in IE Help

Yes, they do.

-Galactygon

Just got the results back.. there are changes in the CHU files which make my mod NON compliant with TOB.



#146922 BG2 SOA vs TOB tech question

Posted by Chevar on 28 August 2004 - 07:50 PM in IE Help

It's only the start menu and the loading screen...

-Galactygon

It's a CHU file, that much I know..



#146146 BG2 SOA vs TOB tech question

Posted by Chevar on 26 August 2004 - 10:11 PM in IE Help

I've about tapped out all the BG2 SOA sites with posting my mod. I dont have/cant find TOB, so I need to find out if the two still use the same menu structure - I'd assume so, it's just an addon..



#146481 BG2 SOA vs TOB tech question

Posted by Chevar on 27 August 2004 - 02:52 PM in IE Help

Yes, they do.

-Galactygon

Cool. my guimod should be usable for either then.



#135050 Naming weapons?

Posted by Chevar on 24 July 2004 - 04:04 PM in IE Modding Discussion

Native american names can be good choices too - They're less likely to be recognized.. then again I have friends that can do translating for me, I don't know what's out there for web resources.



#155420 Crypt Thing

Posted by Chevar on 22 September 2004 - 07:53 PM in IE Help

Is there any possible way to craete an undead that will have a crypt thing's type of power? (randomly teleport the party away, and tell those remaining they were disintegrated) without doing it as a cutscene?



#154533 Re:World Transition Project.

Posted by Chevar on 20 September 2004 - 06:45 PM in IE Modding Discussion

yo wassup ma nigga, if this is for ut2004 then i can prob do some new anims, dunno how soon tho. put me down 4 it anyway tho, k? cheerz!!!!

How charming... I think this about settles it.. time for a new thread.



#154355 Re:World Transition Project.

Posted by Chevar on 20 September 2004 - 09:10 AM in IE Modding Discussion

This is just tennative.. The yaunti region mapping will be completed within a few weeks. this region is currently unclaimed. If any modders are interesting in creating the reptilian empire please let me know. the project estimates of their module pack is as follows;

1 new animation for draconians
5 new city maps, including the 'lost city' in the deep woods
2 new forest maps
2 new plains maps, border zone and ancient shrine
3 subteranian maps.

Only three maps have been generated so far. this is an advance inquiry.



#153782 IWD1 question

Posted by Chevar on 18 September 2004 - 08:56 PM in Icewind Dale Series

I've never played it, I bought it for the maps, so I have no clue..

She's at the veil of shadows and have collected three keys, but still can't get one long door (at least I assume it is a door) - top right of the map - to open.. any help?



#198033 Animations, Tiles and Portraits

Posted by Chevar on 04 April 2005 - 07:38 PM in IE Modding Discussion

This announcement is for those of you who do not read the WTP forum.

One of the primary goals of the WTP (World Transition Project) is to try and bring the IE modding community closer together. In accordance with this regretfully unorthodox view of modding, We have, and will continue to provide resources for modders.

The WTP home page is located at the following adress.

http://www.blackwyrmlair.net/~chevar/

Through which our community asset page can be reached. This aspect of the WTP has been referred to in the past by several names based on the information being exchanged;

WTP Mapshare program;

Currently consisting of a collection of rather large Diablo 2 "mega-tiles" generated from map segments used within the game.

We are currently working on setting up a collection of BMP map files from each of the infinity engine games, for those that do not have all of them readily available. 

WTP Portrait City;

The largest collection of portraits available. Collected tirelessly by Dragon_lord.

The WTP Item exchange;

We have currently cullected aproximately 1000 images for use in creating item packs, which can be converted to usable BAMs 'en mass for large item packs.

Now that I've completed our advertisement, We have some other projects in the work, and it's time to reach out to the community. We will shortly be looking for maps and tiles that anyone may wish to donate for the enrichment of the community.

Additionally I, personally, am in the process of converting approximately 40 creature animations from other games (currently from Ultima Online, Diablo, and Diablo 2).

The listing of creatures currently being converted can be found at:

http://www.blackwyrm...erts/anims.html

If there are additional animations you would like to see converted please let us know. If we do not have the source game at our disposal the raw frames will have to be provided for us.



#150996 World Transition Project

Posted by Chevar on 09 September 2004 - 06:39 AM in IE Mod Ideas

http://forums.blackw...hp?showforum=55



#145522 GUI MOD UPDATE

Posted by Chevar on 25 August 2004 - 01:26 PM in IE Modding Discussion

Just posting an update.. I updated my GUI Skin MOD today.

There is now a patch available to remove the Brotherhood of the Rose logos

There is also a MOD maker patch available, which has open slots for MOD names,
logos, version numbers, and a blank background for modifying the character view in the inventory menu.. MOS editing required.



#147231 Creating new GUI SKIN want inpu

Posted by Chevar on 29 August 2004 - 02:55 PM in IE Modding Discussion

What would you  like to see in a BG2 menu skin?



#154570 Pricecheck isle 12!

Posted by Chevar on 20 September 2004 - 10:03 PM in Delusions of the Mind

does anyone have a link to a site with the item pricing tables?