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Which Mods are better?


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Poll: Which are best, Small or Large Mods? (30 member(s) have cast votes)

Which are best, Small or Large Mods?

  1. Small Mods: NPC (3 votes [10.00%])

    Percentage of vote: 10.00%

  2. Small Mods: NPC + New quests (16 votes [53.33%])

    Percentage of vote: 53.33%

  3. Large add on Mods: I.E: "Darkest Day" (7 votes [23.33%])

    Percentage of vote: 23.33%

  4. Large "New Games" : I.E. "Epic Endevers" (4 votes [13.33%])

    Percentage of vote: 13.33%

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#21 SimDing0

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Posted 11 September 2004 - 03:34 AM

Nothing forces a storyline to be linear. See chapter 2 in BG2.
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#22 Chevar

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Posted 11 September 2004 - 08:29 AM

Nothing forces a storyline to be linear. See chapter 2 in BG2.

Yeah, so out of the what.. 40 hours of play bioware let's you freestyle for 6? You missed the point. I'd rather play all 40 freestyle.
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#23 Gabrielle

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Posted 11 September 2004 - 12:49 PM

I like big quest mods. They usually have new areas to explore which I like. Go to new places see new people and kill them.
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#24 Immortality

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Posted 11 September 2004 - 01:30 PM

Eehhehehehe yeah, i also enjoy killing new stuff... even more if they are tough, like dragons/liches/etc. Romance/Blood/Suffering, what else can i ask for? :D
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#25 Archmage Silver

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Posted 12 September 2004 - 03:58 AM

I like romance mods with l337 quests. I dont mind if they are just mods or parts of TCs


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#26 NiGHTMARE

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Posted 12 September 2004 - 05:31 AM

Nothing forces a storyline to be linear. See chapter 2 in BG2.

Yeah, so out of the what.. 40 hours of play bioware let's you freestyle for 6? You missed the point. I'd rather play all 40 freestyle.

So how would the game actually end? Or would it not end at all?

#27 Chevar

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Posted 12 September 2004 - 08:47 AM

Nothing forces a storyline to be linear. See chapter 2 in BG2.

Yeah, so out of the what.. 40 hours of play bioware let's you freestyle for 6? You missed the point. I'd rather play all 40 freestyle.

So how would the game actually end? Or would it not end at all?

In theory, it wouldn't have to end.. as long as there are more adventures to be had, and more modders to write new material.
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#28 NiGHTMARE

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Posted 12 September 2004 - 10:01 AM

Surely the same is true of any game which is actually moddable?

#29 Immortality

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Posted 12 September 2004 - 12:08 PM

Well, the game should indeed end sometime... :) morrowind, for example is not linear, and still ends! ;)

TCs are good in the sense that "*SIGHS* i have to do that f#$%& Nalia's keep again... " :)
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#30 Awake

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Posted 12 September 2004 - 12:57 PM

Why must the game end? If you think that the game should end, we could add a person to one of the areas, maybe one that you can buy from the map vendor that Chevar is making/made. Then you go there and ask for the "final quest" and you go do it, and then you have a little cutscene where you dance around and then END GAME. :D Really though, why must it end?
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#31 hlidskialf

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Posted 12 September 2004 - 03:14 PM

I think what Chev is after is basically a CRPG version of a PnP campaign. You do stuff, kill things, solve quests, rescue damsels, etc... Eventually you retire the characters, or start a kingdom, build a Inn, etc...
I for one think it's a great idea. People can contribute both "mods" and "modules". (Like mini-campaigns, or integrated into a main campaign of the characters.) I just like the idea. (I also happen to be doing something very, very similar so I must really like the idea 'eh?) I think the only thing holding back projects like this in the past has been the lack of areas to work in. Few people like/can build areas, so they keep modding the existing games. Give them a virgin world in which to populate with their modding ideas, and they'll be fighting over the rights!

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#32 Zandilar

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Posted 12 September 2004 - 08:17 PM

Heya,

Well actually...

BG2 is basically what could be termed an interactive story. It shares many traits in common with a normal ordinary book. It has a begining, it has a middle, it has an end. It has a central plot that forms the backbone for the story that you can't really deviate from.

It doesn't matter if you're playing a good, a neutral, or an evil character. Your motivations might be different, but you still do the same things. Get out of dungeon, pick up a party, raise money, rescue Imoen (regardless of motivation, you can't avoid rescuing her), travel through the Underdark, help the elves of Suldanessellar, and ultimately confront Irenicus. THE END (unless you have ToB, which just extends the storyline.)

What modders are doing is basically adding options to the main plot. Extra quests, NPCs, tweaks to game mechanics etc... You can't turn BG2 into an MMORPG style of game, because like all stories... it has an end.

The only way to do it, is to make a TC of BG2 which removes the main storyline.

You're better off playing around with the Aurora Toolset... Plenty of people have tried to make Persistant worlds using it. I couldn't tell you how many succeeded, because frankly I don't know. The ones I played during the early days of NWN modding, were, quite frankly, boring. There wasn't anything much to do (except kill monsters or even *gasp* craft! :rolleyes:), and the only persistance about them was that their owners didn't take them down.

(And if you're not really interested in modding, you could just try playing an MMORPG.)

#33 hlidskialf

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Posted 12 September 2004 - 08:32 PM

I was referring to a TC.

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#34 Chevar

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Posted 12 September 2004 - 09:03 PM

Wow Zan' that was a mouthfull.

The point of the project is to cut out the bg2 storyline completely. No more Baalspawn!

It's going to be a TC. I have a lot of details to work out, but my first task is to map an entire world. Alot of it will be 'old areas' I plan on eventually utilizing every map in BG1, TOSC, BG2, TOB, PST, IWD, IWD expansion (?), HOW Trials free addon, IWD2, Some from completed mods, every town used in diablo2, menay areas from diablo2 as well for new dungeons and above ground areas, the town of tristram from diablo1, A full webpage of large structure models ((which I'm trying to get rendered) including cathedrals, towers and castles) which the artist has authorized me to use, and anything else I can find a home for.

The world map is so large that IETME cannot handle it. I will be having to manually set map icon coordinates..

It's an insanely large project.. It's about building a world for modders to use..

There will be a start, but I want to plot out the world first. Then I'll start filling in the characters, dungeons and encounters in my map zone.

There will be a middle - the character's life as an adventurer

there will not be chapters.

There will be an end - the point at which the character decides to finally retire.. because they've had enough adventure, has saved the world, has destroyed the world, has preserved a lasting balance within the world, has decided to settle down and raise a family..
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#35 hlidskialf

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Posted 12 September 2004 - 09:20 PM

The world map is so large that IETME cannot handle it. I will be having to manually set map icon coordinates..

Use DLTCEP then. Works fine and my worldmap is 3200 x 2432. B)

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#36 Chevar

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Posted 13 September 2004 - 06:13 AM

The world map is so large that IETME cannot handle it. I will be having to manually set map icon coordinates..

Use DLTCEP then. Works fine and my worldmap is 3200 x 2432. B)

Been having problems figguring out the interface, honestly.. too much stuff in one tool.
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