3/19/2023 0 Comments Sword coast legends mods dialogThese tools are made so simple a kid could use them. For user-friendlyness try to look at games like little big planet, Mario Maker and Disney Infinity. But to be really great, these things need to interact with combat well, so they stop and only briefly activate after everyone has completed their turn, so getting stuck in turn-based mode isn't insta-death if you're in the middle of a trap.ġ. Those are boring, but slowly spinning waves of fire, rooms that change size, things that fire projectiles, etc. One thing really needed for a GM mode is awesome, dynamic traps. We'll see how it turns out, but Larian really has their work cut out for them. To be honest, I think $150,000 is at least half of what they need to really do a GM mode justice, though some of the benefits for the GM will come from the mod support stretch goal, too. They'll need systems that can let you create environments and generate dialogs and script quickly, or else what's the point of the GM mode if you basically have to create the campaign ahead of time and then just control monsters or something small like that. **Obviously some of this might be invalid now since I'm working on the last published editor.Ī strong GM mode that isn't a gimmicky game mode that gets boring after a couple hours is going to be quite something to pull off. Is there any functional reason for unchecking "stub" in the keyword editor? World Map renderer - how did you guys make all the roofs invisible? did you just move them off screen and take the picture? What the hell does "Render Channel" do in the sidebar? What the hell does CheckoutSelectedObject() do? This tool is really slick for creating maps fast, but it doesn't paint on the AI grid so it's not that useful. Perhaps some sort of batch file could rename all the objects? I've seen the files and know it's a pain. I assume you guys know about atmosphere settings not changing if the player character isn't moving.Īdd the ability to make light sources on the lightbulb panel global so you can set them on and off stage.Ībility to rename levels and the mod itself. Getting the PCs to play animations via a call is a huge hassle. A call that is also switchable and can use cameras would be great.ĬharacterFreeze and playing animations for the Player character. Add a reset to default option for when you break it.Ĭameras and "CameraActivate" - This is a really neat call for creating scenes in mods, but the functionality is massively limited by it being timed only. Make the editor remember your settings such as where certain pannels are located and what size they are. There's no way to be sure the player will actually flip to the second page.ĭisplayName - Can you make it so accent marks like á display properly when you mouse over characters and items? These work for books and journal files but not much else. Maybe realistic but it's annoying when you want to display two pages. Changing the under the hood name might be too much of a problem but just post a translation guideīooks - When you open a book, the first left hand page is always empty. Along the same lines as stat entries, when you need to reference an ability in a call it's a huge pain because some of the under the hood names you guys use don't line up with the display name. Have a reference with the names of talents, abilities attributes, and skills. There should be a way to see what the stats are without whipping out the excel files. Stats entries - It does have a nice drop list, but without actually knowing what each stat selection does it's pretty useless. Example: Alignment field on the sidebar grabs the list from the alignments file displays that drop list. Some sidebar/script entries are drop lists, others are typed in. Obviously this would not be appropriate for all dialogs so it would need to be an option.Īll menus that use the "red pin" functionality to populate entries between interfaces are incredibly annoying. Suggestion: Have an option to automatically generate local flag conditions for each node based on the name of the node so that they do not appear again after picking them. The call StartFiveSpeakerDialog works, but the keyword editor only supports 4 speakers. But every where else it's referenced it's called 1, specifically the speaker entry list. The "Recent Files" list does not persist when you close the window.Ĭonditions and Speaker entries - The first character in a dialog based on the call StartTwoSpeakerDialog is defined as character 0 for the purpose of conditions. Perhaps some sort of plugin could be made for the TSK which can auto populate the quest log file based on the TSK names under "Journal". Journal entries, the quest log, and corresponding TSK entries are a huge pain to deal with. They are extremely easy to accidentally overwrite and there is no undo function.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |