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#626573 05/10/17 10:31 AM
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[Linked Image]

Hello all,

Frontiere is an action/adventure/survival project.
It heavily focus on combat, randomization, exploration.
No elaborate quests (yet).
A native skill system that permeates many interactions in the world.
Like if you want to successfully follow tracks, you will have to learn the tracking skill. I plan to add many skills.

The setting is a reimagined "conquest of the New World" setting.

Right now, I only have two areas,
a little fort,
[Linked Image]
and a forest
[Linked Image]
to explore.

Not published yet, because I want to flesh it out a little bit, by adding a fetch quest.

Cheers.

Last edited by Cromcrom; 29/11/17 02:35 PM.

Un chemin de 1000 lieues commence par un premier pas.

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Credits:
Windemere
SniperHF
Kevin
Ameranth

Last edited by Cromcrom; 06/10/17 04:16 AM.

Un chemin de 1000 lieues commence par un premier pas.

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Features:

Skills:
Tracking - Survival.

Various
Randomly respawning populated areas.
Respawning boss.
More ways to gain XPs.

Testing needed
Multiplayer, mostly, as I can't test this feature.

Last edited by Cromcrom; 05/10/17 06:44 PM.

Un chemin de 1000 lieues commence par un premier pas.

Project:
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Sounds really interesting, looking forward to play it.

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Very glad to hear of your progress with this. That tracking skill sounds interesting! I like the setting too, it's a fresh idea for a game like this. Looking forward to trying this out. smile


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V0.00001 released for testing.
http://steamcommunity.com/sharedfiles/filedetails/?id=1162858262
Nothing great, just the basics of the systems I want to add. Just so that you people can get somewhat of a feeling of what I want to do. However, if nobody cares, I will probably not keep modding, because it has been very very hard so far, although I know why (mostly, it is very early in the release, and the engine support is not complete yet, although the community and devs have done an amazing job so far, and I am trying to reproduce some NWN2 inherited coding reflexes)
2 areas, a beach and "fort", and a forest.
ennemies: crabs, wolves.
Critters: boars, deers.
a crab boss, a wolf boss. Respawning after 10 minutes. Their location is fixed. Best way to gain some random loot.
skills: tracking, survival. they are just variables that will improve chance of success when interacting with some items, don't expect nothing fancy.
there is no quest, just some bounty hunting, and two skill teachers, that will ask for gold.
areas are randomly refilled with critters and interactable items.

Cheers.


Last edited by Cromcrom; 08/10/17 07:25 PM.

Un chemin de 1000 lieues commence par un premier pas.

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will do a run tomorrow - sounds interesting. will give feedback smile

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Did a playtest today - Had some fun killig crabs , I think the idea is great following. Sadly I wasnt able to test the skills because althrough I had 140 Gold he two guys didnt offer me to learn tracking etc. It seems you Need to check your Dialogs again they seem Buggy.

I love the feel to kills crabs and I like the idea they respawn but the amount of exp I get for returning theire loot is so low ^^ - Killing a Level 4 wolf is bejond my possibilities haha. I discovered that hidden entrance between some Stones on the beach - I felt like i discovered something but found nothing.

I invested my first Gold in gear (big mistake since I wanted to save cash for skills). Also I was irritated about not having a minimap at first - But I get why it is the case since i noticed you have
one on the other region. I also dont know how to solve it on my own mod.

I was very suprised that this sign outside the fort teleported me without warning lol - Either I think you should use a different typ of item for teleport or ask if the user should be really teleported.

What I love the most is the hunting area - sadly I wasnt able to test it but it it felt great the Little up and downs - tress water it gave a great Feeling - until i was able to see fort hope from the site of map haha - you should use region trigger to disabled the view ^^

Let me know when you fixed the issue with Dialog and ill retry it.

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Thanks a lot monzua. Those. Dialogs. Are. Such. A. Pain. Just godamn asking a condition to check if the player has enough gold is beyond my scripting skills right now.
Did you find the ol' crab? Did the bounty hunting work ? (that is gaining XP and gold when turning the bounties in ?)


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Yes bounty hunting worked great - you should increase XP gain a bit - I dont know how much you get via tracking but that 1 XPsh per crab is way to low ^^

I didnt find the ol' crab ^^ But the thing is because of missing minimap for that area its hard oriantating

What Option do you use to check if the Player has Gold in inventory? I think your issue might be due to frame delays if you query the result of the check to early before the check delivers result you will get no correct response. (Larian Update wiki about Frame delay - this caused so much Frustration on my site the last days... https://docs.larian.game/Osiris_Overview#Frame_Delays)



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I made a script checking if the player has enough gold

Code
IF
(whatever condition)
AND
CharacterGetGold(_Player,_Gold)
AND
_Gold > 99
THEN
ObjectSetFlag(_Player, "hasMoney");
Proc_GiveNPCGold(_Player,CHARACTERGUID_ticketVendor_f8a54b4d-d096-4f42-a3a7-2a23d851ae26,100);


Checks if player has at least 100 gold, then if so gives NPC 100 gold. Don't know if this what you're looking for.

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I made a script checking if the player has enough gold

Code
IF
(whatever condition)
AND
CharacterGetGold(_Player,_Gold)
AND
_Gold > 99
THEN
ObjectSetFlag(_Player, "hasMoney");
Proc_GiveNPCGold(_Player,CHARACTERGUID_ticketVendor_f8a54b4d-d096-4f42-a3a7-2a23d851ae26,100);


Checks if player has at least 100 gold, then if so gives NPC 100 gold. Don't know if this what you're looking for. Will check out the map later!

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There:
Code
DB_DialogCheckRemoveMoney(1,"fron_master_tracker",100,"fron_master_tracker_100");
DB_DialogCheckRemoveMoney(1,"fron_master_tracker",1000,"fron_master_tracker_1000");
DB_DialogCheckRemoveMoney(1,"fron_master_tracker",5000,"fron_master_tracker_5000");

DB_DialogCheckRemoveMoney(1,"fron_master_survivalist",50,"fron_master_survivalist_50");
DB_DialogCheckRemoveMoney(1,"fron_master_survivalist",500,"fron_master_survivalist_500");
DB_DialogCheckRemoveMoney(1,"fron_master_survivalist",2000,"fron_master_survivalist_2000");


DB_TransfertPayment("transfert_payment_50",-50);
DB_TransfertPayment("transfert_payment_100",-100);
DB_TransfertPayment("transfert_payment_500",-500);
DB_TransfertPayment("transfert_payment_1000",-1000);
DB_TransfertPayment("transfert_payment_2000",-2000);
DB_TransfertPayment("transfert_payment_5000",-5000);

IF
DB_DialogCheckRemoveMoney(_num,_dialog,_goldvalue,_flagtocheck)
AND
ObjectFlagSet(_flagtocheck,_Player,_dialogueID)
AND
CharacterGetGold((CHARACTERGUID)_Player,_count)
AND
_count>=_goldvalue
THEN
ObjectSetFlag((CHARACTERGUID)_Player,"node_authorized");



IF
DB_TransfertPayment(_Flag,_Amount)
AND
ObjectFlagSet(_Flag,_Player,_dialogueID)
THEN
CharacterAddGold((CHARACTERGUID)_Player,_Amount);
//ObjectClearFlag(_Player,"node_authorized");


I checked the dialogue, an issue was that, indeed, I wasn't waiting for a frame.
But then I got lost with all the flags I need to check and set and remove and stuff, the questions, answers, and stuff, just to have a 3 choice dialogue node appear.
GODDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD this is so unbelievable. And I am sure that when we got an explanation or whatever, it will be so simple...

I have other things to work on. My butchering and skinning scripts, for example:
This is how the butchering script looks like:
Code
INIT
	CHARACTER:__Me
	EXTERN ITEMTEMPLATE:%item_1=null
	EXTERN INT:%chance_item_1=-1.0
	EXTERN ITEMTEMPLATE:%item_2=null
	EXTERN INT:%chance_item_2=-1.0
	EXTERN ITEMTEMPLATE:%item_3=null
	EXTERN INT:%chance_item_3=-1.0
	EXTERN ITEMTEMPLATE:%item_4=null
	EXTERN INT:%chance_item_4=-1.0
	EXTERN ITEMTEMPLATE:%item_5=null
	EXTERN INT:%chance_item_5=-1.0
	EXTERN ITEMTEMPLATE:%item_6=null
	EXTERN INT:%chance_item_6=-1.0
	EXTERN ITEMTEMPLATE:%item_7=null
	EXTERN INT:%chance_item_7=-1.0
	EXTERN ITEMTEMPLATE:%item_8=null
	EXTERN INT:%chance_item_8=-1.0
	EXTERN ITEMTEMPLATE:%item_9=null
	EXTERN INT:%chance_item_9=-1.0
	EXTERN ITEMTEMPLATE:%item_10=null
	EXTERN INT:%chance_item_10=-1.0


	EXTERN STRING:%novice_skill=null
	EXTERN STRING:%companion_skill=null
	EXTERN STRING:%master_skill=null
	

	
EVENTS
EVENT InitCheckButchering
VARS 
	FLOAT:_ButcheringSkillMod

ON
	OnDie(__Me,_Dam,_Killer,_ItemFrom)
ACTIONS

	IF "c1"
	CharacterIsPlayer(_Killer)
	THEN
		Set(_ButcheringSkillMod,0.0)
		IF "c1"
		HasUserFlag(_Killer,%novice_skill)
		THEN
		Set(_ButcheringSkillMod,0.15)
		ELIF "c1"
		HasUserFlag(_Killer,%companion_skill)
		THEN
		Set(_ButcheringSkillMod,0.35)
		ELIF "c1"
		HasUserFlag(_Killer,%master_skill)
		THEN
		Set(_ButcheringSkillMod,0.70)
		ENDIF

		Add(%chance_item_1,_ButcheringSkillMod)
		Add(%chance_item_2,_ButcheringSkillMod)
		Add(%chance_item_3,_ButcheringSkillMod)
		Add(%chance_item_4,_ButcheringSkillMod)
		Add(%chance_item_5,_ButcheringSkillMod)
		Add(%chance_item_6,_ButcheringSkillMod)
		Add(%chance_item_7,_ButcheringSkillMod)
		Add(%chance_item_8,_ButcheringSkillMod)
		Add(%chance_item_9,_ButcheringSkillMod)
		Add(%chance_item_10,_ButcheringSkillMod)

		IF "c1"
		IsRandom(%chance_item_1)
		THEN
		CharacterAddToInventory(__Me,%item_1,1,0)
		ENDIF
		
		IF "c1"
		IsRandom(%chance_item_2)
		THEN 
		CharacterAddToInventory(__Me,%item_2,1,0) 
		ENDIF
		
		IF "c1"
		IsRandom(%chance_item_3)
		THEN 
		CharacterAddToInventory(__Me,%item_3,1,0) 
		ENDIF
		
		IF "c1"
		IsRandom(%chance_item_4)
		THEN 
		CharacterAddToInventory(__Me,%item_4,1,0) 
		ENDIF
		
		IF "c1"
		IsRandom(%chance_item_5)
		THEN 
		CharacterAddToInventory(__Me,%item_5,1,0) 
		ENDIF
		
		IF "c1"
		IsRandom(%chance_item_6)
		THEN 
		CharacterAddToInventory(__Me,%item_6,1,0) 
		ENDIF
		
		IF "c1"
		IsRandom(%chance_item_7)
		THEN 
		CharacterAddToInventory(__Me,%item_7,1,0) 
		ENDIF
		
		IF "c1"
		IsRandom(%chance_item_8)
		THEN 
		CharacterAddToInventory(__Me,%item_8,1,0) 
		ENDIF
		
		IF "c1"
		IsRandom(%chance_item_9)
		THEN 
		CharacterAddToInventory(__Me,%item_9,1,0) 
		ENDIF
		
		IF "c1"
		IsRandom(%chance_item_10)
		THEN 
		CharacterAddToInventory(__Me,%item_10,1,0) 
		ENDIF
ENDIF

I still need to validate it.
As you can see, I need to learn how to use lists, because right now, this is such a pain. Anyways, I am in a learning process, but I have to admit, it is really painful so far, with lots of setbacks...



Last edited by Cromcrom; 09/10/17 02:22 PM.

Un chemin de 1000 lieues commence par un premier pas.

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And that crab is located east from fort hope. Exit the fort and follow the palissade to the right. XPs and gold bounty is better that lil' crabs wink

Last edited by Cromcrom; 09/10/17 02:28 PM.

Un chemin de 1000 lieues commence par un premier pas.

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Originally Posted by Branvex

Checks if player has at least 100 gold, then if so gives NPC 100 gold. Don't know if this what you're looking for. Will check out the map later!


What happens if the player spends or drops the gold in between the time you set the flag and the dialog checking for the flag takes place? wink

I think this is best handled either by Script flags or a different approach. I have not used script flags myself yet so I cannot give specific advice other than to look at GEN_Check_PocketGold scripts and then the matching 'Dialog Variables' from the Dialog editor. It looks like there is an existing value for '50' in GEN_CheckMagicPocketGold, so using that script may be what you want.

Another more convoluted approach would be to create an item in the NPCs inventory that costs 50g and let the mechanics sort out when the player has enough gold to buy it. Then you could catch on the item being added to the player's inventory.


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Thanks, Windemere. I my first version, I reversed engineered the code you are talking about (actually, it is GEN_TransfertNPC gold, or a stuff like that. And you can set it as set or check flag). It worked. And then, for "some reason", it didn't work, when I recreated my mod not inherited from D:OS2. That was a real moral blow, because I was so happy when it worked, because I had spend some hours trying to understand it.
And I mean, once you know the tricks, many things from the editor are fairly simple.
THERE HAS to be a simple way to check, in a dialogue, if a player has enough gold. It CAN'T be otherwise, because if not, it means this editor and langage coding is a piece of crap. I mean, in EVERY editor or langage I modded (log, nwn2, mab wb) with, it was mostly as simple as:
condition - has_gold - >= 50
No need to create some circomvoluted ways for this.
So I will wait a bit, I have other scripts and systems to create, and given time, the simple solution will probably appear. I have high faith in scriptsflags, I am pretty sure they will very simmply solve many problems once I grasp them.

Quote
What happens if the player spends or drops the gold in between the time you set the flag and the dialog checking for the flag takes place?

You are right. this is another stupid possibility I will probably spend hours trying to fix and study.

Cheers.


Un chemin de 1000 lieues commence par un premier pas.

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Well as far as i am aware if you set the flag during an dialog and check within same dialog for result you should be save. But anyway this is something what could happen 1 out of 1000 tries a player plays mod lol - people who want to break the system will always find a way - (like scam an NPC for 100 Gold haha) as suggested i think for now its good to use till there is a more practical solution smile

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Hey Cromcrom,

I was able to get a script flag working. I created it as follows:

[Linked Image]

The only part not shown is a dialog variable called Check50Gold_amount, which is pretty straightforward to create and I just set an integer at 50. One dialog node checks that the flag is set and the other checks that it is not set. Also, create the variable before you create the script or it will throw an error.


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Thanks a lot. I will be working away for the next few days, but then, will dive into all this. So much potential hehe

Cheers hehe


Un chemin de 1000 lieues commence par un premier pas.

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I'm liking what I'm seeing so far. Glad you got through that rough patch.

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