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Pella
10.23.07, 13:44
Hi all,

Not sure if this the right forum for this, apologies if not.

I've finally finished my first module using the NWN2 toolset 'A Secret In Stone':) I've posted it on the NWN2 vault (I would love to put it here as well but don't know how).

So far it's had not bad voting: Two votes averaging a score of 7.25, but not much in the way of feedback. So in shameless bit of self advertising (guilty as charged: Hussy), I am asking you to download it, play and let me know what you think (And if you fancy voting a 10 on the NWN2 Vault site, that wouldn't go amiss either :) ).

Heres the link:

http://nwvault.ign.com/View.php?view=NWN2Modules English.Detail&id=195

kgambit
10.23.07, 13:58
Soiunds interesting. Will have to give this a try after I finish MotB. :D

Sicar Eneco
10.23.07, 16:05
Indeed, I'm always interested in other modders. I'm downloading it now, I'll give it a spin tomorrow (Wednesday) and give you some feedback.

I'll try to cover as much as possible (and needed, obviously), with exception to grammar/vocabulary. As a non-native English speaker myself, I'm not someone suited for that. Besides, I made loads of them in mine. D:

One little thing up front, people will always comment on how the file you release is not of their choice. You pick the complete .mod file, it's to big. You .rar it, it requires them to download Winrar. Don't let it bother you.

Hrmpf, I made them an .exe file that completely extracted the module and it's override files directly on the right place with complete documentation included. But apparently they didn't trust .exe files. -_-

Cheers,
Sicar

Pella
10.23.07, 17:47
Thanx for the support Sicar. I look forward to reading yourfeedback and thanx for the warning about file types :0

Now I really need help and feedback. This post was on the vault site:

Pella,

This module has great potential, but has several game busting bugs!

(a) When I try to transport to the "forest clearing", the game crashes bigtime!

(b) When I approach the goblin king and his court, neither the conversation activates nor are they able to be attacked!

(c) And, as has been previously stated, returning to sharla simply ends the module whether in fact the quests have been completed or not!

Hopefully, this feedback will help you to fix this module such as to make it playable. Thank you!

The thing is none of these bugs appear when I playtest the game (I fixed the Sharla bit in the last update). Do these bugs happen to everyone?

HELP!

kgambit
10.23.07, 17:59
Thanx for the support Sicar. I look forward to reading yourfeedback and thanx for the warning about file types :0

Now I really need help and feedback. This post was on the vault site:

Pella,

This module has great potential, but has several game busting bugs!

(a) When I try to transport to the "forest clearing", the game crashes bigtime!

(b) When I approach the goblin king and his court, neither the conversation activates nor are they able to be attacked!

(c) And, as has been previously stated, returning to sharla simply ends the module whether in fact the quests have been completed or not!

Hopefully, this feedback will help you to fix this module such as to make it playable. Thank you!

The thing is none of these bugs appear when I playtest the game (I fixed the Sharla bit in the last update). Do these bugs happen to everyone?

HELP!


I'm wondering if the issue is an override folder conflict. I suspect a significant number of the bugs that people claim to be experiencing in either MotB or the OC are NOT inherent in the game itself but are due to conflicts arrising from problems caused by *dare I say it?* 3rd party overrid content. Appearance haks, crafting haks etc. If you are not seeing those conflicts then perhaps people might consider that their system is at fault and not your mod. Hang in there! :D

Pella
10.23.07, 19:23
Thanx for the reassurance kgambit :) I can't wait until the people here play the module to see if they encounter the same bugs.

I just want this to be adventure that everyone enjoys and that I can use as a learning experience, because despite the flustrations (and there have been many!) i enjoy doing it and I like the idea of entaining people with my work. I'm devestated that people have found it to be buggy esp. after all the playtesting I really did do.

What I'm really looking for is feedback on the story, characters, atmosphere etc. I wasn't expecting the bugs to be such an issue.

Sicar Eneco
10.24.07, 12:07
Ok, I played through a part of the module (I'm now at the Old Tower, got the key to the second level but fail to find it) and some stuff I thought was worth to point out.

1) General
a) Mod description: Not a problem for pick-up and play players, but people who will download quite some mods to try them out later, or only play now and then will be happy if you put some general information in the mod description. That's the little spot right of the module name, right before you start it up.

I'd put in some really general stuff like: Version, Number of players, Suggested level/class, Author and optionally a very short summary of the module.

b) The start, it would perhaps feel a little more clear to players if they'd get thrown into the game automatically. With that, I mean a short introduction cutscene or letting the conversation with the attacked lass start automatically. You can do this by placing the starting point in a speak-trigger.

c) When you put down lights, make sure the 'Shadow Intensity' is definitely not on 1. I'll make everything that appears in the shadow's range turn black for anyone who has shadows turn out. Try putting it to 0,5 or the like, making the shadows visible while everything that falls into it still has 50% of it's original color.

d) Map notes are a real lifesaver. I'm sure you've seen them, they are found in the mini-map and show where some various points are. Like area transitions, important houses and the like. You can find these under 'Waypoints'.

e) I felt that the journal was sometimes a little lacking of information. Directions and immediate goals (as in, "I should go check the church and Lorna's house.") could be stored in them as well.


2) Design:
a) I missed some far-sights. The fog was a bit too close for my liking.
b) I missed some more ambient sounds.
c) Certain areas could use some more ambiance. Like, people walking around. Wildlife running around.
d) The load of trees near the church, all with their shadows, made my PC cry! Meany. ;)

Overall, I found the story to be pretty interesting. I really like it up to now. I dumped the companion on my first run through, so I'm not sure how she's made. I'd like some more detail in the areas themselves, if possible. I guess I'm a bit of a bitch on that point though, as I spend a lot of time on little details nobody ever notices. *sigh*

Also encountered a tiny bug: I couldn't enter Lorna's Cottage through the side door.

I hope any of this was somewhat helpful. Good work, I'd really like to see more.

Cheers, Sicar

Liso
10.24.07, 12:19
Local Mod junky here.

I have your new mod downloaded and will be playing it tonight. :) Thanks for the hard work and looking forward to it. I will post a vote and comments at the vault and here. :)


Liso

Pella
10.27.07, 20:40
Thanx Liso, please don't vote if it is really bugged as you won't be getting the adventure as I intended it to be.

Hmmm, silence? Guess it's worse than I thought! -eek. If you do play please don't score it as yet, because after the feedback I've received so far I'm re-woorking most of the areas in the module. But please more feedback :)

sirchet
10.28.07, 20:04
Hi Pella,

I played, commented and voted on your mod on the vault. I think you did a wonderful job with your first NWN2 creation. I think if it wasn't your first try, it would still be a fine addition to any NWN2 players collection.

I didn't experience any problems with your latest version.

btw......If you'd like a little more promotion of your work, you should contact the Neverwinter Reviewers Guild, (NRG) and request an official review. http://nwvault.ign.com/reviews/index.php


If you're not sure how to contact the NRG, send me a pm or email. I'm a member of the guild myself. I'm currently reviewing "The Red Hand of Doom"

Cheers

kgambit
10.28.07, 20:23
sirchet,

For those of us who might dabble into mods at later date, perhaps you might list the contact information for the NRG here for us?

Thanks. :D

Pella
10.29.07, 12:29
@sirchet. Yes, I know and thank you. I found your review very good, and it has influenced the next version - which I'm working on. I hope you will play the revised version and let me know what you think:)

sirchet
11.05.07, 18:14
Pella, I am more than happy to play your mod again. Have you made changes since my last post in the comments for it?

kgambit, I posted a link to the NRG in post #10 of this thread. Feel free to drop by. :)

Pella
11.12.07, 20:14
Am about 5 days away from completing version 3. And I'll upload as soon as I've completed and playtested it. The one up there at the moment is pretty much the same one as you've already played except bug allowing you complete the game without doing the quests has been fixed.

Version 3 has ALOT of changes - I've redone 95% of the areas (Stonedale and it buildings are all in place, allowing you explore the village), The moors for example, are now 5 seperate areas instead of one big area containing everything, have added a second companion, a new sub quest and several new NPCs in the village. And hopefully (fingers crossed and touching wood), I got all the bugs!

Although the story is the same, the mod is visually completely different. Check out my pic of the stone circle on the vault site - it really shows the difference between version 2 and 3. I won't say much more because I don't want to spoil it all.

As I've mentioned above it will take me about another 5 days (finishing off conversations, putting the areas back together and playtesting) before i upload, hope you enjoy it :)

Hi all

I've just updated my module: A Secret in Stone, on the NWN2 Vault site. It is almost completely different to the previous version (changes listed below), please download it and give me plenty of feedback!

Version 3: Completed 11/11/07 – I wasn’t happy with the areas and this was confirmed by feedback received.

95% of game areas redesigned (exceptions: Lorna’s cottage interior, Jarred’s Farm Interior, and Tavern Interior – but even these have slight changes).
Wolf cave area deleted.
Stonedale is now a separate area and can be explored. Most buildings can now be entered (some MUST now be entered).
Moved Sharla from Tavern (to somewhere else).
Polished all conversations.
New areas added (total now stands at 22 as opposed to the previous 16)
New conversations added.
New companion added.
New NPCs added.
New Subquest added.
Day lengthened and night shortened.
No respawn available – save often.
Added restoration items to Father Casmus’s store.
New portrait for Epona.
BUG FIX: Woodland clearing completely redesigned, hopefully clearing up any issues.
BUG FIX: Sharla will not now give the response that allows you to complete the game
UNTIL the main story quest is complete. (This an improved version of the quick fix in version 2)
BUG FIX: Several adversaries would not give journal update if killed by a companion rather than PC. This is now fixed (or at
the very least worked around).
BUG FIX: Because Goblin caves can now only be entered after accepting appropriate quest, there are no issues with Goblin
chieftain not speaking with you.
BUG FIX: Epona no longer killed/kills all goblins before player can react – this is now encounter driven.

Heres the link:

http://nwvault.ign.com/View.php?view=NWN2Modules English.Detail&id=195

Epirote
11.12.07, 20:23
Link was not working, so I edited and corrected it. Will download, check out and get back to you.

Pella
11.12.07, 21:00
Thanx Epirote, I look forward to reading your feedback :)

sirchet
11.15.07, 17:11
Pella,

I really enjoyed your latest version of "A Secret in Stone". I read how you've been doing this entire project solo, so.......I thought I'd offer a little help in the way of spelling and grammar checking.

Please don't take offense by this, you've done a fantastic job!

Here is a link to all your convo files checked for spelling and grammar, I didn't change any of the grammar that might affect the way you were portraying certain npc's, (goblins and such). By the way, you're a very talented writer, I really enjoyed some of the dialog choices. :)

http://www.divshare.com/download/2765196-7a9

Cheers.

SirChet

Pella
11.17.07, 16:13
Wow!!!!! Thank you very much SirChet!!!!!

Despite the fact I was going to lay off modding for a bit, I've just stated on the next update so these will be extremely handy - Thank you.

Have discovered a way to add influence to conversations (not the 'proper' way, just a little thing with integers I'm playing around with) - so just redo-ing Epona's conversaton and was just deciding whether or to do Arags - but that will probably mean I'll end up rewriting his entire conversation - which since he is just ment to be a bit player, not sure it's worth it.

Well, my final update for sometime is up (Additions below), I hope after all the work I've put into more people comment/vote on it. Just want to thank everyone on this forum for their help and support .

Version 4: Completed on 17/11/07 – Tweaks.

Added Influence to Epona’s dialogue. A happily ever after with Epona is now NOT guaranteed. Make sure to talk to her throughout the game, especially after the main story quest is over. Note, she will NOT automatically leave the party if the wrong things are said to her, but it will affect your influence with Epona (This is not the ‘official’ influence system from OC and MOTB, since I have no idea how that works. This is much simpler).
Added portrait for Agrag.
Added farewell dialogue to Agrag’s conversation.
Added experience points for solving quests without fighting.
Added automatic export of character to the end of the module.
Added new XP values to several of the creature NPCs in the story.
Added the ability to lock pick the door leading to the upstairs of the tavern. You can now either buy a key or pick the lock.
Added descriptions of Epona and Agrag
Tweaked effects in stone circle conversation.
Reduced volume and frequency of Max’s sound loop.
Made objects you only need to examine, examinable (if that makes any sense)
All conversations spell checked (many thanx to SC for that).

BUG FIX: Corrected the issue in Black Aggie’s conversation, where if you didn’t take her quest, she would still ask you if you had delivered the letter.
BUG FIX: Epona’s level now resets properly when (if) she joins you and she now gains xp as normal.

Epirote
11.29.07, 08:58
Hi Pella,

just finished playing Version 3 of your module. I also played the version before that, and the new one is vastly improved. You have done a great job there. The new areas look so much better, really beautiful.

My only beefs, are:

1. Module description, as mentioned above, especially there should be a mention of intended level. Epona is Level 4, so may be put it in there or in the readme file. I found that playing with a Level 1 character was not viable. I would also put in there that the player will gain a Level, depending on race and class. I played an Asimaar Cleric and he finished Level 5 anyway.

2. Some map pins for locations, although I had no trouble at all finding my way around, but they are nice to have since we are so used to them from the OC campaigns.

3. There are still some minor spelling errors there. In one conversation, there is a "he" instead of "the", unfortunately I did not mark where exactly. No big deal anyway.

That's about it. I think the story is very good, the new area design is really beautiful, over all well done.

One thing that had me puzzled though, were the clickable paintings in Lorna's and Jarred's cottages. When I clicked on them, nothing happened. I assume you made them that way so the player notices them? :confused:

P.S.: Just saw that the module is now up to Version 5. Downloading it and will be back after another play through.

Pella
11.29.07, 18:01
Thanx very much for your comments Epirote :) they are much appreciated :)

Most of the things you've pointed out are corrected by version 5 (except for the map pins which to be honest I didn't even think about). Version 5 is pretty much the definitive version (Unless of course people find bugs), and I don't really intend to do much more on it as I'm getting to the point where I will be doing updates for the sake of doing updates, and I really want to start work on another mod (perhaps a sequel - have 1 or 2 ideas in mind) aftre short break for xmas.

I have only one favour to ask (of anybody reading this thread): When you've played version 5 please put a comment and vote on the NWN2 vault page :)

Epirote
11.29.07, 19:10
You're welcome, played through Version 5 and it is rock solid. Very enjoyable experience. Looking forward to future work of yours. Yes, a sequel, why not? I was thinking as I finished that it would have been great to continue adverturing with Epona and the Goblin. Again, well done. As for bugs, I don't think there any, at least I did not find any.

Pella
11.30.07, 08:19
Thanx again for your wonderful comments, I'm really glad you enjoyed travelling with Epona and Agrag, they will definitely be in the sequel (alongside a third companion - the sequel is pretty much in the planning stages at the moment).