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https://www.youtube.com/watch?v=rp6M-7AuRi8
Once these issues are resolved, I think that the rest of the modding will go by smoothly, but again I can't promise a specific release date for the time being. Thanks for your patience.
I'll also probably just release all of the campaign modules at once (OC, SoU, SotU) since I've started working on them.
Right now, I'm mainly working on rebuilding NPCs and enemy encounters, fixing factions, and balancing items. Aside from that, I plan on overhauling the loot drops and a few miscellaneous things (such as adding new enemies and boss fights, and rebuilding the henchmen).
If there is enough popular demand (such as players who mentioned they wanted to play just one of the campaigns, such as the OC) - then I may start working on it sooner. So if anyone is in a hurry to play one of the campaigns or chapters, then please let me know.
*Katana now benefits from Weapon Finesse
*Two-bladed sword now benefits from Weapon Finesse
*(The companion Dorna's Battleaxe in SOU now benefits from Weapon Finesse)
*Quarterstaff now benefits from weapon finesse and are now properly designated as a Monk weapon akin to the Kama
*Mage Staffs now benefit from Weapon Finesse
Overview
---
Finish Preluse, Chapter 1, and Chapter 1 Finale before working on any other modules
Create a "boss fights" testring module with at least the following bosses:
Calik and Vengaul Bloodsail
Desther
Valindra Shadowmantle
Arklem Greeth
Aribeth and Maugrim
Asheera
Morag
J'Nah
Heurodis
Halaster Blackcloak
Valsharess
Grimnaw's party
Knower of Places
Sensei Dharvana
The Sleeping Man
Mephistophles
Knower of Names
---
Specific module tasks and scripting
---
Rebuild all npcs:
Create ability, feat, skill, and spell, and inventory item lists
Make faction changes
Make miscellaneous changes:
Loot model and corpse delay time
Movement speed
Subrace and subclass
Make cosmetic changes:
Appearance
Clothing
Voice set
Phenotype
Make script changes:
Upgrading and filling in missing scripts
Generic NPC respawning
Adding special scripts (e.z. commoner fleeing)
Add any necessary NPC waypoints
Rebuild henchmen:
Create unique weapons, armor, and equipment; allow accessing of inventory
in OC
Create unique level-up classes including:
Feats
Skills
Classes
Rebuild henchmen dialogue options to allow for henchman commands found in Module Builder's Henchmen Kit
Fix level caps
Fix respawning method and respawn message
Add script which makes enemy and ally NPCs rest after a short time of being Overview
---
Finish Preluse, Chapter 1, and Chapter 1 Finale before working on any other modules
Create a "boss fights" testring module with at least the following bosses:
Calik and Vengaul Bloodsail
Desther
Valindra Shadowmantle
Arklem Greeth
Aribeth and Maugrim
Asheera
Morag
J'Nah
Heurodis
Halaster Blackcloak
Valsharess
Grimnaw's party
Knower of Places
Sensei Dharvana
The Sleeping Man
Mephistophles
Knower of Names
---
Specific module tasks and scripting
---
Rebuild all npcs:
Create ability, feat, skill, and spell, and inventory item lists
Make faction changes
Make miscellaneous changes:
Loot model and corpse delay time
Movement speed
Subrace and subclass
Make cosmetic changes:
Appearance
Clothing
Voice set
Phenotype
Make script changes:
Upgrading and filling in missing scripts
Generic NPC respawning
Adding special scripts (e.z. commoner fleeing)
Add any necessary NPC waypoints
Rebuild henchmen:
Create unique weapons, armor, and equipment; allow accessing of inventory in OC
Create unique level-up classes including:
Feats
Skills
Classes
Rebuild henchmen dialogue options to allow for henchman commands found in Module Builder's Henchmen Kit
Fix level caps
Fix respawning method and respawn message
Add script which makes enemy and ally NPCs rest after a short time of being out of combat
(Optional) - Make henchmen leave player if player performs actions which are not compatible with their alignment
(Optional) - Create carry-over scripts for OC henchmen
(Optional) - Get NPCs to use Parry and Expertise with Tony'K's AI mod
(Optional) - Create new, unique henchmen
Add new NPCs as necessary
Rebuild enemy encounters (or build new enemy encounters) with continuous respawning for generic enemies
Rebuild merchant inventories and rebuilt prices
Create loot drop system based on SOu treasure system
(Make sure to include all necessary generic and custom items)
Create rogue stone system for OC and SOU based on that of HOTU:
Require rogue stones to be used to recharge the Stone of Recall (or equivalent item)
Rebuild respawn penalty
Add new alignment change events
(Optional) Integrate subrace and deity system
Add new resting restrictions
(Optional) Allow resting only in certain locations within areas
(Optional) Require that player pay for resting at inns
Miscellaneous:
Fix any broken scripts and make any other minor scripting or dialogue changes
(e.x. Include script and dialogue options necessary to start fights with new enemies or bosses)
Playtest sections of modules to check for bugs or scripting errors
(Optional) Create new areas in certain modules
Include any miscellaneous cosmetic hakpacks (e.x. alternate combat animations, romantic animations, project Q, Reborn UI, etc)
Would I have to start a new game with an OC Enhanced Module selected or can I just pick Wailing Death and go on my way/continue a saved game in OC.
You'll need to start a new game since the game considers is a separate set of modules from the OC,
The module should be fully-playable from start-to-finish for 1-to-4 players.
Feel free to try it out and give me feedback.