View Full Version : Ideas for new areas already existing in Game
January 12th, 2007, 10:16 AM
I've always wondered what was in the Corsair behind Grud... So here is a beginning of the hull of the Corsair... I could build this and place it in game with items or / I could build it and place it in game and let someone else that would like to try modding start with it to place some items inside it...
thoughts.... ideas... etc...:scratchhe
January 12th, 2007, 10:52 AM
Looks nice. Hmm might be a start of a marine adventure. :D
Join the river pirates, harrr!
January 13th, 2007, 03:57 AM
I've always thought that myself, probably influenced by the scene in the boat in BG. Go for it! :thumbsup:
January 15th, 2007, 12:52 PM
If someone can lead me in the right direction to edit the sector files in Nulb, I could embed the door icon to allow access to the boat from the dock and then build upon the interior mobs from there...:sweatdrop
January 15th, 2007, 01:45 PM
Looks GREAT!!!!!!!!! May need some work
on the shadows (can be done in photoshop).
If it's a jpg I think I could do it. Not now
January 15th, 2007, 02:42 PM
I hadn't even thought about using shadows... just a click of a button... unfortunately that would need resectoring and resetting all of the points internally... for the time being I might just leave those out of it. other than that I am happy as it is my 1st time attempting a cutaway of a ship's hull.... however anything that I throw out there is open for modding as long as I know in advance so that I don't undo something.
January 15th, 2007, 10:20 PM
Pirates are free-love for the masses! I say "GO" to the cosair idear. As far as I am concerned, every world deserves more pirates. So, assuming this thread is for ideas for any new areas (pirate cosairs withstanding), and perhaps I am way far behind the rest o' ya on this as I have only dled 5.0.0, but is there anything going on in that run-downed derelict just east of the Wench or the ruined house just off the Temple?
January 15th, 2007, 10:22 PM
KotB...chip in where it's needed, not on some BS that's not.
January 15th, 2007, 10:43 PM
Are there pirates in KotB? Man, I'll script for some pirates...though, I should probably learn to spell corsair first.
January 16th, 2007, 07:27 AM
Scripting is definitely needed in KOTB... and Ted can use all of the help possible... I have been helping where I can, but I am also learning to actually build mods while playing around with these othere areas... (with Allyx's & Ted's help)
As to the other two buildings, to my knowledge there is nothing in those areas... the burnt out house is actually (the well area) a secret entrance to the underground passage to the third level of the temple and I am not certain about the other... Did Atari plan on more areas?? We really don't know, but something could be included...
My quest started with trying to find alternative (Free) programs to use to create map areas in place of the expensive commercial programs out there as some of us do not have the expendable income to invest in them.
January 16th, 2007, 09:47 PM
Nope. No pirates, but there are some desperados hiding out in the marshes. I don't see why they couldn't be refugees from the Hold of the Sea Princes, a domain further to the south, where seafaring men abound. Piracy is no longer practiced there...at least not "officially."
January 16th, 2007, 10:08 PM
Excellent! Don't need to learn to spell cosair then! (smile) And since when has piracy ever been officially practiced...well, except in the case of privateers, BUT those aren't pirates. No...well, except they become pirates...damn. Logic. Failing...Reboot.
January 16th, 2007, 11:45 PM
Hmmm... Lord Spike is spot on about possible pirate stuff, and piratical trade coming up the river to the Thorp would make a lot of sense. (Indeed there will be books about such things sitting around in the Keep buildings, thanks to the efforts of his Lordship). BUT, I gotta say, KotB has already moved a long way from the original module. Since we have no Caves of Chaos to work on atm, I don't blame folks for looking in other directions, but really, I would rather we stuck to the module from here on in before adding entirely new stuff. Plenty of time to look into expanding in that direction when the module-proper avenues are exhausted (one of the things about KotB is that future expansion, like possible respawns, are built into it from the beginning - don't kill those cats!)
I might also add, Axe Thrower has already done some of the existing stuff in KotB, and while I am the first person to scream "you should be helping on KotB more!" :rant: I also recognise newcomers will want to do their own thing for a while before being drafted to work on official Co8 stuff, like it or not. Thats cool. If I hadn't been able to do Desperate Housewives (some of which now embarrasses me) I probably wouldn't have stuck around this long. Sorry if I have been a bit inconsistent what with carrying on at some people and not at others.
Axe Thrower: to add a ladder or whatever to the Nulb map, go stand where you want it to be, get the location, then open the relevant sector in ToEEWB and put it in. Then copy the sector back to the Nulb map folder, which is to say:
Program Files\Atari\Temple of Elemental Evil\modules\Co8-5.0.0\maps\Map-9-Nulb-Exterior
You probably knew that - what you are wondering is where the sector files are. This is where you have to open up the dat files with the dat extractor tool. Only the files that get modded go in Co8, the others (the majority) are drawn from the dats and if u want to fiddle one of those, you have to unpack the dats. The dat extractor is in the tools section here somewhere. But since i have them all unpacked, here are the relevant sectors :)
Don't forget to use sector sort after adding to whichever one it goes in!
Alaric: we do have one little pirate you can write some dlg for if u like :) I'll PM you.
January 17th, 2007, 06:36 AM
thanks Ted, I was hoping there would be a work around... also thanks for the sector files... the ladder up already works... just a few tweaks and off we go... at this point I am not building on the story line but it does give us an avenue to expand in future... :largeclap
January 17th, 2007, 03:27 PM
IMO - Even if there is not anything in the corsair, just its presence in the game and being able to walk around inside of it would be cool for a party. The idea is extra cool in-game - is more than just stepping inside of a building, a party would be stepping on to a boat and walking around in a boat. Indeed, has Axe Thrower earned a cookie?
January 18th, 2007, 06:41 AM
I was trying to think of what would accumulate in the hold of a boat that just doesn't seem to go anywhere... I guess Tolub got Scuttled,.. or one could build on the idea that it's infested and these pirates don't have the #### to go down into the hull. Or a group of pirates that want to mutiny against Tolub would work also...:poop:
vBulletin® v3.8.7, Copyright ©2000-2013, vBulletin Solutions, Inc.