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| General Modification Here there be modders! In these hallowed halls, you'll find a wealth of ToEE modding info. |

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#31 | |
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Gnoll
Join Date: Dec 2008
Posts: 916
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Re: Pregenerated characters
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It does 1d3, she needs the extra damage. Have you seen Hennet yet, he is the real star of the series. |
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#32 |
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Goblin
Join Date: Jul 2008
Location: Lionīs Sheep Scrub, Brazil
Posts: 328
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Re: Pregenerated characters
Oh, my!
OH MY!!! This thing is REALLY going to happen?!? OH MY! Thats... Perfect! First off al, let me say: THANK YOU GAEAR!!!! Aye, I'm LOVING this so much! ^^ Going ahead, lets see... About the portraits: Neblin looks great, and puting the right pic on Tordek and Mialee its perfect! Aramil, Gimble, Kerwyn (don't get the "confused" thing) and Eberk are good too. Naull its a problem. Well... As a personal suggestion, how sounds the idea of take the official images of this people and use in the game? I have done this more than once and works fine... I acctually can do the adaptation without any problem. Regdar HAVE an image in the game, and its usable for players in the "game sample" game (or "intro game", dont remember correctly), in the vanilla version. Why he its not amoung the other pregenerated characters always was a mistery for me... Althounght I was not able to find the stats for Gimble, I have the stats for Aramil, from the D&D Miniatures game. [edit] Ya shall find its stats in this link: http://www.wizards.com/default.asp?x=dnd/mi/20070315c He is in the donwlodable stats cards document in the RPG Cards columm in the Giants of Legends line. For conveninece, Ill put here his stats: [edit] Aramil CG elf Sorcerer 3 Str 8, Dex 16, Con 11, Int 10, Wis 12, Cha 15 Skills Concentration +6, Listen +5, Search +8, Spellcraft +6, Spot +5. Spells: 0 - Daze, Detect Magic, Flare, Light, Read Magic; 1st - Magic Armour, Magic Missile, Ray of Enfeeblement He will need a little adaptation, once he is a 3th level character in the DDM game, but its a minor thing. I Suggest to have Bluff, Concentration, Search and Spellcraft as trained skills - his shit is from the 3.0 version of the game, when Bluff was not a Sorcerer skill yet - and just take off Light and Magic Armour from their Spells Know. [edit] Oh, and I just figgured that he have no Feats listed. Once he have 18 HP, while the better result in 3d4 is 12, and he have no bonuses for Con, I think that Thoughness is the Feat of choice for him. [edit] Just find his stats for the DDM Starter Set, and aye, he have Thoughnerss. And there has a good picture of him, too! I can scann his shit and put somewhere in the net if someone want it. [edit] Considering his alignment, I thing Gimble will be turned in a Neutral Character (true Neutral will be good for the possibility of have him in a good array of parties). Thats all I can thing just right now. But, once again, thank you so much, Gaear! ^^ (have I said that I'm loving this?!) Last edited by Avatar_do_Grafite; May 2nd, 2011 at 01:47 AM. |
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#33 | |||||||||
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Bastard Maestro
Administrator
Join Date: Apr 2004
Posts: 8,867
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Re: Pregenerated characters
Glad you like it, A_d_G.
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; second, it would technically violate WotC's copyright, and they protect that very jealously. I know the characters themselves are copyrighted as well, but as usual we follow precedent, which in this case is that Troika/Atari used the characters but not their WotC images. They must have been authorized to use the characters (by name).Quote:
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*For your convenience, here's a chart-like breakdown that makes it clearer: chart.jpg Enemies and Allies just listed Eberk and Naull as 'good,' and Kerwyn as 'neutral.' [edit] Quote:
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Last edited by Gaear; May 2nd, 2011 at 08:49 PM. |
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#34 | ||||
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Goblin
Join Date: Jul 2008
Location: Lionīs Sheep Scrub, Brazil
Posts: 328
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Re: Pregenerated characters
Well, Sprugnoir have a funny name too... And Eberk, Elmo (that its the portuguese word for "helm") and everybody in this game! ^^
About the art, I wold be glad to make some draws to "complete" the portraits - Naull, Eberk, Gimble, Aramil and maybe Kerwyn and Regdar. The other are perfect or very close and there's no need for new images. And aye, of course I can see the point about muddy water. I'm just trying to give some options here. :D Acctually, I agrre, of course, with the copyright thing, but I need to raise the posibility. Quote:
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![]() [edit] I just figured that this sheet is of Aramil at level 1. Althought the Feats and Habilities are in the other side of the sheet, we can see here the list of spells he has in the first level. Once Light dont exist in ToEE, just echange it for Flare - one of his next choices os 0 level spells - and its all right. Ah, and about initiative: There are no impression error here, nor an add mistake; this is a starter set, so everyone have 10 added to his initiative. Initiative is always the same, its not rolled. As the description says: "The one with higher initiative goes first". Always. [edit] Last edited by Avatar_do_Grafite; May 2nd, 2011 at 11:20 PM. |
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#35 | ||||||
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Bastard Maestro
Administrator
Join Date: Apr 2004
Posts: 8,867
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Re: Pregenerated characters
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![]() (And thanks for the pic.) Quote:
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![]() A few notes on my take on being acceptable: I'm not so egotistical as to assume that I am the 'decider' when it comes to art being good or not. However, there has to be a standard, otherwise you end up getting a lot of marginal stuff in there and the quality of the mod is ultimately compromised. This is unfair to all the others who have contributed quality material to it, because once there's crappy stuff in there, everyone goes down with the ship. And it's easiest if one guy is the standard bearer, so to speak. (If you do it by committee, it just takes forever and you never have a consensus anyway.) I try to consistently apply a very high standard for quality in order to protect Co8's reputation and standing in the modding community. So, if you can do a demonstration portrait or two that I think is 1. good (it looks like it was done competently by someone with talent and style), and 2. aesthetically fitting (it fits in with the other artistic styles we use - for example, an anime style would not fit in with ToEE's look), then I will be happy to commision you to contribute more, assuming you're willing. We would then expand the Co8 portrait canon to Glenn, HK, Dean, and you. Does that sound fair? Last edited by Gaear; May 3rd, 2011 at 10:34 AM. |
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#36 |
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Goblin
Join Date: Jul 2008
Location: Lionīs Sheep Scrub, Brazil
Posts: 328
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That sounds fair enough for me.
Ill beggin to make some samples and so we can see what, then. Ill let people know when the first(s) portraits became ready. Anyway, thanks for the oportunity. I love this game, and I love the work that the Circle is doying in the mods. My objective it's just to offer some help and support in the best way I'm able. |
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#37 |
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Bastard Maestro
Administrator
Join Date: Apr 2004
Posts: 8,867
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Re: Pregenerated characters
[bump]
Is this still gonna happen some day, AdG? |
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#38 |
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Bugbear
Join Date: Oct 2008
Posts: 1,226
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Re: Pregenerated characters
BTW, on a random note, there's a quite a large stash of portraits accumulated from various sources that can be found here: http://toee.free.fr/portrait.html
Some of them look like re-edited PHB images Gaear posted. |
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#39 |
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Bastard Maestro
Administrator
Join Date: Apr 2004
Posts: 8,867
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Re: Pregenerated characters
Okay, this is done too, minus any new AdG portraits.
All of these pregens now have suitable portraits, hair styles, stats, and unique voices so they can be used together effectively. Their alignment and class distribution makes all alignments potentially effective. |
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#40 |
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Dragon Warrior
Circle of Eight Supporter
Join Date: Feb 2009
Location: Pennsylvania, USA
Posts: 270
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Re: Pregenerated characters
It would be interesting to form a testing group from these characters... maybe?
I have never used the PreGens, in my personal games. With the recent work put into them, they probably deserve at least a look
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#41 |
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Knights of Legend
Join Date: Aug 2010
Location: Adelaide, Australia
Posts: 462
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Re: Pregenerated characters
Gaear, is it possible to add more portraits to the game that the player can select when creating their PCs?
If so, then could you PLEASE add as many as possible of the new portraits at the link that Ausdoerrt provided in post #38 of this thread? I find the current selection of portraits in the game to be pretty poor, and I would LOVE to use the new portraits for my PCs without having to muck around with manually adding portraits to the game myself as an add-on pack. Also, the new portraits use the same artistic style as the current portraits in the game (they look like they were created by the same artist), so the new portraits would not seem out of place at all and would blend in seamlessly. Last edited by gazra_1971; September 20th, 2011 at 08:02 PM. Reason: grammatical errors |
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#42 |
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Bastard Maestro
Administrator
Join Date: Apr 2004
Posts: 8,867
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Re: Pregenerated characters
It's technically possible to add more portraits, yes, but we're not going to do that unless HK or Dean comes back and adds more, or another skilled artist supplies some in an organized and directed fashion. (e.g., we don't really want 61 new large-breasted elf female portraits, preferring an even distribution among races, sexes, and classes.)
We don't want to add outside source portraits into the base modpack for the reasons I listed earlier (copyright violation in the case of WotC and Bioware an Universal Studios LotR characters and aesthetic consistency in the case of most all of them). Despite any individual opinions about what fits in and what doesn't, what we have now is portrait art from 3 separate artists - Chris Glenn, HK, and Dean. While I think they're all suitable in the fantasy sense, I don't think they all look completely alike. Generally each new contributing artist is going to introduce a new aesthetic into the mix, and when you get too much of that (most games usually have one), the aesthetic becomes so muddied that you no longer have a basic feel for your art. (This is common in fan mods and generally creates that semi-pro or amateur feeling they almost always have.) We don't want that to happen with us. That's why the do-it-yourself pack is there - to allow you to self-modify if what we have doesn't suit you personally while keeping the base content 'pure' for everyone else. ![]() p.s. - Some time ago I actually contacted Chris Glenn and asked if he'd had any other portraits he might be willing to let us use. He said no (in a very friendly fashion). |
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#43 |
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Kobold
Join Date: Oct 2010
Posts: 226
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Re: Pregenerated characters
I've never tried the pre-generated characters before today and won't be again.....BUT did you realise Gaear that you only reset ONE of Kerwyn's TWO alignment variables to Lawful Neutral when you were improving the pre-generated characters last summer/autumn?
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