Cormyr - new module development [video]

Discussion in 'General Modification' started by anatoliy, Mar 10, 2020.

Remove all ads!
Thread Status:
Not open for further replies.
  1. anatoliy

    anatoliy Established Member

    Joined:
    Feb 18, 2017
    Messages:
    635
    Likes Received:
    200
    Hi

    I'm working on new custom module - Cormyr, based on well known published module Cormyr - The Tearing of the Weave.

    The code is public, you can download it from https://github.com/anatoliy-savchak/ToEE.Cormyr

    [​IMG]

    Currently there is one encounter, you can try it out. Although it is pre-alpha, so...

    If you are interested in helping me out - let me know in private message.
    BR,
    Anatoliy
     
    Last edited: Mar 11, 2020
  2. sigofmugmort

    sigofmugmort Established Member Supporter

    Joined:
    Aug 18, 2015
    Messages:
    328
    Likes Received:
    66
    I think you mean Weave:D. looks good.
     
    anatoliy likes this.
  3. anatoliy

    anatoliy Established Member

    Joined:
    Feb 18, 2017
    Messages:
    635
    Likes Received:
    200
    Short video (~ 7 min) how I created new map Shadowscale Warren -



    Previous map is not ready, but I need to prepare for my real-life DMing session this week-end on this map, thus such refocus.
     
    Allyx likes this.
  4. Allyx

    Allyx Master Crafter Global Moderator Supporter

    Joined:
    Dec 2, 2004
    Messages:
    5,001
    Likes Received:
    250
    Good work dude, have you posted a link to your custom tools onto the forum yet? I'm sure others could benefit from them (myself included).
     
    anatoliy likes this.
  5. anatoliy

    anatoliy Established Member

    Joined:
    Feb 18, 2017
    Messages:
    635
    Likes Received:
    200
    sirchet and Allyx like this.
  6. WinstonShnozwick

    WinstonShnozwick Established Member

    Joined:
    Mar 2, 2011
    Messages:
    628
    Likes Received:
    23
    Very cool. Are the map arts you showed just placeholder, I assume?
     
  7. anatoliy

    anatoliy Established Member

    Joined:
    Feb 18, 2017
    Messages:
    635
    Likes Received:
    200
    No. This is actual art.

    ToEE have extremely well done and beautiful map art. But in this case, the intent is different. I want to have easy and fast way to take published games and make modules from them here. No fancy or 3D art.
     
  8. WinstonShnozwick

    WinstonShnozwick Established Member

    Joined:
    Mar 2, 2011
    Messages:
    628
    Likes Received:
    23
    Hmm, well as long as you make the map big enough so 5 feet is actually 5 feet in game and you can add invisible walls to prevent walking through obstacles that should be solid objects, I suppose I wouldn't have that much of a problem with it. Does this mean you will still be hand placing monsters, npcs, and objects like doors/chests?

    Adding invisible barriers for where the map art indicates solid objects is probably one of the biggest things of importance IMO, because it will block line of sight to uncovering areas of the map and block spell/ranged reach to enemies in combat. Without them, you're basically playing on godmode with the ability to walk through, see through, and attack through walls.
     
  9. anatoliy

    anatoliy Established Member

    Joined:
    Feb 18, 2017
    Messages:
    635
    Likes Received:
    200
    Yes, I'm already placing blocking tiles, along with invisible and cover ones. It works very well.

    As for scenery objects like doors - I place them manually in WorldEd, and set Hit Points to some value. This is how I distinguish between them in the Python scripts.

    All monsters are being spawned dynamically after door open in Python script.

    Today I tested monster which is concealed until PC come close enough, then it's ambush like Encounter. I'm thinking about creating Surprised condition though.
     
  10. WinstonShnozwick

    WinstonShnozwick Established Member

    Joined:
    Mar 2, 2011
    Messages:
    628
    Likes Received:
    23
    It would be nice if you had map images without the gridlines and text on top of them in game.
     
  11. anatoliy

    anatoliy Established Member

    Joined:
    Feb 18, 2017
    Messages:
    635
    Likes Received:
    200
    The text leftover on map is not appealing, I agree. But most likely I won't do it myself. I'm not art \ design guy.

    As for the grid - I actually miss that in ToEE either. For example, it then becomes apparent, that Grease spell has incorrect radius in Vanilla and Co8 mods. Therefore grid is essential in my modules.
     
  12. FDR4PREZ

    FDR4PREZ Established Member

    Joined:
    Apr 10, 2007
    Messages:
    430
    Likes Received:
    75
    I'm ok with gridlines, and there is that whole debate between square or hex grid lines.

    If only ToEE allow them be turned on or off by the user.
     
  13. Shiningted

    Shiningted I want my goat back Administrator

    Joined:
    Oct 23, 2004
    Messages:
    12,651
    Likes Received:
    350
    I haven't had a chance to play this Anatoliy but I have downloaded it and will try to give you feedback when I can. Keep it up, this is awesome - ToEE needs more new content! Doesn't all have to be TC by any means, quite the contrary.
     
    anatoliy likes this.
  14. anatoliy

    anatoliy Established Member

    Joined:
    Feb 18, 2017
    Messages:
    635
    Likes Received:
    200
    New update video


    I've worked on it for a week now. It's still alpha.
    Created W5 encounter with many spells. See video details.
     
  15. Endarire

    Endarire Ronald Rynnwrathi

    Joined:
    Jan 7, 2004
    Messages:
    953
    Likes Received:
    112
    @anatoliy Do you intend to make the full module? What about the full module series?
     
Thread Status:
Not open for further replies.
Our Host!