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Good Mod for Rogues

Posted: Mon Aug 26, 2002 7:23 am
by lunarwater
I hope I'm not the only one out there that has had a horrible time playing many of the modules out there because of their design for hack / slash nature. Even many of the PW servers seem this way. You start a rogue character at Level 1 and there is, hardly any loot, traps, etc... around the world, only high CR monsters that kill you with one hit. It is no fun when you go to roleplay with people and they all say, "A rogue? we have no need for that." Its true, there is a serious lack for a rogues skills for what is out there.

I guess I am saying all this because I am hoping that the developers of Argyle will appreciate the different classes and then develop the module accordingly where so many have been lacking.

Is there anyone out there that feels as I do?

Posted: Mon Aug 26, 2002 7:33 am
by Nippy
Rest assured that as Argyle develops we will give due thought to different classes. In the Haven module (as a little taster) included the need for Rogues, doors and trapped chests a plenty! :)

Posted: Mon Aug 26, 2002 7:44 am
by lunarwater
Thanks Nippy! Thats good to hear. :D

I've seen one module that had a trap that didn't go away when it was tripped. It was a Deadly spike trap that spanned most of the floor in the room. Well, I tried to warn people to stay back but they just kept piling into that room and tank after tank kept taking damage.

I hope it doesn't sound bad, but I liked that kind of trap. It that kind that keeps ya on your toes... and keeps rogues employed :D
Its just too bad we can't set traps like that.

One thing I've never seen in another module is the use of the persuade skill. I love using that in the solo game. It was great & I used it every chance I got.

Posted: Mon Aug 26, 2002 8:38 am
by Nippy
Hehe, now worries. If you wanted to say something post in the Requests thread over at the Argyle forum. Remember to keeo BotB secret though. :)

I'm sure Persuade will be in there, my Paladin damn sure wants ti use it! :D ;)

Don't worry, I'm sure that Sim has some nasty surprises for you... :D Muwahahahaha

Posted: Mon Aug 26, 2002 9:44 am
by Demis
Originally posted by Nippy

I'm sure Persuade will be in there, my Paladin damn sure wants ti use it! :D ;)
Actually i had been thinking about persuation skill and how it'll work if it can work on other players. I know that my Paladin will like to use that skill as well :D .

Posted: Mon Aug 26, 2002 10:34 am
by Nippy
Well, it should be in there, I can't see any reason why it shouldn't anyway. :)

Posted: Mon Aug 26, 2002 11:03 am
by Xyx
Argyle aims to be as like to Pen & Paper D&D as possible. A decent stronghold cannot be breached by a single character. While mages and clerics can make rogues obsolete with the right spells (Invisibility, Detect Traps, Knock and Resist Elements, mostly), having a good rogue around is usually much more practical.

On traps... I hope we can stay away from the NWN syndrom where even an impoverished peasant protects his meagre belongings with 500gp traps. Something I hope we'll accomplish by keeping traps sparse but deadly.

Posted: Mon Aug 26, 2002 11:41 am
by Nippy
Good point Xyx. Often a trap would outweigh the cost of the treasure guarding. We'll save the biggies for you Lunar, no worries... Image ;)

Posted: Mon Aug 26, 2002 12:12 pm
by lunarwater
I've tried working on a good module, meant primarily for those expert treasure hunters out there.

#1) Have any of you had difficulty getting the dialogs that you assign to NPC to actually work when you run the module. All my NPC just stare blankly at me and don't say anything.

#2) Do any of you know how to re-spawn traps (obviously ones that can't be retrieved). After a certain duration.

#3) Can you spawn other events once a trap is tripped. (i.e. Doors shut and monsters appear, etc... One could come up with some really cool, home built traps this way.

#4) Can traps be turned off through other events, like flipping a lever, etc...

#5) Has anyone had success with scripting for different character types, such as talking to a person producing a different result for one class vs another. In this way, there can be quests that require the uses of a particular class.

Posted: Mon Aug 26, 2002 12:48 pm
by Nippy
#1) Have any of you had difficulty getting the dialogs that you assign to NPC to actually work when you run the module. All my NPC just stare blankly at me and don't say anything.


I can't say I have. Make sure that their conversation script is attatched in the properties box under dialogue and secondly make sure you have built the module ok (no errors when you save & build).
#2) Do any of you know how to re-spawn traps (obviously ones that can't be retrieved). After a certain duration.


That would be under the script option (I think). I would suggest you try looking at the pre-made scripts or attempt to write it yourself with the wizard. It is pretty easy. :)
#3) Can you spawn other events once a trap is tripped. (i.e. Doors shut and monsters appear, etc... One could come up with some really cool, home built traps this way.


Again under scripting options. It would involve something like a chain I would suppose. If you had the third script (a door shut say) run on the condition that the second script (the trap hits) then that would be the ideal. :)
#4) Can traps be turned off through other events, like flipping a lever, etc...


Scripting again deals with this, I suppose if you set the lever down and come up with a script that says; if lever = 1, run Script X (turning off the trap). That is incredibly basic but the best I can do for ya. :)
#5) Has anyone had success with scripting for different character types, such as talking to a person producing a different result for one class vs another. In this way, there can be quests that require the uses of a particular class.


Yep, as shown in Bioware's use in the Druid quests. Examine those scripts for ideas, or set a script that says you must be X for dialogue 123 to run.

Sorry if these are really basic, but it's the best I can do without toolset to hand. :)

Posted: Mon Aug 26, 2002 12:57 pm
by lunarwater
Thanks again Nippy. I have a good start of my module already, I just had a lot of ideas for enhancements. The charactor dialog though has me stumped though. Perhaps I should reinstall.

I too do not have my toolset here either or I could have gone into more detail. Unfortunetly I do most of my postings during my lunch break and not at home.

I'll keep you posted if I am able to get those things working

Posted: Mon Aug 26, 2002 1:55 pm
by Nippy
No probs Lunie. Here too help. :) If you want a tester or need some NPC's or story-line work or whatever, give me a buzz, I do that sort of stuff for fun! :D (I'm interested in playing this mod, fancy giving us an idea of what it's about?)

Posted: Mon Aug 26, 2002 8:20 pm
by lunarwater
Thanks for the offer. ;) Made my day Nippy! I will let you know when I'm to a point for someone to try it out. I was able to get quite a bit accomplished tonight. Finally figured out the conversation bug too. There also seems to be a bug in the toolkit that doesn't let you modify a NPC appearance unless you select the default category for that group. That took me a while.

Posted: Tue Aug 27, 2002 2:48 am
by Nippy
No probs again. The more people who work with the toolset the more the mods get better. :)

Bounce me an e-mail at connavar@btinternet.com when you are ready. :)

Posted: Mon Sep 09, 2002 5:42 am
by Xyx
Originally posted by lunarwater
#2) Do any of you know how to re-spawn traps (obviously ones that can't be retrieved). After a certain duration.

Big problem. The Toolset does not support this. Complain to BioWare. Image

Originally posted by lunarwater
#3) Can you spawn other events once a trap is tripped. (i.e. Doors shut and monsters appear, etc... One could come up with some really cool, home built traps this way.

Yep. Traps simply run a script when triggered, and you can assign your own scripts.

Originally posted by lunarwater
#5) Has anyone had success with scripting for different character types, such as talking to a person producing a different result for one class vs another. In this way, there can be quests that require the uses of a particular class.

Like Nippy said. I would question how the NPC can tell the PC is of class X, however. Most rogues don't have "ROGUE" written on their foreheads, for example. ;)