Falkon Swiftblade Posted February 15, 2015 Posted February 15, 2015 (edited) from what I've seen they do it with 2 thick circles, I saw a version of a thin blue circle that was fine in POE, but because of the occlusion of the fx and party members along with the noise of the grass and background the extra circle just a tad larger or smaller would help. Or, even if it were single circle that animated slightly larger or smaller by .3 or so would help. Although, I have similar feeling towards the way they are using the line fx now for the cones, lines, green and yellow circles, etc that look pretty hokey honestly. It's the worst visual fx in the game I've seen, and I hope it's only placeholder. Without having the game and playing it in context I can't say for certain, but every chance I've seen it I've winced. Edited February 15, 2015 by Falkon Swiftblade
Sensuki Posted February 15, 2015 Posted February 15, 2015 Yeah the UI for AoEs could definitely look better, but I disagree about selection circles. I prefer a single thin line. In the latest version of the IE mod you can change the selection circle thickness with a console command. 1
Luckmann Posted February 15, 2015 Posted February 15, 2015 o_O BG:EE does that but it looks _TERRIBLE_ The UI and associated changes is pretty much the primary reason I'm staying away from the "Enhanced" Editions. It looks absolutely horrendous. When I saw the out-of-place fat, bolded selection circles, I nope'd straight out of that.
Sensuki Posted February 16, 2015 Posted February 16, 2015 Ideally regarding AoE art, I like what DotA 2 didRange Finder, plus nice looking AoE. Range line turns red at the point of when you're out of range, and indicates exactly how far you'll have to move to cast (edge of the green and red line) They don't have to go 'full retard' with the patterned see through color though, just changing the line art to look a bit nicer would be fine 1
Gairnulf Posted February 18, 2015 Posted February 18, 2015 Something that occured to me last night while playing the beta - is it possible to mod in an "obligatory" pause of 1-2 sec right after any character's action has ended during combat? I think this would slow down the overall pace of combat and make it much easier for a new player to tell what's going on and whose will be the next action. I'm suggesting this in the mod thread because I the team has been feature-locked for quite some time. 1 A Custom Editor for Deadfire's Data:
Lychnidos Posted February 18, 2015 Posted February 18, 2015 I really think that's a bad idea, I'm getting annoyed just by trying to imagine how it would be to play with that option.
Gairnulf Posted February 18, 2015 Posted February 18, 2015 I really think that's a bad idea, I'm getting annoyed just by trying to imagine how it would be to play with that option. Maybe it is, but I'd be curious to test it. I have almost 60 hours with the beta by now and I can't get used to the pace of combat. And it's not like I started playing rpgs this year. I'd hate it if reviewers label the combat as an unmanageable mess, or point out that the ratio of time spent paused vs unpaused during combat is about 3:1 for beginner players. My reasoning is thus: I noticed while fighting Medreth's group that when they are down to one last man/woman, the delay I get between chatacters' actions becomes similar to that in the IE games, which was fine with me. By that time I had lost someone from my group too, so this means 5 characters total were fighting 4 to 1 and the intervals between attacks were long enough that I could follow the battle without getting overwhelmed. I wish I could replicate the same intervals between actions when there are 10 characters fighting. Anyway my question was if it's possible or not. 1 A Custom Editor for Deadfire's Data:
Gairnulf Posted February 21, 2015 Posted February 21, 2015 Another thing - is it possible to mod in a slider that would change the model scale during character creation? I wish I could create a bleakwalker paladin called Gregor who is a bit larger than average people (GoT reference confirmed ) A Custom Editor for Deadfire's Data:
Gorionsson Posted February 21, 2015 Posted February 21, 2015 Something that occured to me last night while playing the beta - is it possible to mod in an "obligatory" pause of 1-2 sec right after any character's action has ended during combat? I think this would slow down the overall pace of combat and make it much easier for a new player to tell what's going on and whose will be the next action. I'm suggesting this in the mod thread because I the team has been feature-locked for quite some time. I agree with this. Slow mode is nice and all, but looks "strange" in a way. This game has combat speed closer to what you usually find in action games, and I just don't think it works well with RTWP. Pausing every second just becomes a chore, really. "The harder the world, the fiercer the honour." Weapon master,- Flail of the dead horse +5.
Gairnulf Posted February 21, 2015 Posted February 21, 2015 I also think combat will become more IE-like this way. A Custom Editor for Deadfire's Data:
Gorionsson Posted February 21, 2015 Posted February 21, 2015 Yes, absolutely. The no-engagement mod might help with that, also. "The harder the world, the fiercer the honour." Weapon master,- Flail of the dead horse +5.
Bester Posted February 22, 2015 Author Posted February 22, 2015 Everything you're discussing is possible of course, but I'm not going to be the one to do it, maybe someone else might implement it when modding picks up. I've been working on something else for the mod since yesterday, something a lot of people have been asking for. Will show soon. 7 IE Mod for Pillars of Eternity: link
Dark_Ansem Posted February 22, 2015 Posted February 22, 2015 Everything you're discussing is possible of course, but I'm not going to be the one to do it, maybe someone else might implement it when modding picks up. I've been working on something else for the mod since yesterday, something a lot of people have been asking for. Will show soon. wonderful :D In-Development: Turn-Based cRPG, late backing OPEN!
Bester Posted February 22, 2015 Author Posted February 22, 2015 (edited) In game screenshot of what I'm working on. Buttons on the left side are temporary, they'll be wider like in BG. (just noticed... two characters have bright selection circles when only one is selected - it's a bug) Edited February 22, 2015 by Bester 14 IE Mod for Pillars of Eternity: link
Bester Posted February 23, 2015 Author Posted February 23, 2015 These are the U-frames you'll be able to chose from in game: BG2 MosaicDry WoodDry Wood BrownGeneric Wood BrownWood PlanksWood Planks BrownBig StonesMedium StonesPolished GraniteScratched GraniteScratched StoneScratched Stone Blue 9 IE Mod for Pillars of Eternity: link
Leferd Posted February 24, 2015 Posted February 24, 2015 What, no obsidian? 4 "Things are funny...are comedic, because they mix the real with the absurd." - Buzz Aldrin."P-O-T-A-T-O-E" - Dan Quayle
Lord Wafflebum Posted February 25, 2015 Posted February 25, 2015 Bester, I love you not only for all the modding you're already doing for the game, but also your ability to mock people into submission on the Codex. Well done!
Falkon Swiftblade Posted February 25, 2015 Posted February 25, 2015 cool stuff. It would be neat if Bester could create a snap to margins so the elements would snap to bottom of the U in the corners or have some type of a grid overlay so we could see how to align stuff. Great work though, I do wish there was a black stone like lava rock or obsidian I guess, but hats off to Bester
Sensuki Posted February 25, 2015 Posted February 25, 2015 Someone can make their own background for the mod and it's very easy to hook it up to be used. 1
Dr. Hieronymous Alloy Posted February 25, 2015 Posted February 25, 2015 Something that occured to me last night while playing the beta - is it possible to mod in an "obligatory" pause of 1-2 sec right after any character's action has ended during combat? I think this would slow down the overall pace of combat and make it much easier for a new player to tell what's going on and whose will be the next action. I'm suggesting this in the mod thread because I the team has been feature-locked for quite some time. This is something I'd like just because it would slow down combat and make it functionally turn-based, which would be a nice option to have. RTWP has always been sortof a hybrid format for me; I started with the old Gold Box games and as much as I liked the Infinity Engine I'd like a turn-based option even more.
axedice Posted February 25, 2015 Posted February 25, 2015 I was asking this in another thread, but is it possible to mod the action / recovery bars to always active and on top of player portraits? Maybe add some function like a numeric timer?
Gairnulf Posted February 26, 2015 Posted February 26, 2015 Bester, could you switch the animation used by player characters to walking instead of running? I'm just very curious to try how it would feel like to have my party walk around. A Custom Editor for Deadfire's Data:
Sensuki Posted February 26, 2015 Posted February 26, 2015 It's horrible man, like really really bad lmao. Not to mention it creates a host of other problems. 1
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