Work continues.
NewHope -
Have completed all the overland areas that will make up the New Hope-Garthurian region. All with the exception of Garthurian itself. Not too worried about that right now as I know that will take a large amount of time just for that particular area. There is still much to be added into these areas, mainly mob spawns, bu the core is completed. I've also started to covert all of New Hope itself and it's interiors to NESS spawns. All with the exception of "The Bog" tavern/inn is complete now. Created some basic merchant stores as well. Scribe shop, General Store, Pawn Shop, and Smithy are all complete. Need marketplace merchant still. Next area of focus will be the subterrianean areas starting with those closest to NewHope and working out from there. After that I will go back and start to add the most basic of conversations to the New Hope NPCs. Hopefully afterwards it will be playable to an extent before we really start to add in the storylines.
The reason for adding in desert areas to the southwest of New Hope was to extend the amount of exterior areas that could be included in the module. New Hope exterior areas will total 15 I believe I have to date, which includes the desrt areas. With Kargadan and New Hope now combined and Garthurian yet to be added in, the module sits at 555MBs. At this point I think the goal will be to keep it under 1000Mbs. Should be doable with subterrianean areas taking up a fraction of what overland areas take up. 10+ subterrianean areas loaded with placeables = 1 "average" exteior area. I've also streamlined all the areas in the mod to not be so "heavy". At one point NewHope and the farmlands combined for 100MBs on their own. WAY too much. At this point I am happy with performance of the mod though. Not foreseeable lag issues should occur. *fingers crossed*
Kargadan -
Still playing my way through the various quests. Through the second of five total everything is now "bug free". Or at least what I came across. I tried to be extra careful to check everything from placeable placement to scripts, to conversation spelling errors. I'm sure I may have missed some things but I'm happy with the way it looks so far. Sometimes I am my thoughest critic, so I hope that is the case at this time.
CNR -
Ugh… This system is loaded with bugs. I think I have most of them fixed up to this point except for a few that another builder from the obsidian forums has brought to my attention. Still plugging away though. Here's a few items I know need some attention:
Some of the animations seem to be not functioning. I get the "PAIN, SO MUCH PAIN" thingy going instead. Hehehe…made me laugh the first time I tried to tailor a belt…:) Should be easy to fix. I hope.
Seems though the plants/mushroom/trees with items in inventory respawn at an incredible rate. So much so that sometimes 9 or 10 items can be found once the intial 2 or 3 have been picked by a PC. I'm not sure how often it occurs or if it is even a game breaker(haven't tested it myself yet). I may just have the plants respawn their inventory so slowly that it will not get out of hand. Either that or I will need to find a way to use NESS to spawn in the plants so that the inventory remains consistant evrytime.
I think that's it for now. :)