ShaDoOoW wrote...
I was writing that really many hours and it was a big
challenge as english is not my native language. And then I hear, my english is
poor, documentation fragmented and scattered... what can I say, I can't do
better than that. I know that only I have exact knowledge of what has been
changed but this documentation what I produced should be enough to rewrite it
into better form.
I am not concerned that your English is poor, what I am
concerned about is that your documentation is incomplete. I am also concerned that you do not
explain why you have made some of the changes you have as they do not seem to
be bugs.
An example of good documentation practices:
<-- Creatures -->
Skeleton Mage (nw_skelmage): Changed alignment to Neutral
Evil (Bug), Added Improved Initiative to match MM creature.
<-- Items -->
Keen and Holy Avenger properties enabled for the Magic Staff
Base Item (Non-Canon Preference Change) [Why, as neither of these properties
are allowed on staves in either D&D v3.0 or v3.5?]
All non-epic spells can be placed into wand in toolset now.
(Non-Canon Preference Change) [This is not allowed in D&D, so why did you
think this needed to be changed?.]
ShaDoOoW wrote...
this will not happen as long as I still be part of the NWN
community. Until I leave, I do not approve any modularity its against the basic
principles of patch. If you don't approve my goal you can still rip parts of CP
for your own PW.
All of your features should be in a different HAK as they
are not bug fixes, they are optional changes that go against the idea of a
community patch. Your project then becomes more like SkyRe instead of something
like the Unofficial Skyrim Patch.
Some of your changes I like such as the Variable Names which
disable class choices on level up. However, these are not bugs bug they are
features and should be at the option of the builder to include or not.
A modular organization of your material also makes it easier
to maintain as new 'bugs' are discovered. Also, no one is going to take the
time to rip out parts of your work. They will just fix the few things that are
bugging them in particular.
ShaDoOoW wrote...
I did not know that because I was unable to find 3.0 rules
for skeleton monster. I found the inconsistency between mage and other
skeletons and thought this is error, the 3.5 rules mention NE for all of them
so I did it.
If you did not know why do you then state this as fact in
your documentation? Such things call into question your other design decisions.
Also since NWN is a v3.0 game, you should be careful about incorporating v3.5
data. I agree that the alignment change for the skeleton is a good change,
but...
ShaDoOoW wrote...
I ve done only what I mentioned in readme, the skeleton
alignment change applies only for skeleton mage, other skeletons were NE
already. I did that based on game experiences when I was surprised that smite
evil doesnt work on skeleton mage. I didnt checked each creature one by one and
compared by the 3.5 rules. The other 3.5 changes comes from NWN Enhanced from Pstemarie
which allowed me to incorporate them. I ve seen it as a good idea that harms
nothing. If you tell me that there there is a reason why spectre in NWN is as
it is and that it isn't good change I can revert it, no problem.
There are about 81 bugs in the creature temples that deal
with alignment, gender, and race that I can find just casually glancing at
them. So if you are going to change the skeleton mage and specter, why not also
change the alignment of the Drow,
Druegar, Mummies, Wraith Spider, and so forth. I can send you a list, but I
assumed that you were working off a list of bugs found in the game.
The alignment of the Spectre is LE in v3.0, so this is an
actual bug fix. But if you are going to add Blind-Fight and Improved Initiative
to the Specter, why didn't you add Improved Initiative to the Skeleton as well?
You can find the information for this on page 165 of the v3.0 Monster Manual.
By your reasoning shouldn't you also add Blind-Fight and Improved Initiative to
the Wraith and change its alignment to LE (which is as listed in the v3.0 Monster
Manual)?
So what this boils down to is this really a Community Patch
(and how complete is it really) or should it be called NWN ShadDo0ow Pack? I
would hate to see all of your hard work to fix bugs basically be ignored
because it is perceived as mostly a feature pack instead of a patch. You could
go a long way towards dispelling this notion by documentation and
modularization. As it stands, it is difficult to judge how radical a change it
will make to the game.
Modifié par WaterRabbit, 20 avril 2013 - 02:39 .