Thursday, March 20, 2025

Final Update

Alas, despite my best intentions, my laptop that was still able to run Neverwinter Nights has died, and I can no longer comprehend being able to finish part two within the toolset.  

For those interested, I still plan on releasing things role play related, including things specific to The Relbonian Chronicles, updates for which will appear via my Facebook presence.  Just look for Quillmaster on Facebook and you should find me.

My sincerest apologies to those who followed me thus far here, but events in real life slowed me to a crawl.  Maybe when I retire I can pick up the pace a bit.  

All the best.

Quillmaster.

Thursday, November 28, 2024

A Change of Direction

As far as further progress goes within Neverwinter Nights, it saddens me to report I'm having to abandon the project.  I'm considering giving it the same treatment as Mirramount, but that in itself will be a monumental task, so stay tuned.

Thursday, August 08, 2024

My Sci Fi Campaign initially made for Traveller (but generic enough for use in other systems) is now live on DriveThruRPG. If you know me you'll know the pride I take in running such games and the attention to detail that goes into them. Please consider supporting my efforts. You can change currency on the site, which translates to £10.05, of which I receive 70%.

Saturday, August 26, 2023

A dive down the AI generated art rabbit hole...

So... again, I have to apologise for not being as prolific as I'd like, in part this is due to my recent discovery of AI generated art.

It's been on the cusp of my awareness for a while, and while I had dabbled in the past, things have got very sophisticated very fast.

As an artist, I often have people gasp at my talent and proclaim that I should do it for a living, and that got me pondering on the question - is AI a threat to artists?

That all depends on your definition of an artist.  If you consider it to be someone who can render an image, then yes, we are doomed, for AI can churn out anything, much of which could be considered masterpieces.  AI is truly remarkable.  I was blown away by how remarkable it was, while at the same time completely terrifying.  I believe a true artist is someone who can convey an image, and for that you need imagination.  Even AI needs help in this regard, but if you have the imagination to describe what you want, AI can deliver, and there lies the terror.

Think about it. It is within our grasp to describe a scene, and have AI create it.

I need to investigate if and how I can share some of my creations.  In the meantime, would be interested to hear the thoughts of others on this subject.

Sunday, February 26, 2023

What's Coming in the Revised Chapter One?

So, I've been fiddling again.  Since deciding Chapter One was worthy of a re-release, I've been working on a new intro movie to replace the one of old (see older post to view it).  It's come along well, to the point that I have a decent intro movie if I decide to venture onto YouTube, but I needed a break from it so ventured into the toolset to see where tweaks could be made.

One thing that always annoyed me was the scene in a cave where you can stumble across a bound prisoner.  It always bugged me that the sack depicted as containing the victim was far too small to actually contain a body.  Having only recently discovered how easy it is to scale an object this is an aesthetic fix I jumped upon and rectified.  Hoping it will improve the scene now it looks more believable.

I've taken on board comments from the past, one of which concerned item drops which quite frankly surprised me.  Some players felt there wasn't enough with regard loot, so I've been expanding on it slightly.  Another player felt that the Druid was difficult to please, so I've introduced an opportunity that can give previously unavailable slim bonuses (as well as penalties) to your reputation with him, via a conversation that opens up with a shop keeper should you have some unusual armour in your inventory, which, coincidentally, opens an avenue to sell them for a profit, thus opening up possibilities to buy something new in Oasis from the many items I can only presume some missed.

I've also been considering a bonus area, and was surprised to find one unused within the list of areas.  Although not complete, there is room to incorporate it.

As always.  If anyone is still watching, would love to know your thoughts on the matter.

Regards,

Quillmaster.

Saturday, February 18, 2023

Plans for the Original Intro Movie

I'm currently experimenting with Apple Keynote to see if I can create a better opening movie since I plan on re-releasing Chapter One.  Below is the original intro.  If I have any success I'll be sure to upload it so stay tuned...



Tuesday, February 14, 2023

A Little Tinker

So, having given the module another play through, I've delved back in and found an error in a conversation branch that prevented the "Little Miss Milly" Quest to complete for me, which was a real shame considering the gift I missed out on, so I dove in and believe this has now been fixed.  There's some fun dynamics in the conversation with Milly which include the Druid Henchman.  I've never noticed before that the editor lists both file word content and module word content.  Chapter One currently stands at 80254 words across all conversations, with the Milly conversation using 935 words, and she is a fairly minor NPC.  The Druid Henchman for comparison has a word count of 9612, which doesn't include interjections he can make in the conversations of others taking place in his presence.

Think I've fixed the merchant issue whose animations seemed out of place if the merchant had moved from his cooking pot.

Does anyone know if intro and end movies are still supported?  If so do they know the format it has to take?  I'd really like to replenish these before posting any update.


Re-Visiting Chapter 1

Nostalgia had me yearning to give Chapter 1 a play through.  At first I couldn't get it to work, and then it occurred to me that I was trying to play with the latest version of NWN (enhanced edition), and that maybe I needed to rebuild the module in the toolset to make it compatible.  While there I thought I'd make a change to something I was aware didn't work, and am pleased to say I resolved the issue.  It involved the telescope on an external balcony of the castle.  It was meant to be useable and fire a conversation, but failed to highlight as an object one could interact with.  It now highlights as intended and fires a conversation between the main character and his henchman.  Although not essential to find, it does offer some opportunities to improve or worsen the relationship, so is a valuable resource for those who stated "I could never get that dam Druid to like me!".  Conversation choices have consequences, and one would be wise to read all options before deciding how to react, and frequently too, as some options only appear as a matter of circumstance.

Gailin (The Druid Henchman) was my first ever attempt at a henchman, and I'm rather proud that I could trigger responses from him.  Conversations are what I have the most fun with, and being able to have him interject with the conversations of others was a joy to work on.  There's a shop in Oasis where the shop keeper acknowledges his presence, opening up new conversation branches in the process.

I had great fun playing through again, sometimes in awe of what I had accomplished, but sometimes frowning at the flaws.

So... I started tinkering, and it got me to thinking I should upload an updated version so the current generation can enjoy it, maybe even expanding on it a little and fixing the end movie which is, I admit, somewhat annoying that the game could end without playing it.

You'll have to excuse me.  I need to go tinker on it some more. :)


Saturday, January 28, 2023

What a Silly Thing To Do...

Well that was indeed silly... I only went and opened the toolset, and before I knew what was happening, I'd opened a conversation file and started tinkering again.

Does this mean there's hope after all?  Hmmm... to be honest I'd say there's currently about 20% of what I intended for chapter 2, and even if I magically got it to 100%, it would still end on a bit of a cliff hanger much like Chapter 1.  It was always my intent that Chapter 3 would resolve the cliff hanger of Chapter 2 on completion, with Chapter 4 offering a multiplayer game where friends could play as the 3 main characters from the previous chapters.  That, I am painfully aware, is far too ambitious.  Having said that, I found nostalgia had me yearning to do more, or at the very least, complete enough of Chapter 2 that it would provide some nostalgia for those who enjoyed Chapter 1.  It would be a shame to shelve it completely, particularly with the work that has gone into it so far.

Players of the original may recall the effort I went to.  There was a real sense of story with a rich mythology.  Anything that could be clicked on had a unique description and nothing felt out of place.

What exists in Chapter 2 strives to have the same level of detail, and much like Chapter 1, combat is light to begin with.  As Chapter 2 involves playing a Thief, the story starts with a cutscene in which the player is tasked in a threatening manner to steal a sword.  I didn't want this to simply be a case of beating up a shop keeper, so some elaborate planning has been undertaken to ensure it felt like a real accomplishment.  The heist has to be carefully planned with a number of tasks undertaken to warrant success.  It seems a shame to let such planning go to waste, so I'm seriously considering if I can just get the heist section sorted it would be worthy of an upload, even if just so that someone else can use it in a bigger project of their own.  Of course, there's always the danger that I'll end up thinking I may as well do a little more.  We shall see.

So, I expanded on a conversation file.  I always enjoy those.  They can end up quite detailed.  I end up checking lines of dialogue and asking myself if some animation would add to the scene, such as drinking or a simple head scratch.  It's always nice if you can get nearby characters to interject too as it can make a scene feel so much more alive... curses!  I only opened the dam thing because I thought it was worth copying the text from items if I planned on releasing a book about running a roleplaying game in Relbonia, and now I find myself bitten by the bug again!

Ah well.  Have to work tomorrow.  Will see how I feel the day after.

Happy gaming all. :)

Tuesday, January 10, 2023

Oh my... another year slipped by.  Again, I can only apologise.  Lots of issues surfaced in my personal life, to the point that I have moved a fairly substantial distance further North where I could afford to buy a house outright and try for a fresh start.  I still have to find a job, but at least I don't have to worry about rent anymore.

Despite a reasonable amount of work having been done on Chapter 2, it's become clear that I can never hope to complete the series, and so, with deep regret, it looks as if I will have to shelve the work that's been done, particularly as I now only have a clapped out laptop to attempt it on (I'm now the proud owner of a Mac, but alas, NWN on Mac does not include the toolset, otherwise I'd be all over it).  I may revisit for the sake of nostalgia, but don't hold your breath.

Having said that, there's a hell of a lot of content with regard mythology, background, characters, and a whole lot of other things, a lot of which was generated for my tabletop roleplaying circle.  There's enough content for me to seriously consider compiling it all into a book specifically for players of 5th edition AD&D as a complete world ready for adventure.  Whether I'd release it as a PDF or approach a publisher remains to be seen, but rest assured I am giving it serious consideration.

Watch this space for updates, and please drop me a line if this is of interest as a little encouragement would go a long way.

All the best,

Quillmaster.

Friday, January 07, 2022

I can't believe it's been 5 years since I last posted.  Truth be told real life took a bit of a tumble, something which I am still in the process of trying to rectify.

I truly hate that I left this abandoned for so long.  Creating in the toolset was my true passion but I had to divert my attention elsewhere.  Although I still have the tools, I simply can't perceive the project continuing without some external input, and fear that the mods I have used may make collaboration complicated.  I'm all ears though if anyone believes they'd be capable of taking a look.

Wednesday, November 29, 2017

Saturday, December 31, 2016

Well, I must confess I simply haven't had the time to do more to the saga, and the longer time drifts by, the more I forget on what progress was made.  I did however take a peek over the Christmas period.  There's a fair few conversations that need expanding, and that can be terribly time consuming.  It did leave me wondering if I should consider re-installing NWN2 and making part two within that, but I suspect the learning curve would destroy my will to go  on.

On reflection, it makes far more sense to stick with NWN1 simply because of the amount of work already within chapter 2.

I'd still be very interested if someone out there might be willing to help.

Thursday, January 21, 2016

Wakey wakey!

I can't believe I've left this alone for so many years.  It's been a struggle being a single Dad, to the point that I've had to have a minor operation.    Having to spend a couple of weeks resting, and now mobile enough to exploit my free time... so I started up the toolset and found myself dabbling again.

As anyone who's played Chapter One will know, I'm a stickler for detail, and atmosphere is one of the most important tools at your disposal for creating it. It's all about immersion. Immerse your player in the story by setting the scene, both visually and auditory. One trick I like to use with sound is I'll note the background noise of an area and place a much quieter version of it near the transition point of an adjoining area.

I also check the description of anything that can be clicked on, including NPCs, tailoring them to observations the player can make.

If you haven't played Chapter One, I urge you to do so, and if you have, I urge you to play again.  Were you aware that the confrontation that occurs in the mines has a game changing consequence if the Half Orc survives?  The consequence being that you encounter him later and he has conveniently made an area combat free. 

There are many things that are easy to miss, ranging in complexity, including but not limited to:
  • Multiple reward possibilities dependant on how you're viewed by Anath.
  • It's possible to get Gailin to like you.  Hard work, but possible.  There are several range bands to how he views you, altering his conversations and reactions to storyline in the process.
  • There's an optional quest in Oasis involving a burnt note.
  • Translating a book can gain another companion.
  • Lore in all books is original and can contain clues.
  • Lore on all armour is original, from dog collars to chainmail.
  • In fact the lore of everything pertains to the setting
So... having rekindled my interest, I'm having another look.  No promises, but knowing someone wanted to play Chapter 2 could make all the difference.  Happy gaming people :)

Monday, November 12, 2012

Disaster Averted!

Okay okay, I confess I haven't been around of late, or even building come to that.  That nasty thing called real life is still demanding lots of my attention, particularly on the job seeking front, and I had a major disaster... two in fact, with regard my computer.  I suffered a particularly nasty virus attack that locked the PC and disabled safe boot mode.  The first time it struck took me a couple of days to sort out.  The second time merely a couple of hours since I'd remembered how I got round it.  You can't be too cautious people.  I actually have a good virus checker that deals with files in real time, yet it missed this one twice.

Having thought the worst was over, I was horrified to discover that it had somehow messed with two of my games, being Neverwinter Nights and World of Tanks, somehow assigning them to the creation of further viral attacks and rendering the programs unusable.  Fortunately the virus checker caught the files they kept creating whenever I tried to run them, but I was unable to fix the problem and make the programs run.  This was quite a disheartening moment for me.  World of Tanks I could manage without, but the loss of Neverwinter meant that work was unnaccesable, and that I'd never be able to witness my son enjoy my creations.

Fortunately I'm a patient fellow, and I decided to persevere and tackle the problem.  Several days later, having uninstalled both programs then re-installed them (a somewhat painful task with NWN since it meant having to remember how I got it to run on my system in the first place, plus having to find the critical rebuild patch that Bioware no longer have available), I was relieved to find I'd fixed the problem, and especially pleased that I'd made backups of essential files.

So... fingers crossed, I'm now back in business, and quite excited about building again having overcome the initial sense of loss.

Right now I need a rest though ;)

Tuesday, August 21, 2012

Hobby Holiday

As some of you may know, life has been a bit hectic lately, and I needed to get away from it all.  I did try opening the toolset a couple of times, but I was always disheartened by the monumental task ahead, and would end up closing the toolset to leave tackling it for another time.  In the meantime I'd end up feeling a bit guilty having proclaimed the Relbonian Chronicles to be a series, particularly when Chapter One was welcomed so warmly.

Sometimes your hobbies can run away with you, ending up so big that you can't imagine finishing them.  In such a situation myself, I was in need of turning my attention to something more manageable in an attempt to remind myself that finishing a project was possible, in the hope that completing something smaller would encourage me to return to something larger.

Having arrived into roleplaying from a wargaming background, modelling has always appealed to me, particularly if it was something that could accompany my collection of fantasy figures, and with my eager 5 year old son showing an interest in his collection of knights, it seemed only natural that I turned my attention to an old unfinished model of a mediaeval tavern I'd started a long time ago...


...so, above is pretty much how it started out.  Polyboard cut to shape, then selotaped together with the additional strength of pins (later substituded for cocktail sticks) holding it all together to aid the gluing process.  I'd also made a start on the roof, which was just thick cardboard, and thin balsa wood strips for the tudor styling.


Another week down the line and I had pretty much finished the balsa wood application and made a start on the roof tiling, which was made from small cut up squares from a cereal box glued from the bottom up so that they'd overlap each other.  Once finished ready for painting, the walls were painted with a textured paint that would later be dry brushed, and the balsa wood painted dark brown.  The roof was painted black then dry brushed in grey (after a failed attempt at painting the roof red which I'd decided didn't work), and the windows painted blue and having the criss cross affect applied with a black felt tip pen.  



I hope you'll agree the final outcome is quite good.  My son certainly thinks so!  The good news is it felt something of a relief to be able to say I'd finished another of my projects, which did indeed culminate in me opening the NWN toolset once more.  It was still daunting, but I have this very evening sorted out a major glitch with the opening cutscene which was threatening the entire module.  I have a day off tomorrow, so dare say I'll be tackling it some more. :)

Saturday, June 30, 2012

Yes, I do still exist!

Just a quick note to let people know I'm still around.  As always, real life keeps taking a bite out of my creation time, (I'm still a single parent, and still looking for work... anyone got any offers?) hence the lack of posts as of late. It's hard to get incentive with a hobby, particularly when you know there's conversation work to be done which is always time consuming, and unfortunately, I think I set the bar quite high with Chapter One.  As always, if anyone feels they might be able to help in any way drop me a line.  I'll be trying to spend some time on it soon so my next post can be more interesting.

Wednesday, January 25, 2012

Here We Go Again!

Well, I managed to step away from Skyrim and opened the toolset to have another bash at Chapter 2.  It had been worrying me a while as whenever I opened the toolset to have a look, I realised what was waiting for me was quite daunting and would end up shutting it down again.  This time I perservered, and decided to crack on with the opening cutscene that will greet the player.  Since I started dabbling with the Gestalt cutscene system I haven't looked back.  True, for a perfectionist like me it's making a rod for my own back, but I feel quite strongly that the inclusion of cutscenes does much in the telling of the story and moves it away from a simple monster bash.  As expected, problems arose.... camera positioning was never quite where I wanted it... NPCs wouldn't run where I wanted them to... camera wobble made text unreadable... all the usual stuff that had me cursing at the keyboard, but I got there in the end.  The cutscene intro now sets the scene nicely, meaning I'm ready to move on to what takes place within the city where the first part of the module will take place.  As I enjoy making areas, some of that has already been done.

No pictures for now.  I think I've got flu coming on and need bed!

Saturday, January 07, 2012

Oops!

I guess an apology is in order, for not only has work on part two ground to a temporary halt, but I also failed to post my usual well wishes for Christmas and the New Year.  To some extent personal life has taken the usual toll, and certainly wasn't helped by the uninsured driver who crashed into the back of my car while I was stationary.  My oven blew up on Christmas eve, I've not been well, and I attended a couple of job interviews, but I digress... the real reason things have ground to a halt if I'm completely honest with myself is the recent acquisition of Skyrim on the X box.  Quite simply, it's the best game I have ever played.

For those of you unfamiliar with Elder Scroll games, they are fantasy based role playing games that have acquired a reputation for high quality.  Morrowind certainly deserved such a reputation with its vast scale and attention to detail.  Oblivion certainly looked promising with the same mammoth scale and extremely high quality graphics, but the story driven requirement to keep entering portals ended up feeling very repetitive, to the point that despite nearing the end, I felt bored and ceased playing.

Skyrim is far superior. You can venture as far as the eye can see in a landscape that will have you pausing simply to take in the view.  The superior graphics extend to your inventory items, allowing you to zoom in on them and view them from any angle, making them feel much more solid and real, improving game immersion vastly as a result.

Your character can be taken in any direction you wish, with skills improving as you use them.  I've been having fun with a stealthy character that favours two swords and dabbles with fire spells.  They're also a dab hand at creating potions, poisons, and even their own magic items.  It's been great fun, but I'm seriously considering starting again with a pure mage, which is testament to how good the game is.

There are bugs, but the beauty of it as a whole far outweigh the trivual annoyances that can crop up, and let's face it, in a game this big, it's no surprise that the odd quirky little thing will slip the net.

The storyline is great... no.... fantastic if you're into Dragons like me.  A real epic story that delves deep into the lore of the Elder Scrolls.  What's nice is that even the side quests have great attention to detail, often resulting in you wandering far from your intended path where something else gets the better of your curiosity.

Quite simply, it's awesome. 

Tuesday, October 25, 2011

Inspirational Fuel

I believe I've mentioned in the past that I've been labelled a "Regressive Achiever".  We're very rare (so I've been told).  Most people when getting from A to Z conclude that they best go to B first, whereas I'd argue that since Z is where I want to be, I'm going to need to get to Y at some stage so spend my time working out how to get there.  Regressive Achievers tend to tackle things backwards.  As a result they tend to be slow and methodical, perhaps taking longer, but usually achieving a superior result far closer to the desired requirement of their chosen task.  Ever since I was told this, I have to chuckle at the amount of times I subconciously work like this without realising I'm doing it.  It's most obvious in the manner in which I draw.  I have an unusual style that my art teacher used to criticise me for, yet I find it is the only way I can work.  When I work on an animal portrait, I have to see evidence that I am achieving what I want, or I lose interest, so I'll finish part of the portrait (I usually do the eyes first, as that's the most important feature to get right) before moving on to another section.  If you were to photograph progress of one of my drawings, you'd get the impression a jigsaw was being made.

It recently occured to me that even Neverwinter can't escape the way I work. 

Having encountered many a thread in the past requesting building tips and advise, I thought perhaps I should elaborate on my own methods.  True, they may be long winded, but, like my drawings, by finishing the finer details before tackling the bigger picture, I find I am provided with the inspirational fuel required to take the project further.

So, for your own enjoyment, here is the thought process involved in the latest piece of  "The Relbonian Chronicles - Chapter Two" that I've been working on...

For the introductory cutscene, I need a conversation to take place between the player and an NPC who is the leader of the local Thieves' Guild.  I work on the location where the conversation will take place until I'm happy with it in terms of content, lighting, and most importantly, music.  I say music is most important for two reasons.  One, it helps set the mood for what will happen in the scene, and two, it helps put me in the right frame of mind to capture the essence of what I want in the characters that will inhabit the scene.  Having got this far, I'll start working on the NPC, taking care that the location he will inhabit is visible to me during the creation process, and that the music can be heard.


Players of my previous works will know I pay great attention to detail, taking the trouble to have an NPC match their chosen portrait as closely as possible.  With the help of the music and the setting, it occurs to me that the head I've selected, although close to the portrait, doesn't portray the intimidation I want to convey so I return to browsing through the head models until I find something more suitable.



Having found something more suitable, I find a description of the NPC comes more naturally, and am able to move on to the inventory.  By far the most important item is the clothing, as again, I want it to tie in with the chosen portrait of the character.  In this instance I am fortunate that not a great deal of the clothing is visible, so the main things I need concern myself with are the colour scheme and the fact that he shouldn't be showing off his chest.  Rather than spend ages looking for something that fits the bill, I just copy what he's wearing and edit it to my personal taste, eventually culminating in the outfit shown below.  Note that while I work on the outfit, I keep the NPC details visible so that I can still refer to the character portrait as reference.


Now, at this stage it occurs to me that as an actor in a cutscene his equipment isn't that important.  I don't let that stop me however, as there's no reason I can't use it elsewhere (perhaps even a later chapter) for whatever reason, and so I set to work on giving the armour both properties and a description...

"Armour of Wrist Whistling is the apt name given to this armour by the maker, a famed tailor called Vence Volderberg, who is rumoured to have created the original Runner costume favoured by the Druids.  This outfit is for an entirely different type of customer however, with urban camoflage as opposed to rural clearly evident in the expensive dyes used to colour the garment.

Light yet well padded, it has been designed to allow swift movement of the arms (hence the name), allowing the wearer to block potential sword swipes with the bladed forearm attachments.

It is rumoured that some in Relbonian high society oppose the open production of such garments arguing that they are favoured by criminals and that anyone wearing them should be treated as such."
 
Satisfied that the description tallies with the properties I designate to it, I then place it on the NPC to see if the final look fits the bill.
 

Now I'm happy.  He looks the part and suits the music I'm listening too perfectly.  I create a one line conversation file and assign it ready for working on later, and browse through a few voice sets until I find the one I feel best suits him.  With that done, I place him in the scene, look at the clock, and realise I should be getting to bed!

Rest assured that work continues, but the perfectionist in me can be a little demanding of my time.  Hopefully that's already clearly evident to those of you who played Chapter One.

Bedtime again... lol... night all. :)