Great stuff. But does anyone know if anybody is working on other projects using these tools? Because so far there is only this one concept piece. I'm hoping there are some people making things happen right now. :(
For anybody wondering, I found the quest to be starting somewhere near the Ford fast travel point in White Orchard. HUGE thanks to rmemr. I hope this reignites the love of modding for TW3.
This is GREAT!! I just wish these tools were created a few years ago because we would have had a much more vibrant modding community for TW3 that would have rivaled Skyrim. Imagine if modders were able to create a Witcher version of "Beyond Skyrim", where we get to travel to other parts of the continent! Imagine a map for Niilfgaard proper or Dol Blathanna. God... I really hope that somehow this proof of concept gets the attention of modders and reignites an interest into modding TW3 because there is so much potential for this fantasy world!
Quick question pertaining to this - the proof-of-concept mod. The description says that once you do "the quest" you'll be stuck in the new area. Question is - how difficult to complete the mod, i.e. to provide for return from the "Smiling Archipelago" - is it so difficult to create the return mechanisms? I'm guessing not - since new map areas from which one cannot return wouldn't be so desirable. I realize a quick console command or hack-FT will get you out, but - I'm thinking in terms of fully implemented quest to .... Ofir or ... wherever one's imagination and talent might take them, heh. If not excruciatingly difficult, I'd almost like to create the return route as an exercise perhaps.
This whole thing looks amazing - the cutscenes, the - everything. Very imaginative and a real "breath of fresh-air". Kudos, and big Thank You for the Radish Seeds :-)
Since this uses the questgraph capabilities of the game changing maps is one of the most trivial (technical) aspects. The reason this is not in the example quest is because this quest was never meant to be published as a "full showcase" quest. It was just a quest for testing some aspect, spiced up with scenes because it was fun (and also triggered by a joke).
Nevertheless the most difficult aspects for "real" quests will be the actual planning and laying out of the quest. I can create a go-there-pickup-n-of-generic-thingie-bring-it-back-sprinkled-with-generic-attacking-monsters quest without scenes on vanilla hubs in a weekend - but that would be a pointless, generic quest, wouldn't it?
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People interested in using the tools and creating a new quest may be interested in this CDPR Forums post
goto Novigrad
goto Skellige
Not one new story mission since this went up. :(
I'm hoping there are some people making things happen right now. :(
This whole thing looks amazing - the cutscenes, the - everything. Very imaginative and a real "breath of fresh-air". Kudos, and big Thank You for the Radish Seeds :-)
Since this uses the questgraph capabilities of the game changing maps is one of the most trivial (technical) aspects. The reason this is not in the example quest is because this quest was never meant to be published as a "full showcase" quest. It was just a quest for testing some aspect, spiced up with scenes because it was fun (and also triggered by a joke).
Nevertheless the most difficult aspects for "real" quests will be the actual planning and laying out of the quest. I can create a go-there-pickup-n-of-generic-thingie-bring-it-back-sprinkled-with-generic-attacking-monsters quest without scenes on vanilla hubs in a weekend - but that would be a pointless, generic quest, wouldn't it?