Having a good working secret door is a "must have" for any good adventure in my opinion, and with Nim's work on Secret Doors, my module now has a good working system. I had to alter the code for them to work the way I wanted, but his "blocker door" and "secret placeables" made the doors near enough invisible until detected. Hovering a mouse over an area or looking for a door transition certainly does not help the player locate them. There is still a very slight difference in colour, but that will not be easily noticed if a player is unaware of it and/or moving past at a pace. However, if they are keeping an eye open for such, then the slight difference will be a clue to "search" harder and if done so, the door will be revealed.
I have also taken the coding slightly further in that the secret section can now be easily closed again, or if left unattended, will automatically close itself. Take a look at the screen shots below. The lighting I have used helps emphasise the secret door more than it will usually.
The last screen shot is actually a view from behind a secret door covered by a bookcase. I coded it in such a way that if the PC is able to find a way to approach a secret door from a different side, then it would be "obvious" to them and allow for immediate interaction without having to "search" and find it first.
While the more observant reader may recognise the area as "new" to anything shown before, I reluctantly have to admit that this is an area I started a long while ago and have still not had time to finish. However, the fact that I have started to work on it again is a good sign. I needed a change from working on previous areas, which, unfortunately, also still need completing.
I have also spent some time looking at new monsters for my module. In my search I came across quite a few new models, some of which have had their AI scripted and others that will require a bit more work. My thanks go to Shaugh and his blog Risen Hero for the links that got me started on a search. (Check out his site for a ton of creature links.) I have also incorporated his "Giant Throwing" scripts and will take a closer look at those at some point. I am not going into too much detail about which creatures I have included, as I do not want to give too much away at this stage, but I have tried to download and include as much custom content for the campaign as a whole, so there should be a good mixture over time.
I managed to finish Misery Stone this week. It is a fabulous mod and well worth a play. There are one or two points that keep it from a perfect 10 in my opinion. However, it came in at 8.75 by my scoring, which must be the highest I have scored for a NWN2 mod. I left my vote and review a the Vault.