Legacy of White Plume Mountain: Final Testing
#1
Posté 17 juillet 2010 - 10:33
Brief walkthrough for sidequests including recommended party level can be downloaded here (Word doc) . Quests range from level 7 to level 16-18, so try any PC group you like and dive in.
A Readme can be found here - please bear in mind my design goals when giving feedback.
Hak file 1 (78Mb) - put in hak directory
Hak file 2 (176Mb) - put in hak directory
Campaign folder (21Mb) - put in Campaigns directory
Sidequest module folders (216Mb) - put in modules directory
Overland map module folder (70Mb) - put in modules directory
WPM conversion module folder (25Mb) - put in modules directory
Oustanding bugs/issues
1. Spellplug
2. Flying Sharks in the Terraces of Doom (maybe need to play with trigger to keep them water-bound)
3. Elder Black Pudding – on damage script neds altering to reflect non-physical damage
4. Aspect of Demongorgon immortal
5. Beholders with Banites/Zhents immortal
6. Final battle – bosses not jumping into battle
7. Fane – portal activation
8. Killjoys prisoner – crash (check appearance)
9. Ziggurat – level 2 -> 1 transition not working
10. Bright Mountain – vanishing Carradoc
11. Bright Mountain – check door to final boss
12. Stone to Flesh – more scroll drops or OnDeath remove pertify
13. Otus Hilltopper not becoming a hanchman (only one? Are other henchmen working ok?)
14. Double check drafting station tags
15. More deity tithe boxes? Suggestions?
16. Ceelix’s Crystalline Conveter – portable means to convert gem drops to useful items
17. Some surprise random OM encounters?
18. WPM – rescript swing bridge jumps
19. Insert DNO’s journal into DGES
20. DGES – crash on entering level 3/4? Duplicate areas and delete
21. Rockfall and escape from Pit of Yeenoghu
22. DGES level 4 trap at pit entrance and locked chest – reduce DC?
23. Thayan tower final battle + dmitra’s potions?
24. Thayan tower crafting benches
25. WPM – backup for exiting slow triggers? Check Western passage
26. Kelseidia – check cave entrance/exit to complex
27. Quamara – check battle area and speak
28. Castle Mukos exterior – reduce number of OnEnter scripts?
29. Underwater traps in Mukos – check placement
30. Check ext of Loviatar temple and Devils cellar – back to soubar? (But load mod isn’t always perfect at picking up waypoint…)
31. Mag vs OM rest at Soubar – 5 vs 50gp
32. Ancient Sewers – secret door to north not always firing
33. Worg spawn points – check walkmesh
34. Exit portal from Dungeon of Swords not firing
Thanks to all for their help on this so far. Updates due soon!!
#2
Posté 17 juillet 2010 - 02:29
I liked it more than Misery Stone (which I really liked, great module) Dark Waters and Pool of Radiance: Remastered. And to me, that is high praise indeed as all those modules I consider to be worthy of professional level efforts (and all are much MUCH better than the OC.)
Looking forward to the updates.
best regards,
dunniteowl
#3
Posté 18 juillet 2010 - 06:35
#4
Guest_Chaos Wielder_*
Posté 19 juillet 2010 - 12:25
Guest_Chaos Wielder_*
#5
Posté 21 juillet 2010 - 02:36
Bug list now in the low teens. Starting to turn my attention to final parts of White Plume Mountain itself and the boss fights.
#6
Posté 25 juillet 2010 - 08:18
Has the list moved out of the terrible teens yet? I have a new party ready and waiting to play this. The old party have gracefully retired after they're testing trials and tribulations.
Carry on with the good work.
Cheers
Jan
#7
Posté 26 juillet 2010 - 06:52
That original list is cut down a fair bit, but new ones have been added (thanks in part to E.C.'s efforts!). Hold off for a few days and I hope to have new updates. But the links above will always lead to the latest version.
#8
Posté 26 juillet 2010 - 12:33
#9
Posté 29 juillet 2010 - 12:53
Had annoying crash during saving that meant I lost a load of changes recently, but think I've managed to work them back in now. Anticipate releasing newer version on Monday.
If anyone has tested current version, I'd appreciate any thoughts on the Geminator (speak to Mel in Soubar).
#10
Posté 29 juillet 2010 - 07:59
This time the forces of Nature are going to have stern words with the forces of Nastiness abounding in the High Moor and Serpent Hills.
P.S. Still trying to work in a level of Paladin, ---------MUST HAVE SWORD
#11
Posté 29 juillet 2010 - 10:16
A quick poke in the mod seems to indicate the geminator works. There is an issue with the dialogue when buying it though. "It's a deal!" results in spent gold but no geminator. Only the reluctant purchase option results in product and the merchant running off.WyrinDnjargo wrote...
If anyone has tested current version, I'd appreciate any thoughts on the Geminator (speak to Mel in Soubar).
Modifié par Quixal, 30 juillet 2010 - 01:25 .
#12
Posté 30 juillet 2010 - 12:35
#13
Posté 30 juillet 2010 - 06:01
#14
Posté 03 août 2010 - 10:37
I got bogged down bug fixing on the sidequests for longer than I hoped so there's still unfinished content in the main quest towards the end. That said, I'm hoping I'm now at the stage where I can focus solely on the main quest and finish that off.
Too many bug fixes to list - I hope most have been fixed permanently, and at least I wasn't getting the crash at DGES.
some key points
- Geminator included - talk to Mel in Soubar. Feedback on the mechanics appreciated (and if should include Craft:Alchemy bonus)
- Gold adjustment per PC entering Soubar
- Numerous monster hp/stat tweaks
- Deck of Destinies scripted - if anyone can find it in Return to White Plume Mountain (once you've finished part 1), I'd appreciate reports on how it works for you once you draw a card
- All non-main quest bugs listed above addressed
Questions
- Are people seeing Nightfear's archers in RtWPM?
- Are overland encounters on the mountain jumping to mountain encounter areas or plains?
Doesn't seem like a lot content-wise, but pinning down those bugs took a fair bit of time. Now to focus on content....
#15
Posté 04 août 2010 - 02:56
Its in the fetid sewers to the north of the starting area. If you want my savegame, I can email it to you.
#16
Posté 04 août 2010 - 03:20
#17
Posté 04 août 2010 - 05:19
(and no, my current party can't make it through the dungeon to the exit you mentioned! This is the first dungeon the party entered, after all)
Modifié par Gilradthegreat, 04 août 2010 - 05:20 .
#18
Posté 04 août 2010 - 08:10
Firstly try redowloading that module (with overland map and that sidequest are in this folder )
Then you can use the debug
rs ga_jump_players("wp_soubar",1,1) to escape if needs be
let me know how you get on
Modifié par WyrinDnjargo, 04 août 2010 - 08:14 .
#19
Posté 04 août 2010 - 08:24
- House Orogoth (no reports)
- Thingizzard's Hut (no reports)
- Ziggurat (one report)
- Halls of the Hammer (one report)
- Delzoun tomb (one report)
Free no-prize to first to complete these! On that note, any testers that have ideas/requests for an item or other content by way of recognition and thanks, let me know. I'm open to more tithe boxes, or custom magic items - or any great ideas
#20
Posté 04 août 2010 - 12:34
#21
Posté 04 août 2010 - 12:51
#22
Posté 04 août 2010 - 01:59
I have encountered no bugs in House Orogoth.WyrinDnjargo wrote...
- House Orogoth (no reports)
- Thingizzard's Hut (no reports)
- Ziggurat (one report)
- Halls of the Hammer (one report)
- Delzoun tomb (one report)
Free no-prize to first to complete these! On that note, any testers that have ideas/requests for an item or other content by way of recognition and thanks, let me know. I'm open to more tithe boxes, or custom magic items - or any great ideas
I have encountered no bugs in Thingizzard's area.
I haven't tested the most recent version of the ziggurat, but the issues used to be an immortal climactic foe and the exit of the ziggurat wigging out and turning everyone invisible instead of letting them leave.
I have encountered no bugs in the Halls of the Hammer.
I have encountered no bugs in Delzoun tomb.
In terms of interesting items, I have always been fond of the Magic Electrifier (could replenish charges on an item by destroying another item) from SoU. I haven't seen anyone try it in NWN2. Heh, it looks like I need to finally tackle the second part of the mountain to get a look at the cards.
#23
Posté 04 août 2010 - 04:00
Hope they were fun! The ziggurat foe should no longer be immortal, but I may have missed the transition bug - I'll check up tonight.
An item charger could be interesting... will have to think on the mechanics for scripting it but Quixal's Magic Electrifier should be doable.
#24
Posté 04 août 2010 - 04:12
What shape is Bright Mountain in at this point? Should I test it as well?
Edit: I had another item related thought. Blackrazor, Whelm and Wave have generic descriptions. Though ultimately you don't have them in your possession very long as you are more than likely just ferrying them back to Soubar, it is rather anticlimactic when you take your first look at them. Obviously this is a minor issue that takes a backseat to actual bugs.
Modifié par Quixal, 04 août 2010 - 04:30 .
#25
Posté 04 août 2010 - 04:53
Bright mountain worked for me last time I tested - managed to sort out Carradoc bug and door should be bashable





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