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The Maimed God's Saga Campaign Release in 8 Days


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#26
nicethugbert

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Tiberius209 wrote...
nicethugbert, I guess I didn't know that Kaedrin added more than just extra classes.  Regardless, I didn't put it in, and I'm not delaying release for the months of extra testing it would take before I would feel comfortable with it.


I was under the impression that Kaedrin's requires a few tweaks to the event scripts to work fully in the override folder.  But, I can't find those instructions now.

I would check out his site and look at the new cleric spells.  Some of them might fit your use of neglected spells very well.  Plus, there is tons of other content to build a mono-class module around.  http://nwn2customcontent.wikidot.com/

#27
kamalpoe

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Tiberius209 wrote...
some of my dungeons are really dark.

Thank Tyr! I love this module already!

#28
daveyd

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Hey Good News! It's already up!

Now I just have to decide on what type of build to go with.. I think I'll make an Aasimar- the cha & wis modifier is worth human's extra feat to me and I'll just take 14 Int to have some decent skill points. I definitely want a decent melee fighter so I may take the path of a warpriest.  Decisions, decisions.

Modifié par daveyd, 17 août 2010 - 08:53 .


#29
Tiberius209

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Wow... that was really quick.

#30
nicethugbert

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Hmm, would there be any problems with a FS?

#31
jackkel dragon

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...Is this really already out? I thought it came out on Friday...

#32
Eguintir Eligard

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maybe tiberius knows somebody at the vault or they know him

#33
kamalpoe

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Tyr's favor, obviously!

#34
StrangeCat Productions

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Yea I did the music for "The Maimed God's Saga". I treated it like a AAA project. The music will bring the world alive more and the characters.

#35
daveyd

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nicethugbert,



Based on what I've played so far, I think favored soul would work, though a cleric probably works better. Storywise they basically fit and would fair just as well as a cleric in combat. But some dialogue has option to cast specific cleric spells... Since a favored soul doesn't know all cleric spells s/he may miss out on some of these options due to not even knowing the right spell. On the other hand, clerics has to memorize a specific spell to use it, while FS could in theory use any known spell as long as they haven't use up that level's spells per day... ( I don't know if there could be some bug preventing FS from using their spells in dialogue).



I'm really loving this mod so far! It's very addictive. The story, companion, music, etc. is all great....

#36
nicethugbert

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I think this is what needs to happen to make a module place nice with Kaedrin's:  http://nwn2customcon...m/module-events






On Module Start Script -
ExecuteScript("cmi_pw_mod_start", GetModule());
***
On Player Equip Item Script -
object oPC = GetPCItemLastEquippedBy();

ExecuteScript("cmi_player_equip", oPC);
***
On Player Level Up Script -
object oPC = GetPCLevellingUp();

ExecuteScript("cmi_player_levelup", oPC );
***
On Player Unequip Item Script -
object oPC = GetPCItemLastUnequippedBy();

ExecuteScript("cmi_player_unequip", oPC);
***
On PC Loaded Script -
object oPC = GetEnteringObject();

ExecuteScript("cmi_pc_loaded",oPC);
***
On PC Rest Script -
object oPC = GetLastPCRested();

ExecuteScript("cmi_player_rest",oPC);
***
On Heartbeat Script -
ExecuteScript("cmi_mod_hb", OBJECT_SELF); //This is the module
***
Special Note:

PW's can comment out the IsModuleSupported line of the cmi_pc_loaded
script because the Module Start already takes care of this. This is more
for SP users.

#37
nicethugbert

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How useful is crafting in TMGS?

#38
Arkalezth

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It sounds great, I will definitely play this. I loved class-based modules in NWN1, and I rarely play Clerics, so this is a good occasion to play as one.

In the CCG, you mention Charisma as an important attribute. Is Turn Undead useful in the module, or does it have some other use, apart from RP (and divine feats, Divine Might and the like)?

Edit: Is Blind Fight needed/useful in this module?

Modifié par Arkalezth, 20 août 2010 - 06:29 .


#39
daveyd

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Charisma is definitely important because it boosts your social skills (i.e., diplomacy) which are used a lot. I also found several battles where turn undead is quite useful and I'm only about 2 / 3 of the way through. Still I would say wisdom should be your priority because more wis = more spells. It works best if you memorize the greatest variety of spells. I reloaded at a few points to memorize the spells that would help with a given situation. I've found at least a couple opportunities to use almost every skill in the game, too.

#40
nicethugbert

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NEAT!

I went with one of my typical Wood Elf Battle Clerics, modified.  Starting str 18, dex 10, int 12, con 12, wis 16, cha 08.  Raising wis to 19 then str the rest. 

I took Knowledge Domain and maxed Lore skill thinking he would need to collect evidence in order to distribute proper justice. I also maxed diplomacy, despite his 8 cha and Devout Background, and mem'ed Eagle's Splendor for conflict resolution.

I was thinking of taking Law domain in order to make proper arrests but I'm used to my Battle Clerics and I don't know if these details make a significant difference in the module. All Clerics get Hold spells anyway.

I took War Domain, Scribe Scroll, Touch of Healing(Kaedrin's), and Combat Casting so far.  My next feat will be Holy Warrior(Kaedrin's).

So, my character is part detective, part warrior.  I'm not sure that makes sense but there it is.  I suppose there will not be many arrests but many executions.  Oh, he's LG.

Modifié par nicethugbert, 20 août 2010 - 08:54 .


#41
Tiberius209

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nicethugbert,



I'm not big on crafting and so did not particularly focus on it. Not against it; I just don't think about it much.



I will say that being able to brew potions would be helpful in order to boost your spell useage. There are only about 10-12 bottles in the game, but that would probably double the number of potions available.



Also, there are a couple checks for Craft Alchemy and one for Craft Weapon that allow additional options if passed. But that's three uses over a fifteen-hour campaign.

#42
nicethugbert

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I am stuck. Plus, while trying to get unstuck the Legal Conundrum quest
reopened after I read through the Codex Perigan again. But, Thurgelson
and Cooper only let me change my mind or bust their chops about it.



Completed Quests:
Archive: The Hanging Tree
The Unnatural Tree
The Locked Door in the Library
Tyr's Vision
The Vanghaunt Chapel
Strange Matters
Archive: Grigor Behm's Adventures
Archive: Straella Vanghaunt
Archive: The Curses Victims
Archive: The Vanghaunt Dynasty
The Tainted Glen
Verona Redwine


Uncomplete Quests:
A Legal Conundrum(previously completed)
Thess' Abduction
The Curse of the Vanghaunts
A Call to Heroes
DM Note: Campaign Conventions

Modifié par nicethugbert, 21 août 2010 - 08:56 .


#43
jackkel dragon

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@nicethugbert: I was stuck at about that point too. Try sleeping in your bed.

#44
nicethugbert

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Did that. No difference.

#45
jackkel dragon

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Um... try talking to everyone about everything, and visit every area. Then try sleeping again. I was completely stumped at one point, and either praying or sleeping seems to move certain plots forward. It just seems that you have to finish certain "sidequests" first.

#46
nicethugbert

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I've done that for hours. No progress.

#47
Eguintir Eligard

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I get to play this soon and look forward to being holier than thou

#48
Tiberius209

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nicethugbert,



To get help faster, please post on the Vault page.



Here's the tip: try resting in bed at NIGHT. Day will not work. That will move you forward.



Note, for the most part, you do not have to finish certain sidequests first; you only have to finish enough sidequests. But you have finished more than enough to progress to the lighthouse and, in fact, will certainly move to the next stage immediately after that.

#49
nicethugbert

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Is there a certain time at night or is it when the sundial stops telling time for the day?

#50
Tiberius209

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Also, about the conundrum, what decision did you make previously and then what section did you read that reopened it?