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Module Release: The Wizard's Apprentice


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#76
Guest_Chaos Wielder_*

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Do people think alignment changes are necessary? I mean, real shifts along the axis in game. For me, that doesn't matter--if I decide to go on a puppy killing rampage, let the game show me be evil rather than the bar "represent" my villainy. I suppose that's my view, anyways.

#77
Krozam

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1. some classes are alignment-specific. If I'm a monk and I act too chaotic, I'll soon be an ex-monk.



2. Alingment can also represent reputation. If I'm evil, the NPC's who know about me may treat me in a different way than they would if I were good-aligned.



These are just a couple of things from the top of my head that make alignment changes useful in my eyes.

#78
Guest_Chaos Wielder_*

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1 is actually a good point. I guess, from my perspective, I figure that a player will act in accordance with the character they made. So, if they roll a monk and start doing things "non-monkish" then I don't think alignment will matter to them. They're playing the game for the sake of playing the game. I think what you're saying is a good idea for dedicated players, but it many cases it is extra work for little pay off. This is not to dismiss what you're saying, but just an observation.



With 2, I still think that can be accomplished by scripting better than the alignment axis(more precision). The axis *can* be good, but it needs much more than that.



Still, I think it would be better to have shifts than not. It's a matter of time investment and payoff for me--considering how long I've been working on this--and it's something I chalk up to expendable. Good points though. :)



(And I hope we didn't just hijack a thread!)

#79
Krozam

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I suppose it also depends on the story. My favourite mod ever, Serene, has neither a multitude of conversation options nor alignment changes. It needs neither, because of the plot and because it's simply a good story with good characters. Nevertheless, I think a multitude of options and alignment changes both usually make a mod better.

Modifié par Krozam, 24 décembre 2010 - 06:58 .


#80
steelfire_dragon

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Chaos Wielder wrote...

Do people think alignment changes are necessary? I mean, real shifts along the axis in game. For me, that doesn't matter--if I decide to go on a puppy killing rampage, let the game show me be evil rather than the bar "represent" my villainy. I suppose that's my view, anyways.



no they are not neccessarry, only becuase ut us hard to decide what is and what is not an act that would deal with that.



pass the obvious stabbing somone in the back over in that alley over there....

#81
Ykhare

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Done, dusted and voted. No showstoppers, great module overall though there *was* that big lull in the middle where I went and horsed around other modules a bit because I couldn't seem to find anything new and/or manageable to progress, stumbling on the sylph mound finally restarted the chain of events to the end.

#82
M. Rieder

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I'm very glad you enjoyed it. Thanks for the feedback about the sylph mound. In response to your feeback and the feedback of other players in my next update, I am going to mark it on the map and make furure areas more accessible.

#83
darkling lithely

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HELP! -- intro spoiler alert

I put the fires out and the journal recognized it, but those little piggies are holding me back: they are all in the empty room and the door is closed (pulled up?), but nothing happens. The Master and the journal don't appreciate my efforts!

What do I need to do?

#84
alcaray

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Last post 2 years ago... anybody home?
 
There might be a few newbies (like myself) wandering through since GOG just started to offer NWN2. 
 
So Wizard's Apprentice II  was strongly recommended to me.  So I decided to start with the first one, for completeness' sake.  It's good and it's fun so far.  However, there are never any journal entries for quests.  The quest-givers do seem to realize that quests are completed. 
  
I gather from the the posts in this thread that this is not normal behavior.  So is it something wrong with the GOG version?  I have not installed any user patches (though I did install Harp & Crysanthemum).  Any idea what's going on?


#85
kamal_

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alcaray wrote...

Last post 2 years ago... anybody home?
 
There might be a few newbies (like myself) wandering through since GOG just started to offer NWN2. 
 
So Wizard's Apprentice II  was strongly recommended to me.  So I decided to start with the first one, for completeness' sake.  It's good and it's fun so far.  However, there are never any journal entries for quests.  The quest-givers do seem to realize that quests are completed. 
  
I gather from the the posts in this thread that this is not normal behavior.  So is it something wrong with the GOG version?  I have not installed any user patches (though I did install Harp & Crysanthemum).  Any idea what's going on?

GOG's version seems to sometimes have issues other versions do not, specifically with quests. See
social.bioware.com/forum/Neverwinter-Nights-2/NwN-2-Official-Campaign-Spoilers-Warning/Original-Campaign---Save-files-failing-to-hold-quest-flags-15909595-1.html

#86
alcaray

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Thank you for the quick reply! Yes, I'm aware of that problem because I've been (vainly) trying to help people with it over on the GOG forums.

But no, this is not that. I've already completed OC, MOTB, SoZ, and umm the Westgate thing. And I have not had issues with keeping track of quest status.

#87
olnorton

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You've probably got it sorted by now alcaray, but for others, I just had the same problem & the answer is to copy the module.jrl file from you module directory & paste it in your campaign directory (overwriting the one that's there.)

#88
ColorsFade

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olnorton wrote...

You've probably got it sorted by now alcaray, but for others, I just had the same problem & the answer is to copy the module.jrl file from you module directory & paste it in your campaign directory (overwriting the one that's there.)


I am having the exact same issue. Thanks for posting this! Gonna give it a try!