In the bandit camp outside of Fort Locke, are there any additional dialogue options for when you first talk to the prisoners, or is it really only the one about getting out before the bandits see you?
You can persuade the bandit leader to let them go. Only possible if you already freed Tann. If not, he will go hostile as soon as you open the door to his room. I mentioned this on another thread on these forums.
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About my updates: Sorry for the long delay, but I have a huge update here. The file is getting larger and larget, submitted to IGN Vault, awaiting approval. Until then, you can download the newest package from the link above in the first post. Here's the list of all fixes I've created since my last update:
Neverwinter Archives:
Fixed the puzzle. Now only checks if player's Lore skill is high enough to display the "Lore" dialog option, doesn't check if the books are in inventory, this doesn't make any sense, as Lore implies you already know the answer, books are only needed if you are stupid. My wizardress is very intelligent, no need for books any more, lol. Besides, one of the checks was totally broken, so would always return FALSE, preventing the "Lore" dialog option from appearing in any case
Fixed bug which prevents you from gaining influence with Grobnar when answering a puzzle question correctly (either by reading the book or by using the Lore skill), because Qara interferes, the stupid ****. She still interferes, but Grobnar will comment as well and you get influence with him, as intended. Stupid Qara
No more Karina in Merchant Quarter if going straight from the Archives to Shandra farm, cause this led to all kinds of weird responses in Karina convo, so gone and done for good. Really, it's better this way. Goodbye, Karina!
No more respawns of the caretaker's veil on the dead caretaker. Just don't lose the one you take from him.
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Generic change:
Changed the scripts that check for the player skills when skill checks occur in conversations or otherwise. These scripts will now display the skill checks in the message window, this is very important for skills like Lore, because Lore checks are performed covertly and if you fail to meet the DC, you won't even know that you failed. Well, now you will be notified and can prepare accordingly - equip some items that give you skill bonuses or cast some spells or let Grobnar sing a skill boosting song or something. This is a generic mod that changes skill checks throughout the original NWN2 campaign, maybe even in other campaigns.
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Shandra farm (exterior and interior):
Fixes to enemy AI and enemy/player locations. Moved the player closer to the Gith leader during the convo, teleported all giths that get stuck in the scenery during the Shandra chase due to hard-coded path-finding issues close to the gith leader at the end of the convo, fixed githi AI "attack player party" commands
fixed missing SR on some of the Githis
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Attack on Sunken Flagon:
Re-wrote the complete attack:
Duncan and Bishop no longer immortal/plot characters, will be killed, but will be resurrected once all enemies are dead
All enemies have to be killed now, not just those in the main room before Duncan's convo is triggered
All allies in this area incl. Duncan and Bishop have a miss chance of 100% to prevent them from stealing XP from you by killing Githis themselves.
All party members present in this area are set to puppet mode, so will do absolutely nothing, the miss chance mentioned above is just a final precaution
Locked door from Sunken flagon to docks - no more running away, you cowards, until all enemies are dead! Will be unlocked once Bishop joins party.
Changed post-battle cleanup, resurrection, forcerest etc. to get the party in a clean shape for the Duncan convo
No more resurrection of companions killed by githis on savegame load (if you save during the fight or while githis are still present)
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Village of Ember:
Fixed Bishops convo checking for player's CHA instead of INT
Useless Bishop will be kicked from the party automatically when enemies appear and added to the party automatically when needed for conversations
During the initial ambush attack, melee githis won't run after the player character like morons if player is invisible. If the entire party is invisible, they will run to the well in the middle of the map. If they perceive at least one party member, they will attack instead.
Post-battle cleanup, make party and Bishop ready for convo (force-rest to entire party once all enemies are dead and right before the Alaine convo is triggered)
Fixed influence gain with Bishop during convo with Marcus
Fixed variables in Marcus convo, all messed up, later if you talk to Bishop, can't even talk about the knife he gave (or didn't give) to Marcus. I don't think this influences the trial, just the convo options in Bishop's conversation
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Gith Base Approach:
The fire traps scripts are broken - if player rests, the fire VFX is still present, but if you walk through fire, no damage is dealt. That's because damage duration was preset in player time (300 sec.), while the fire VFX is real time, so if player rests, 8 hours pass, but in real time just 3 sec. Re-wrote the entire script set, VFX and damage dealing area are now linked, no damage, no fire VFX. Included several checks - 300 sec real time passed, 300 sec game time passed (for example if player rests)
Gith caves:
Restored cut convo - Gith leader, Bishop, Neeshka - when you enter the cave. Ask the gith leader why all githis are female. Fixed some missing checks and the player facing direction (eyes forward, madam!)
Paused the game at the end of the convo when enemies go hostile
Kicked Bishop and Neeshka from the party at the end of the convo when githis go hostile (only needed for the cut convo mentioned above)
Moved archers during the initial convo closer to the player, otherwise they can't see the player and stop attacking if you kill the melee gith to quickly (one Dismissal, and they are all dead)
Fixed an issue where Githis and Succi attack Jerro after the cutscene. They actually killed him and he dropped a sapphire and some gold, lol. Changing him to construct faction (non-combatant)
Fixed SR on succis harassing the construct+minor fixes/changes to both construct cutscenes here
Fixed enemies factions (charmed githis+succi+imps VS. standard non-changed githis, all hostile to player). Factions were all messed up.
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Generic change:
Changed the scripts that check for player abilities when ability checks occur in conversations or otherwise (for example if player needs CHA >14 for something or something like that). These checks are convert, so player misses out here without being aware. The script will now display the result (succeeded or failed) along with the DC in the message window, you may wish to increase your abilities artificially through spells or items if failed. Very similar to my skill check script changes (see above).
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Gith caves Inner Complex:
Fixed SR of Succis that harass Mephasm (SR18). What is it with this SR? Always drops to 0.
Fixed INT check during Mephasm convo (was checking for WIS instead)
When the 3 succi are defeated, your player will automatically summon her familiar, might be useful to pass any checks like Diplo when talking to Mephi.
Once 3 succi are defeated and Mephi initiates convo, Bishop, Grobnar and Neeshka will be automatically added to party unless already present . They are needed for this convo.
Jumped Qara close to player once succi harassing Mephi go hostile. She is really useful. Use Assay Resistance+Dismissal on Succi
Force-rested entire party EXCEPT player character once all three succi are defeated. Didn't force-rest player character here, otherwise she will lose ability/skill check bonuses applied by spells.
Paused game when succi go hostile.
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Zaxis:
Fixed Influence gain with Neeshka (broken in two! dialog nodes)
Fixed 2 Bluff checks (were checking Diplomacy instead)
Fixed Taunt skill check (was checked too early)
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Zeeaire conversation:
Fixed Zeeaire's racial type - supposed to be outsider, not human. Now has SR equal to 5+level (lvl 10 in Zeeaire's case), same as other githis. Now susceptible to Dismissal/Banishment. Changed Zeeaire's SR from feat to spell effect, because SR granted by feats cannot be debuffed (a bug), so casting Spell breach on a creature whose SR comes from a feat (like the githyanki SR) will NOT decrease the target's SR. Only Assay Resistance works in such a case. So I fixed Zeeaire, spells like (Lesser) Spell breach will now properly decrease her SR, but this is a special case, any other githis you encounter are still subject to this bug where SR increase granted by a feat does not stack with SR decrease through spells. May be also a problem with SR increase granted by hide properties (Succubus creatures), I am not sure, have to test yet. Problem is, this is hard-coded and fixing every area or creature in the game individually is a pain in the ass.
Fixed 2nd Bluff check with Zeeaire, could never be passed (Failure) directly due to a buggy check, only indirectly if Neeshka is in party
Fixed first Diplomacy/Bluff/Taunt check with Zeeaire - only one of them is supposed to be selectable and only once. However, if the player has EXACTLY the SAME skill rank in more than one skill, the other conversation option still appears later. For example, if you have Bluff 15 and Diplomacy 15 and select the option "[Bluff] Maybe if I knew what I'd done wrong, we could settle this - I might even give up the shards willingly," the option "|[Diplomacy] I deserve to know what crimes I've committed" will be still displayed. Fixed now. Any of three is selected, all three become unavailable, whether you pass the check or not
Fixed several conversation options appearing all over again, fixed inappropriate conversation options appearing after you decide to end the dialog by selecting "I'm ready to face judgment - so how do you plan to kill me?" - no more talking after that!
Zeeaire Fight:
Zeeaire no longer immortal AFTER the portal is destroyed (immortal before that, as usual). Can be killed with instant-death spells now (Dismissal, or whatever), but don't worry, she still says the last words (had to re-write several scripts for this, pain in the ass), but if you snap her neck, you don't get XP a second time.
Added Bishop and Neeshka to party at the beginning of the convo, kicked Bishop, Elanee and Neeshka out of the party at the end of the conversation, cause they are useless in this fight. Bishop will be automatically re-added to the party as soon as Zeeaire's death scene kicks in (snap her neck - gain influence with Bishop, haha, that's the reason I re-added him).
Moved Grobnar and Qara close to player at the beginning of the battle.
Made githis hostile at the very very end of the conversation, otherwise they attacked you BEFORE the cutscene was over, cause they were set hostile too early.
Made Zeeaire hostile from the start of the battle, otherwise she cannot properly cast spells on you while neutral. Changed the entire spell casting script that is used for Zeeaire spellcasting - more differential checks (what spell is cast on whom? Useless to cast Fireball on a rogue due to high reflex saves etc). Replaced Cause Fear that Zeeaire casts by Fear, cause Cause Fear doesn't work on party members at this point (too many HD). Fixed the random chance calculation for spells - due to a bug, there was +20% Zeeaire wouldn't cast anything, apart from the fact that she couldn't cast properly anyway while non-hostile. Fixed Silence, it's now cast on location, not object, because the DC is pathetic (DC16). So now it's AoE - make sure Grobnar casts Joyful Noise.
Refreshed spell durations for all short duration spells at the end of the Zeeaire convo, cause she talks for hours and duration decreases and decreases every second. Can't she just shut her stupid mouth... Duration refreshed for Globes, Displacement, Haste, Foundation of Stone, Spell Mantles, Joyful Noise. You need to have those spells on you of course to refresh anything and they must not expire completely, so race through the convo like hell (click away the bla bla). Make sure to buff yourself before the battle. Refresh duration is same as standard spells, Extended metamagics for Displacement, Foundation of Stone, and Haste, otherwise 1 round per level, checking player level here.
Fixed Zeeaire's comments when you blow up the portal, she sometimes failed to say the two one-liners. Replacing by standard shouts, cause those are non-standard actions, so she can shout them while queuing other actions. No voiceover, however. I think we'll survive this, right?
Paused the game right at the end of the convo when enemies go hostile (auto-pause).
Force-Rest and resurrection to the entire party as well as dispelling any hostile AoEs (like Entangle cast by Z while she's still inside the sphere) as soon as the battle is over and Zeeaire's death scene kicks in.
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Fixed Neeshka infl>Elanee influence check in final convo before leaving for Sunken Flagon. Only for male player characters.
Fixed ending up with two mental shards at the end of act 1 (someone needs to learn how to spell properly - "16_get_shard4" vs. "16_gOt_shard4").
Sunken Flagon, Act 2 (Return from Githi caves):
Fixed missing Influence Loss with Shandra for being cruel
Fixed invalid influence loss with Bishop: "Casavir: Maybe you should watch your tongue, Bishop." --> player loses influence with Bishop. Huh? Am I responsible for the crap that comes out of Casavir's mouth? Fixed.
Fixed invalid Influence gain with Bishop for being nice to Shandra. How many bugs are in this game?!
Fixed convo with Duncan the first time you talk to him with Shandra in party, convo was getting abruptly cut off when Duncan tried to talk to Shandra
Fixed convo with Duncan, convo was getting abruptly cut off when Sal tried to talk to Duncan
While fixing Duncan convos, also fixed convo in which Duncan complains about Grobnar being worthless, as he doesn't sing to attract customers. Haha, extremely funny, Grobnar annoys Khelgar to death, babbling some nonsense, instead of singing. I don't know who he was supposed to annoy originally, as the cutscene was unfinished, so I chose Khelgar. Check it out, only Act 1, though, so make sure to talk to Duncan before all this Shandra mess
Fixed Duncan's convo in Act 1 - if player working for City Watch and gains access to Blacklake, Duncan supposed to comment on this just once.
Fixed missing (cut?) convo option with Duncan - approach Bishop at Sunken Flagon before he joins you, he will tell you to phuk off, now go talk to Duncan and you can ask him what's the dealio with this Bishop guy.
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Fixed Diplomacy check in Bishop convo (only if player lawful/good). Convo wasn't actually checking player Diplo skill, was auto-success.
Fixed Alignment check in Casavir's Post-OOW convo
Fixed confusing dialog options in Shandra's convo that may lead the player astray, skipping a conversation option completely (as it only appears once, if skipped, won't appear again).
Fixed dialog nodes linking in Shandra's convo, nodes were not linked properly, which led to all kinds of weird responses by the player which didn't make any sense. Fixed some convos appearing more than once, shouldn't happen.
Fixed Shandra-Daeghun-Duncan triangle. Now player will realize and tell Shandra why Daeghun seems to be distant once Duncan tells her about it at the beginning of Act 2. However, player will still say that she doesn't know her mother very well until she talks to Daeghun, cause Duncan doesn't provide this info. Fixed Daeghun convo about player's mother, parts of it were not triggered and conflicts with Duncan convo about the player's mother had to be resolved so that player can react properly to Shandra when telling her about his/her family.
Added some cut convo between Daeghun-Shandra.
Fixed Bishop-Casavir response to Georg if player is female (Georg mistakes one of them for her husband, now if both are in party, Bishop will only respond if his influence with player is greater than Casavir's, otherwise Casavir will respond.
Fixed Georg's convo being cut off if Sand is in party and Elanee is not present when Georg talks about the swamp elf. The convo will now fall through to the Shandra or Bishop-Casavir convo, whether Elanee responds or Sand, doesn't matter.
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Generic:
Changed the Appraisal scripts in game to make the Appraisal checks more obvious. Will now display info in the message window in the form:
Base Markup/Markdown (Markup=additional cost for items sold by player;Markdown=less money for items bought by player)
Markup/Markdown as modified by player's vs. merchant's Appraisal
Note that the Appraisal check when selling items to a store is bugged - if your Appraisal skill gets too high, the price for items sold to the store actually drops. This is not a scripting issue, but a hard-coded issue, can't fix that
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Blacklake:
Fixed a merchant having 750 stealable rings on him, fixed by changing the amount to 1
Fixed the Priest of Lathander's faction (she is now pickpocketable and if you cast Song of Competence/Prayer on your player character to improve your Appraisal skill, she is not affected any longer, meaning she doesn't get a bonus to Appraisal any longer, only your player character when casting close to her. She is not supposed to be affected, cause she is not a party member, for God's sake).
Fixed Shandra influence gain and loss during the convo with the painter
Fixed painter's convo getting cut off if you are female and say it's the work of an amateur
Fixed Kyli's convo getting abruptly cut off (only if player is female and Elanee is in party)
Fixed getting Nevalle's quest too early (even before becoming a squire). Added a convo option to Nevalle's dialog, in which he indicates that the player should come speak to him again once the trial is over. Needed, lest the player misses this quest by not talking again to Nevalle after trial.
Fixed Sleight of Hand check during the Battle of Bards with Caine (was checking player's Perform skill rank instead).
Fixed influence checks with Grobnar when asking him to re-play a tune
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Merchant Quarter (again):
Closed the door to Leldon's apartment once you get the coin. Originally, stayed open until you enter the Collector's mansion, doesn't seem right to me. Besides, the door was locked, but not CLOSED, so if you actually opened it before, you could still enter. The door now closes AND locks itself as soon as you exit Leldon's hideout (only if you've got the coin).
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The Vigil (Solace Glade):
Autosave on entering the area
Force rest on area load (restore spells, whatever)
Despawn Shandra once the fight ensues (useless, this girl)
Paused the game once the Luskans go hostile
Spawn Shandra and add her to party once all enemies are dead
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Qara elemental first encounter:
Autosave on area load
Player character, Sand and Qara will now cast Lesser Spell mantles on self DURING the convo (only if spells are memorized, so make sure to add them to Sand's/player's spell book before using the world map)
Elemental no longer immortal, all spells will now work on her. Made sure that she still "escapes" at the end, triggering the post-battle convo.
Qara elemental 2nd encounter -> pretty much the same changes as first encounter, except no spell mantles:
Elemental not immortal any longer either, autosave on area load, automatic game pause when elemental turns hostile at the end of the convo
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Closed and locked doors to Fihelis's hideout once you've talked to him, thus completing the Informant quest. When you exit Fihelis's apartment, the door will lock itself behind you.
Fixed Nya's spellcraft check in her convo, was set to DC1, ridiculous.
Fixed Lathander priest's Vestments of Faith cloak he sells in Blakelake district church. Cloak property "Damage Reduction Soak 5 damage" is not present, because the item is using a deprecated DamageReduction item property function. Fixed now. DR 5/Magical Weapons+5. Properties will be added once you enter the main area of the Blakelake district (if you are already in the district, exit, then re-enter).
Fixed Sand's and his elemental's Robes of the Old Order they sell. Same bug as above. DR 5/Magical Weapons+1
Removed the Repulsion scrolls from the elemental's and Sand's inventory, spell doesnt exist in the game
Fixed asking for Callum's testimony more than once (Trial, Act 2). Convo dialog option should only appear once when talking to Callum
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Generic change:
Changed the scripts that check for influence when in convo with a party member, will now display the current infl. vs. DC in the message window so that you know how much influence you still need to gain before companions will respond with "Influence:Success".
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Fort Locke (Act 2):
Fixed Tor's convo not triggering in Act 2, so you lose access to his store
Fixed Tor's quest- when you return his Holy Symbol, the item now technically gets destroyed and won't appear in Tor's inventory, otherwise Neeshka can steal it again, which is just weird and not supposed to happen.
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Fixed Malin's convo so that you can ask her again about Bishop if you already had asked her about him while he was in party
Fixed Bishop influence gain with player when talking about Malin
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Ember (destroyed):
Fixed Guyven's convo, a bug that potentially renders Guyven unavailable later on. In order to recruit him for the keep, you need to tell him "You will always have a place at my fire.", however, while talking to him, it is possible to miss this conversation option. Fixed, now the variable will be set on both "You will always have a place at my FIRE." AND "You are welcome to stay at my HOME."
Fixed Ulip the goblin scene triggering twice if you have Grobnar in party when you approach him for the first time
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Merchant Quarter:
Fixed infinite influence exploit with Sand when talking to the Moonstone Mask proprietor about Torio (during trial)
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Duskwood:
Fixed several bugs where the player may end up with either 0 or 2 alteration powder objects in their inventory
Fixed the alteration powder object itself- it's supposed to be a plot item, not an item usable by player.
Werewolves cave: Turned player and Grobnar invisible when werewolves appear, cause they simply cannot cope with werewolves here, unless player is a fighter (spell failure in this area). Use Khelgar to fight, he doesn't care about spell failure.
Fixed convo between the two gnomes and the player - was abruptly cut off due to a bug if Elanee and Grobnar are in the party AND Sand is NOT in the party.
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Trial:
Fixed covert persuasion checks in convo with Reylene. Note that you fail the initial check with Torio in any case.
Fixed Lorne's voiceover not triggering when he shouts from the audience (one of the bluff options).
Moved Persuasion options to the top, otherwise they tend to get lost amongst the replies
At the beginning of the trial, Grobnar will sing the Song of Competence and follow player, player will summon familiar (diplomacy piggy or something, helps with checks, only if sorcerer/wizard). Grobnar will then be instant-moved to the audience box behind Shandra to stay close to player (otherwise the song won't affect her). Familiar is hidden for the duration of the trial to it doesn't interfere with the cutscene, but the familiar bonus still applies, if any.
Disabled Perform checks for all classes but bards, cause you simply cannot pass them unless you are a bard.
At the end of the trial, the overall performance will be displayed in message window. Increased DC to at least 14 to be found innocent and to at least 20 to get the Master Orator feat (originally DC 5/14)
Removed the feat "Butcher of Ember" if found innocent, otherwise it interferes with the Wrongfully Accused feat, doesn't make sense
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Trial of Tyr (night vigil at the Merchant Quarter church):
Fixed missing alignment shifts during conversation ("Nobility, eh? Then Lorne's as good as dead." -> shift-alignment-towards-chaotic and so on)
Fixed cutscene being cut off if you have equal influence with either Elanee/Neeshka or Bishop/Casavir or Sand/Qara. The game can't deal with this situation, it only returns TRUE if one influence is higher than the other. This bug is all over the place and happens all the time. I also fixed some generic influence check scripts that are used more than once, so this should fix the equal influence bug on several occasions, but problem is that the game doesn't always use these generic scripts, so sometimes additional fixing is required (Rite of Tyr is such a problematic case).
Swapped around Bishop/Casavir <-> Elanee/Neeshka visits. Haha, fun! Now, if you are male, you'll be visited either by Bishop or Casavir (influence dependent), if you are female, Elanee or Neeshka will visit you. Why I swapped it? Because it's fun! And because I always play as a female and I hate those guys, so I don't want to see them in the cutscene. Now I get visits from Elanee or Neeshka. Don't like it, don't use it. Delete the entire Plot_Fixes_OC\\Merchant_Quarter\\Church Lorne folder, but beware, all my other fixes will be gone as well. Up to you.
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Lorne Fight:
Autosave on area load so you don't have to repeat the Church vigil all the time
Lorne no longer immortal. All spells including mind-affecting spells, fear and instant-death spells will work on him now.
Fixed Lorne's Deathless Frenzy: At 25% health he will fly into Deathless Frenzy, however, it wasn't simulated properly (he doesn't actually have this feat, it's simulated through scripting, fixed several bugs, Lorne's DF now works like real Deathless Frenzy and he will also be fatigued at the end. The remaining DF duration in rounds will now be displayed in the message window. Note that DF still doesn't make him immortal, it only makes him immune to death magic, negative levels and ability decrease. If you feel like it, you can kill him during DF, even though I wouldn't recommend triggering it in the first place.
Fixed Lorne just wandering around and not attacking you if you decide to finish him off during the conversation that is triggered when you "kill" him the first time.
Less cheating - in the vanilla game, Lorne cheats all the time. No more Barbarian Rage re-casting several times in a row. No frenzy if you decide to finish him off (second fight stage). And, as I said, no immortality, which resulted in cheated immunity to death spells and mind spells.
Due to the changes, there are now two ways to win the fight:
1) The clever way: Do NOT damage Lorne. If you do, he will enter Barbarian Rage and Deathless Frenzy stages subsequently and you will have to deal with the consequences. So instead, use mind spells like Fear/Bestow curse etc. to reduce his fortitude save and then BAM! Finger of Death. Or whatever
2) The original vanilla dumb way: Left the scripting intact, just fixed the bugs. At 75% health Lorne enters Barbarian Rage, unless he already spent it before. At 25% health he enters Deathless Frenzy. No more Finger of Death at this point, obviously. At 1 hp or if killed by damage, he surrenders. If player allows one of the companions to fight Lorne, obviously no surrendering, Lorne just drops dead, as before.
Shandra: Fixed asking her if she was worried about player during the fight with Lorne even BEFORE the player even had a chance to fight Lorne. Besides, should only appear if PLAYER HERSELF fights Lorne, not Bishop or Qara or whoever.
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Lord Gannish Weapons Deal, Axle (Shadow Thieves):
Fixed a problem where you couldn't talk to Axle about this deal until you've spoke to Gannish
Fixed a problem where the game doesn't remember that Axle told you that the thieves' guild in Amn never heard about this man, barring you from bluffing Gannish to extract the truth from him (fixed now, but still high INT required to pass the check!)
Fixed a problem where Gannish would get stuck in an endless loop, constantly restarting the negotiations ("I shall have my men bring out my stock at once") if you broke off the negotiations the first time you spoke to him ("I have somewhere I need to be. Excuse me.")
Gannish will now equip the sickle +2 he has in his inventory when he turns hostile
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Bruce Tomb:
Qara will now cast haste and displacement (extended) on player character and player character will cast lesser globe and lesser spell mantle on self DURING the conversation with the noble youngsters (right before they turn hostile; spells will only be cast if actually available and memorized at this moment, no cheating here).
All party members will be kicked from the party once they turn hostile, player character is enough to defeat them, no need to buff everybody here.
Savanna will be immobilized for 120 seconds without saving throw if she joins you in the fight against Raven, cause the stupid cow runs around and if you use Fear, enemies run away from her and right out of Mind Fog/Cloudkill/Circle of Death area! Stupid ****.
Savanna will now try to cast Death Ward on herself as soon as Raven turns hostile. Will probably fail, if Raven hits her, but still, better than nothing, cause enemies try to slay her using Slay Living.
Fixed one of the priest cronies standing close to Arval, her challenge rating wasn't set, so you only get 4 xp for killing you. It's fixed now when you enter the tomb and talk to the kids for the first time.
Wanna see some screenshots?:
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