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Legacy of White Plume Mountain: Released


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#51
Gilradthegreat

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WyrinDnjargo wrote...

@Gilrad - I'm assuming you only deleted the SoZ folder from the Kaedrin content - do you still have my content from the Campaign folder? Its the scripts in kaedrins SoZ folder than can conflict with my custom ones


All I did was rename the SoZ folder in my override to make it disappear. Didn't touch anything else. That's what I was supposed to do, right?


Anyway, I have been enjoying solo-ing through this, but one thing I have noticed that is rather annoying is there are numerous areas that require you have a skill**** in your party to continue (high search checks, unbashable dc40 doors), and its really aggravating. I would suggest alternate methods, such as hidden feature checks automatically passing if you have True Seeing, stuff like that.

#52
Haplose

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I got to the "Return to White Plume Mountain" plot quest and boy is that fun!

Makes other quests so far feel like "warm-up".



Huge, complex, varied dungeons. Fun combat that makes tactical/logical sense.

Never enjoyed good old dungeon crawling nearly as much in any other NWN game/module. Well maybe except Trinity, but that was quite a bit smaller.



One aspect of LoWPM I particularly like are the party vs party combat encounters. Something that has been sorely missing since the good old BG days. Where party members with different classes, skills and customizations work together to bring the PC controlled party down. Such fights tend to be the most difficult ones without being ridiculous - without an overinflated single "boss" withj "minions". Rather every enemy is dangerous in such a situation. Will you go after the mage first, risking some misses and wasted time due to his concealment and mirror image, exposing your backs to the rogue and allwing enemy chargers to reach your casters? Or will take down the fighters first, allowing enemy mage and cleric bombard you with spells, incapacitating and damaging your whole party? Plus the cleric just might heal the enemy fighters, making them last that much longer.



Anyway, I'm very happy to report there are rather many such encounters in LoWPM. Something long missing is finally back!



Overall the module is truely excellent. A must-see!

#53
WyrinDnjargo

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Gilradthegreat wrote...

WyrinDnjargo wrote...

@Gilrad - I'm assuming you only deleted the SoZ folder from the Kaedrin content - do you still have my content from the Campaign folder? Its the scripts in kaedrins SoZ folder than can conflict with my custom ones


All I did was rename the SoZ folder in my override to make it disappear. Didn't touch anything else. That's what I was supposed to do, right?


Anyway, I have been enjoying solo-ing through this, but one thing I have noticed that is rather annoying is there are numerous areas that require you have a skill**** in your party to continue (high search checks, unbashable dc40 doors), and its really aggravating. I would suggest alternate methods, such as hidden feature checks automatically passing if you have True Seeing, stuff like that.



No you need to delete content from the override - just renaming the folder will leave the content names unchanged so they will still override the contents in the campaign folder

There should only be a couple of instances where you need a rogue to get into areas, and none should stop you getting to the end of an encounter - if a locked door is unbashable let me know as its more likely to  be an oversight on my part. Only locked door with a key (that requires a search check to find) that springs to mind is the gaol in Return to White Plume Mountain, but that doesn't have to be entered to complete the dungeon.

#54
WyrinDnjargo

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Haplose wrote...


Overall the module is truely excellent. A must-see!


Thankls Haplose - and for the offline feedback/reports!

#55
Gilradthegreat

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Specifically, I'm talking about the Ruins of Dalzoun, where you need a decently high search and spellcraft to reach the end. Also there's an unbashable door there too.

Another area that wasn't really solo-friendly was the abandoned gnome mines. In the final encounter the boss would cast some stunning spell that doesn't give a save, which lasts too long to reasonably get out of. There was also a lich who deals ~250 damage every time you hit him in melee... Don't know if that's intentional, but considering he has some nasty magical defenses up, that just about leaves ranged weapons as the only way to damage him... Ranged weapons that can barely get past his DR.


EDIT- Furthermore, I just retreived the third and last artifact from White Plume Mountain, Whelm. But the conversation option with Rikan Dack is not showing up. What should I do?

Oh, and the wooden discs in the east passage still aren't working right.

Modifié par Gilradthegreat, 20 septembre 2010 - 10:23 .


#56
WyrinDnjargo

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Fair point - the Delzoun tomb would need the character to pass search/spellcraft to actually meet the final boss. But in the Dungeon of Swords, well, some of that is just the breaks you get for trying to solo... The liches put up elemental shields (one lich per element) so it may be that doing the damage - in which case energy resistance items are needed.

#57
Gilradthegreat

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So what about the nonfiring trigger? Should I use the debug option that brings me to Soubar after returning all three artifacts?

#58
steelfire_dragon

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okay I've enjoyed it so far.



HOWEVER



every time I exit one area, such as the salvatore cave, I reemerge at the the town??



its annoying.

#59
Haplose

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Happened to me once as well. Well, I've actually though it was rather convenient ;P



Probably a bug though.

#60
WyrinDnjargo

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seriously guys, i'm just as frustrated as you when i see the bug reports but no that I never had that myself in the countless hours of final testing...



Steelfire-dragon - do you have anything in the override? please try (as a quick test) copying the campaign folder to your override and tell me if it still happens



gilrad - did you use the debug to flee the mountain after you got the last weapon? there's a final encounter/journal update to do once you've collected all weapons so you should leave via the proper exit. Also it may help if the weapon is carried in the inventory of the speaking PC when you talk to Riickan Dack

#61
Quixal

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How odd. I did encounter the spontaneous trip to Soubar bug a few times in early testing but not since then and I have entered the cave many times at this point.



Wyrin, as to Riickan Dack, you may want to set up some sort of area based trigger for his conversation. I could see someone missing him on the way out or not getting his conversation due to quirkiness that can cause him to not respond the first time you click on him.

#62
WyrinDnjargo

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do you mean Riickan Dack the owner of Whelm or XonXIn the efreeti sending in the mountain? THere is a trigger for Xonxin to talk to you when you flee the mountain (as well as earthquake triggers that should fire)

#63
Quixal

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WyrinDnjargo wrote...
do you mean Riickan Dack the owner of Whelm or XonXIn the efreeti sending in the mountain? THere is a trigger for Xonxin to talk to you when you flee the mountain (as well as earthquake triggers that should fire)

Oops. I am mixing up my npcs it seems. Yeah I meant the efreeti. The earthquake triggers always fire for me but sometimes I have to go out of my way to get him to talk to me. I have never failed to get the conversation but have on occasion had to click on him several times at different angles to get him to tell me his story of woe.

#64
steelfire_dragon

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nothing in the override save keadrin's hak.





okay I'll move the directory and check back later

#65
WyrinDnjargo

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Kaedrins hak has some soz scripts that will interfere with the overland map function. If you can pull the SoZ folder out it may help

#66
Gilradthegreat

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Nevermind my problem with the nonfiring trigger... Turns out what happened was after I got Whelm, I tried taking the hanging disc path out, but ran into a bug there that made me reload. Thought I saved after getting whelm but I didn't... So I just turned around and headed for Soubar without realizing I wasn't holding Whelm!


edit--Oh and this time I removed the SoZ directory completely, but same situation as before; all the overworld map skins were missing and I was unable to leave the OWM.

Modifié par Gilradthegreat, 22 septembre 2010 - 11:47 .


#67
steelfire_dragon

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putting the campaign in the override worked

#68
Quixal

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So after I don't know how many runs through LoWPM, I only just noticed that the pregenerated companions actually have proper conversations written. Was this in the earlier versions? Going through the conversations it seems many of the companions have plot tied to locations. Is there anything in the areas that responds to specific companions?



Also, is there a full influence system in place or is the one check in the beginning conversation with the tiefling a left over from cut material?

#69
WyrinDnjargo

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The dialogues were in from the start but the influence check is left over and I must have forgotten to clear that. I pared everythign down to keep their conversations generic, and there's not further development/plot with them. Sadly, that had to be cut or I'd never have got this out!

You're only the second report I've had of people using them as I figured most would stick with their own party :)

#70
Gilradthegreat

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<sq spoilers>





I got to the fight with Dragothea again (tried fighting him on my first run through, but I didn't have his heart and gave up figuring having that would make him beatable), and even though I crushed his heart I didn't notice any change in difficulty. Particularly, he was still as impossible to hit as before, with my character whiffing on attack rolls as high as 60! To put that into perspective, that's a high roll on a level 19 character with 44 strength, a +4 weapon, 15 BAB, Bless, Prayer, and probably other effects I don't remember. Though it could just be that his AC was super-buffed through magic and he needed some major dispelling action to become hitable.



Anyway, I zeroed his stats using debugmode and killed him (with zero dex he dodged like a pinyata, must have had a really high dex score), but I didn't get any extra xp for completing the quest. Don't know if that was intentional.

#71
MokahTGS

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WyrinDnjargo wrote...

Kaedrins hak has some soz scripts that will interfere with the overland map function. If you can pull the SoZ folder out it may help


Hey, do you have any idea what scripts these are and a way to fix it?  I was going to try to make Jabberwocky compatible with Kaedrin's but not if it causes the OM to stop working.

#72
Quixal

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WyrinDnjargo wrote...
The dialogues were in from the start but the influence check is left over and I must have forgotten to clear that. I pared everythign down to keep their conversations generic, and there's not further development/plot with them. Sadly, that had to be cut or I'd never have got this out!
You're only the second report I've had of people using them as I figured most would stick with their own party :)

Heh. This is the first time I have taken one of the pregenerated companions along and even so it never occurred to me to talk to them as I assumed they were standard cardboard SOZ style characters with no more than ten words to say. I was pleasantly surprised.

#73
steelfire_dragon

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somebody mind telling me how to do the sidequest for the axe...( the one in the delzoun ruins)



and the key didn't work in the halls of the hammer....

#74
Guest_Chaos Wielder_*

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MokahTGS wrote...

WyrinDnjargo wrote...

Kaedrins hak has some soz scripts that will interfere with the overland map function. If you can pull the SoZ folder out it may help


Hey, do you have any idea what scripts these are and a way to fix it?  I was going to try to make Jabberwocky compatible with Kaedrin's but not if it causes the OM to stop working.


Wyrin might know better than I do, but I believe the script Kaedrin's pack uses is the client enter OLM script("nx2_ol_client_enter"). Other than that, I don't recall him mentioning other scripts to me.

Also, gilrad, how are you getting to Dragotha? I kept getting crashes on area transitions--man, I know for a fact I'd love to meet up with that half-rotten sack of bones. B)

#75
Gilradthegreat

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I remember it being mentioned that the ctd problems were due to items? Anyway I only had one or two going solo (and yes, one of them was at the lowest level of Dragothea's dungeon), and a lot more when I played with a party, so you might want to try slimming your inventory down a bit and see if that improves things.



Let me know how the battle goes. So far I am 0-2 (legitemately) and I wonder if its my playstyle!