New Campaign: Islander - A Dagger Forged - Now Available
#51
Posté 15 décembre 2010 - 08:29
#52
Posté 15 décembre 2010 - 10:34
#53
Posté 15 décembre 2010 - 11:05
Lamia Barad-Dur wrote...
Hi, this is me again. I seem to have another problem. I am in Crypt Island, but the door to the crypts is locked, and the caretaker won't talk to me. Am I missing something? This is a very frustrating spot in an otherwise really enjoyable campaign.
Hi Lamia,
If this is the first time you are going to crypt island, the door will not be unlocked. Later in the game you will receive a quest which will allow you to go into the crypt. There are a few places where things are locked initially, but later on, they are unlocked as the game progresses.
#54
Posté 16 décembre 2010 - 12:52
I only lock places for a reason. . But you are in the right area for that quest, you have to look elsewhere, not in the tomb.
Bert check the vault for your replies. Basically using the craft armors and armor feat is the main thing, I guess you can cast on scrolls too, not sure if i put any bone wands in. Your best bet is upgrading the AC on the custom armors in game as they are already stronger naturally and their extra AC doesnt count as "magic" so it all stacks nicely.
Modifié par Eguintir Eligard, 16 décembre 2010 - 01:00 .
#55
Posté 17 décembre 2010 - 04:23
*Mild Spoiler*
I was looking for the beetle plate armor and since the island is conspicuously empty, I figured I had to visit the crypts/tombs. I'll keep looking then ...
#56
Posté 19 décembre 2010 - 02:51
Nice module but I've found some problems:
1) In crypt island I've found the beetle queen but she's blocked behind a rocky barrier, don't know if this mean I'll be able to grab her shell in another moment, but I've already managed to kill her without much problems (since she can't attack me while I can use missile weapons).
2) Everytime I run into the gith the game crash after the cutscene. It starts with the normal loading stuff, but as soon as it tries to autosave the game crahes.
Hope you can help me!
#57
Posté 19 décembre 2010 - 04:48
As for #2, this like a few problems people email me about, has never happened to anyone else. When this happens in isolation it generally comes down to installation. So far the problems are in order
#1 you did not come into the game with an empty override (this was a requirement)
#2 you did something wrong in the install. But I doubt #2 unless you are missing a IslanderB folder in your modules directory.
Please return here if you need anything else or email.
Modifié par Eguintir Eligard, 19 décembre 2010 - 04:49 .
#58
Posté 19 décembre 2010 - 09:47
I was able to resolve issue number one, as you made me notice I missed once conversation (
The second problem continues, for now I resolved avoiding the trigger, even though it saddens me to avoid part of the story.
#59
Posté 19 décembre 2010 - 10:19
Islanders override folders are all in their own folder in override called Islander or something similar.
It should be a simple matter to remove the other contens in override and get this working.
If somehow this is not the case, email me on deflepp194@gmail.com and I can show you how to unlock access to this area a different way using dormant debug tools.
If you wish to see this area strongly recommend you do the above or contact me if your override IS empty of other files before you get into the later townhall quests.
#60
Posté 26 décembre 2010 - 12:34
Eguintir Eligard wrote...
Thanks. I hope you didnt spell Eguintir with an A like you do in these forums
Btw Reider (and others) did anyone have trouble after the first game fight? Normally guards approach you the second you exit the tent and its fine from there. One person reported nothing happened after and he was locked out of everywhere and rested and ended up breaking ahead into the game the wrong way, hence the patch that is now out. None of you need this if you met the guards without issue though.
I have this problem and all the latest patches. But, my PC cannot rest anywhere.
Modifié par nicethugbert, 26 décembre 2010 - 12:34 .
#61
Posté 26 décembre 2010 - 07:56
Your PC is not supposed to be able to rest, so thats a good thing. If you are installed correctly as far as you can tell, simply return to those ugly 3 tents near the lighthouse and talk to the guards.
Modifié par Eguintir Eligard, 26 décembre 2010 - 07:57 .
#62
Posté 03 janvier 2011 - 12:18
I kind of feel like I'm going around in circles with no quests or actions available.
#63
Posté 03 janvier 2011 - 02:04
when you get a journal update, its ready
#64
Posté 06 janvier 2011 - 11:34
Link:
http://forums.steamp...d.php?t=1703607
Modifié par BartjeD, 06 janvier 2011 - 11:35 .
#65
Posté 06 janvier 2011 - 04:45
#66
Posté 09 janvier 2011 - 02:54
At first as was a bit put of because of the overide files included but that's a very small price to play it. The Voice acting is also a very good touch. I love the details such as people lying in beds with blankets over them, the birds and the music.
I'm playing it with the vault texture mods and it looks absolutely stunning!
#67
Posté 09 janvier 2011 - 08:08
A theatrical trailer is now available for those to preview the campaign who are not yet experiencing the saga of the Islander:
nwvault.ign.com/View.php
It is a 25 MB download.
Modifié par Eguintir Eligard, 09 janvier 2011 - 08:08 .
#68
Posté 09 janvier 2011 - 09:46
#69
Posté 09 janvier 2011 - 09:56
Modifié par Eguintir Eligard, 09 janvier 2011 - 09:58 .
#70
Posté 10 janvier 2011 - 12:14
Eguintir Eligard wrote...
Announcement:
A theatrical trailer is now available for those to preview the campaign who are not yet experiencing the saga of the Islander:
nwvault.ign.com/View.php
It is a 25 MB download.
Very nice trailer! I have a number of current adventures and projects, but I'll definitely add Islander to my list. I love high-quality voice-overs since I find it really adds to good characterization.
The new spell VFX shown in the trailer are pretty too. I'm usually a proponent of "less is more" and being able to see my characters instead of glowing energy balls, but you've certainly done a nice job. The Shield effect (floating shields) is perhaps a touch silly for being so literal, but I definitely like the one I guess to be Mirror Image (purple ghostly images around the character).
nicethugbert wrote...
Can the override files go in the campaign folder? No module relies on override anymore.
That's certainly one solution. I'm also tempted, for my play-through, to create a hak out of the Islander stuff and associate it with the module myself (which is what most module authors do).
Modifié par MasterChanger, 10 janvier 2011 - 12:17 .
#71
Posté 12 janvier 2011 - 12:26
Guess you 2 will have to find a new thing to create negative press over!
Note that this is not an indicator to ignore the "empty override" instructions as there are known 2da conflicts of the many features that make Islander as encompassing as it is. Nothing has changed on that front, your override folder should be as empty as ever before you begin.
Exceptions: can generally be made if you have a pure graphic or 3d model mod in your override: example texture updates, or weapon/armor/clothing updating modifications.
Modifié par Eguintir Eligard, 12 janvier 2011 - 12:27 .
#72
Posté 24 janvier 2011 - 11:59
Cheers
Damien Jnr
#73
Posté 25 janvier 2011 - 02:10
#74
Posté 26 janvier 2011 - 07:25
Congratulations, that puts you firmly in the top slots.
PJ
Modifié par PJ156, 26 janvier 2011 - 07:26 .
#75
Posté 26 janvier 2011 - 09:15
Interesting comment about "lack of PC weapons". He'll see.





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