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New Campaign: Islander - A Dagger Forged - Now Available


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#76
PJ156

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Heh, I'm weird like that. I watch most new mods to see how the downloads and votes go.

I also have a vested interest. You and Kamal will push me out of the top 15 so I am watching to see when it will happen.

That's cool though I've had my time, it's nice to see some movement up there.

PJ

Modifié par PJ156, 26 janvier 2011 - 09:56 .


#77
Eguintir Eligard

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Oh thaaats why you knew before anyone else. Now it makes sense.

Modifié par Eguintir Eligard, 27 janvier 2011 - 12:39 .


#78
Ykhare

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I've had an instance when trying to sail the rowboats told me the party's too large and only 6 people can go aboard.
There were only 6 characters in the party, with the sorceror's ferret possibly being counted as 1 extra so I had him dismiss it, but the rowboats still don't work.

Had to save & reload for the bodycount to apparently be right.

Modifié par Ykhare, 27 janvier 2011 - 06:44 .


#79
Eguintir Eligard

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If that happens again all you have to do is talk to Kelsat.

I dont recall if she says anything, but it does a forced recount. Loading a game does the same though of course.

Modifié par Eguintir Eligard, 27 janvier 2011 - 08:53 .


#80
Shaughn78

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EE. Making my way through your campaign and having a good time. Ran into several things you may want to look at:





-In the beginning when you first arrive at the merchant island you can talk to the guards outside the mayors house. They start the conversation for the tent fight. Without the cleric the conversation drops and breaks the game. Consider adding a check on their convo.

-Running errands for the gnome and making deals with the other merchants I think I stumbled across something. My journal told me to talk to greenthumb about berries (I didn't reload to verify what I was haggling for) In the conversation I had her sell me armor and healing kits on the cheap because I was a trophy hunter. I question if her convo got mixed up with the hunter merchant, who I never had to talk to.

-The halfing companion has too many feats, at level 2 he has 7. During leveling, some of the companions seem to have an excessive number of skill points beyond what they should have.

-In the gith hunting cottage all my companions where set to plot and taking 0 damage. My character was still getting kicked around pretty good though. They were not plot for the displacer battle and once back to the island they are doing fine and getting kick around by critters.

-Gith battle, the conversation that starts the cell room battle is not like you other conversations. It is with the PC and not the initiating companion, so it I send a fighter into the room to start the conversation while leaving my PC back in the hall, then they swap places during the conversation.

-Don't know if this has to do with something later on in the game but the cave door of derby island causes a lot of camera issues when near it and made using view from behind the character impossible.

-I have also noticed that in the conversations comments have been showing up more often. [good] [chaos] etc. Are those meant to be seen in game or are they suppose to be toolset notes |good| |chaos|?



Overall I am enjoying the game and look forward to see where this is going. Getting ready to go back to the crypt.

#81
Eguintir Eligard

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That sounds just awful. What exactly is in your override? There is no way most of that stuff should/can happen with the exception of conversations possibly. Especially "plot" companions? I didnt even know you can do that I can guarantee you I did not set that at any time ever in development.

The [brackets] are intentional.

Modifié par Eguintir Eligard, 28 janvier 2011 - 01:29 .


#82
Shaughn78

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The override has been empty since the start. I was temped to use tony_k's ai but didn't want to throw off any modified ai you may have created. All this manual changing of ranged and melee weapons is brutal.

For the entire cottage area all 5 companions were being hit for 0 damage. It was not a damage reduction as there was no message in the side box. Even a reload did not change it. I was thinking maybe a cutscene setting was not removed or failed to be removed?

Modifié par Shaughn78, 28 janvier 2011 - 02:02 .


#83
Ykhare

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Hmm, everyone got amply kicked around just fine at the Githyankis' here.



However all my "extra" party members seem not to show up anymore at Quill's. No idea if it's linked but it occurred at about the time I was doing the Shipwreck Cove line of quests, and sent the small thief back there after Gandy's test to wait around until I decided to tackle or not his extra quest.

Had the enchanting feat on the wizardess so she isn't available to help improve our equipment now.

#84
Eguintir Eligard

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I keep hearing that one YKhare and everyone says the same conversation with the theives triggers it.



Its best to email me these things because I have been emailing back custom scripts to fix these for anyone who is missing out on something because of them. Your companions return automatically shortly after but if you want to do the rogue quest before you leave the islands for good, you will need the fix.



I don't even know what causes it there is nothing in that area that even does anything. These are some of the issues I was having when the campaign has corruption and I was tempted to just can the thing 1 year ago. Then some people had sucesses playing so I thought they were resolved.



Anyway email any specific issues you would like resolved (and by that I mean a patch now so you can continue your game in progress, not restart).



I have a number I have done for a few people now so there is no inconvenience over the bugs.

#85
Shaughn78

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1 thing to consider, don't know if you are already doing it, but an on client enter check with quills. That checks your roster, party members and makes sure that everyone is present and not hidden. Don't want anyone missing that nighttime banter.



Is the shipwreck cove or the 3 houses in a seperate module from the merchant island? Depending on how it is loaded it may cause non-party roster member to despawn.



Will email from here on out.

Are you interested in getting smaller things for future updates as well. Example: Items with tags as their name. golem_flayer or crypt_key.


#86
Eguintir Eligard

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Quill's inn is a highly complex system of about 6 scripts and for a while it was the source of dissapearing characters. It cant be any more because with all the screwups hiding was causing I changed it to just moving them to the side room. Plus I've made a script to "summon" a companion and rest/reveal them, and the companion doesnt show up. This tells me there is an issue with despawning between modules in the theif quests. But why???

#87
Eguintir Eligard

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Think I have a solution, Yhare already has a script to spawn all roster members. I'm just figuring out how to not spawn those already in the party and I will make it a patch and nail this issue for good.

#88
Ykhare

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Yeah, everybody is back, thanks :D

#89
Eguintir Eligard

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Shaugn an additional note, that conversation you mentioned also doesn't make sense. Mrs Green thumbs conversation is simply and completely seperate from the hunters. There is no ga_store or anything of the like on her conversation.



The hunter store is a male... if it truly is a female you have (in the shared tents area) offering you weapons, combined with this PLOT bug in the githyanki it sounds like you have a wholy screwed up copy of the game somehow.

#90
Eguintir Eligard

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Quick question for either of you playing this current version.

Is there Islander-appropraite load screens, and has the initial start screen music mellowed out quite a bit or is it a bunch of random generic load screen art and the standard blaring sounds at the start?

Im just trying to see if I am missing some files on my home PC or if everyone is missing out ?

PS and is there any law against load screen images and 2das being in the hak? everything else i stuffed in there from overrid seems fine.

Modifié par Eguintir Eligard, 28 janvier 2011 - 10:52 .


#91
Shaughn78

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The hunter store and convo is working fine.

Greenthumb is also working except for the Grumby's quest, where you haggle for large purchases.

I talk to the first merchant, forget who. The second merchant I talk to is greenthumb, that is where I had the wierd convo like she was the hunter and i bought armor and healing kits instead of berries. The third and final merchant was the genie.



The plot bug I am thinking may be a cutscene issue, possibly. Since this is this is the first you heard of it, it is likely a rare, unreproducable bug, that plagues us builders. Are you using combat cutscenes? I am guessing that something failed to be removed at the end of the cutscene with the gith or entering but was usccessfully removed with the displacer cutscene. I would keep it in mind, but not worry about it unless there are other reports.

#92
Eguintir Eligard

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but do u have load screen graphics that are custom for the game?

#93
Shaughn78

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I downloaded 3 or 4 days ago. Believe it was the most recent version, no patch avaliable to download.



No custom load screens, random ones from the OC.



For Risen Hero I stuck both the loadscreen 2da and the tga loadscreens in HAKs.

#94
Eguintir Eligard

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oh what the h... I wonder howmany of those 400 ppl downloaded the game in this state. What a waste of effort doing those load screens and they arent showing for anyone.

I can see the TGAs, and loadscreens.2da in the hak. I dont see anything different other than that I put them in the hak. But if I play the game from an alternate nwn2 installation they did work. I am so over this.

Modifié par Eguintir Eligard, 28 janvier 2011 - 11:32 .


#95
Shaughn78

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Did a quick check and I think I found the load screen issue.



The islander HAK has the loadscreen.2da, and files ls####.tga which I assume are you loadscreens.



I pulled your 2da out and it appear to be the default and unmodified. There is no reference to the tga files in your hak.

#96
Eguintir Eligard

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I see it too. And in checking my several months old back up its the same, for the 2da that it was in the override folder which is REALLY surprising since I always had load screens when I developed.

#97
Eguintir Eligard

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There will be a game update on this to remdify all the non random issues Shaughn has posted and the disappearing roster is finally fixed for good. Too much for patches, i will just update it and maybe monday and on will enjoy load screens and lesser bug freedom.

#98
MasterChanger

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Just downloaded this to give it a whirl, and a question came up in the installation process: the tlk folder in the download includes both a dialog.tlk and islander.tlk. I can't think of any reason why all changes that you made wouldn't just be in islander.tlk.

The only reason I can really think of to have an override dialog.tlk for a campaign is to override descriptions of stuff in the default 2da's. But if you want to do that, you can just change those to refer to lines in your custom tlk instead.

I apologize if this comes off sounding hostile. Maybe there really is a reason, or maybe it's an old file that shouldn't be included in the download anymore.

Also, your UI folder includes both a "custom" folder, that seems to include the changes you made, and a default folder. Any reason I need to actually use your default folder (which holds things like base GUI settings) rather than the one I already have?

Modifié par MasterChanger, 02 février 2011 - 09:22 .


#99
Eguintir Eligard

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The answer to both of those questions is I really didnt know what I was doing there. So for safety sake I put what was in my testing folder. As for UI, I'm pretty sure I put it in the default folder to make sure it loaded with every game. basically, if you have a big parchment colored window during chats and the speakers have a green/metallic background, everything is probably working.




#100
Shaughn78

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I believe that you can dump the ui changes into your campaign folder. That is I what I did for my campaign and everything is working and it scampaign specific so the modifications don't effect every game.

Modifié par Shaughn78, 03 février 2011 - 01:31 .