Path of Evil: Released
#26
Posté 03 janvier 2011 - 06:49
#27
Posté 03 janvier 2011 - 01:22
#28
Posté 03 janvier 2011 - 11:14
Out of curiosity, what criteria are used to figure out what class path a character is set on? I tend to start my mages off with a level of rogue. Since this put me on the rogue path, obviously, I had the bright idea to create a second level character with a rogue and wizard level, figuring I could either use a race with a brutal level adjust or remove some xp later to balance things. But no matter what I do I still end up on the rogue path even if the first level is wizard.
Since a starting rogue level seems to make sense in the context of the mod I would suggest letting folks pick their path even if they aren't odd classes you couldn't account for.
Regardless, I will continue with my game on the rogue path. The mod looks good so far.
#29
Posté 03 janvier 2011 - 11:26
Kvas gives you a path based on the default gc_class scripts, it checks for certain classes and then falls to the line for the next path if you don't have them. The next line checks for different classes etc, until it reaches one that returns a true or it reaches the default with Kvas asking you what path in order to handle custom classes. It falls through in some order I can't remember without opening things up to look (but sounds like it checks for rogue before mage).Quixal wrote...
Out of curiosity, what criteria are used to figure out what class path a character is set on? I tend to start my mages off with a level of rogue. Since this put me on the rogue path, obviously, I had the bright idea to create a second level character with a rogue and wizard level, figuring I could either use a race with a brutal level adjust or remove some xp later to balance things. But no matter what I do I still end up on the rogue path even if the first level is wizard.
There's nothing stopping you from taking rogue as level one and then taking all remaining levels as wizard, but you'll wind up on the rogues path. Or vice versa.
#30
Posté 05 janvier 2011 - 03:08
Also, how the heck do I disable this stupid custom AI? On the vault page you say it can be removed from the campaign folder. What files?
__
No offense to TonyK or Kamal, but I have yet to find a mod that uses custom AI that hasn't caused me to pull out hair in frustration. I don't see how anybody could find it okay to have AI that completely ignores all settings and tends to do whatever they want the moment I deselect them.
#31
Posté 05 janvier 2011 - 03:23
#32
Posté 05 janvier 2011 - 04:02
EDIT: And since you mentioned it I've had Kaedrin's in my override the whole time before and after, so that seems to have nothing to do with it (which would be very weird anyway as I don't think it does anything to combat AI scripts).
Modifié par manageri, 05 janvier 2011 - 04:20 .
#33
Posté 06 janvier 2011 - 12:16
Guess I need to scour the land and pad the ranks a bit with some NPCs able to tank because no one currently (PC warlock + NPC thief + NPC ranger) can.
Modifié par Ykhare, 06 janvier 2011 - 12:22 .
#34
Posté 06 janvier 2011 - 01:10
Try going to either al-Qasr in Calim (right near the ship), Murann (in southern Amn), or Ekkathys (in Chessenta, on the Northeast Faerun map). al-Qasr has several melee henchmen that can be hired for service locally, and is designed to be the first place people go.Ykhare wrote...
Been playing a little bit, looks very nice and well-made for what I've seen, though once out of Neverwinter pretty much everything I've tried so far has resulted in having my party handed its backside on a plate.
Guess I need to scour the land and pad the ranks a bit with some NPCs able to tank because no one currently (PC warlock + NPC thief + NPC ranger) can.
#35
Posté 06 janvier 2011 - 01:11
This does indeed seem to be the fix for that behavior. Thanks a million, I was tearing my hair out.manageri wrote...
I had the random spells issue as well and for me removing the CSLAIntelligence folder from the campaign folder and instead putting Tony K's into override seemed to fix it as it hasn't happened since.
#36
Posté 06 janvier 2011 - 01:20
#37
Posté 06 janvier 2011 - 01:22
They are actually loose in the initial campaign folder. I put up a new version of that folder today that corrects the issue some people had with people casting spells they shouldn't. That fixes that issue, and bundles the tonyk stuff into one folder should you want to remove it. So you can delete your campaign folder for Path of Evil and use the one I uploaded seperately (it's about 12 meg)Gilradthegreat wrote...
What folder is TonyK's folder?
#38
Posté 06 janvier 2011 - 02:05
#39
Posté 06 janvier 2011 - 02:11
Glad you're enjoying a walk on the dark sideOfficerDonNZ wrote...
Kamal been enjoying the complete campain so far. Makes a change to be the evil bastardAnyways ran into a problem with some of the quests in Calmiport as they overlap. I've done all of Falank's quests, however I'd already done the Shar prestiess's quest to steal Alamasi's spellbook so now Falank's quest to kill Alamasi will not complete even though she is rather dead. Also the Jornal entery for the spellbook quest has chnaged to suggest I can't turn it in even though I already had, but that's a minor thing.
Just so I am straight on what happened:
You did the Shar senior priestess quest and elected to kill Almasi. You then returned to the priestess and killed her. You did not steal the treasure from the temple (there is an event and journal if you do). Then you got assigned Falak's Almasi quest.
Is this correct?
#40
Posté 06 janvier 2011 - 02:32
I stole Almasi's spell book as I didn't have anything to take on the clay golems (couldn't recall what they were weak to) went back to to the shar pretiess and gave her the good news, then killed her when I got to Falak's quests (didn't know about looting the temple) Went and killed Almasi for Falak's quest but it's not updating to say I've killed her.
Hope that helps
#41
Posté 06 janvier 2011 - 02:43
ok, I'm straight on that. Obviously I missed a journal check in Falak's conversation.OfficerDonNZ wrote...
Almost right,
I stole Almasi's spell book as I didn't have anything to take on the clay golems (couldn't recall what they were weak to) went back to to the shar pretiess and gave her the good news, then killed her when I got to Falak's quests (didn't know about looting the temple) Went and killed Almasi for Falak's quest but it's not updating to say I've killed her.
Hope that helps
/goes and adds to the list of bugs to patch.
#42
Posté 06 janvier 2011 - 02:57
#43
Posté 06 janvier 2011 - 03:29
#44
Posté 06 janvier 2011 - 02:39
No it's alright. I fixed all the bugs you had identified. The Muzad quests with Almasi are just complicated by the fact they overlap and there are several ways of completing them.Arkalezth wrote...
I also had problems with those quests when I tested the module, but I did it differently, so maybe it's already fixed. I sent you a PM with the details at that time, let me know if you missed it or something.
For what it's worth, I have posted a hak that fixes problems identified so far. It takes advantage of the fact files in a hak have priority over module level files to allow inline patching (meaning savegames are patched, no restart is needed)
http://nwvault.ign.c...h.Detail&id=466
If you're curious on how inline patching works:
http://social.biowar...5/index/5637690
#45
Posté 06 janvier 2011 - 04:00
#46
Posté 06 janvier 2011 - 05:20
Quick fix for you:OfficerDonNZ wrote...
Huh, I downloaded the patch hak and well nothing. Falak's quest to kill Almasi is still broke. Don't know what's going on.
drop this into your campaign folder, then talk to Falak and namedrop yourself.
http://dl.dropbox.co...uz_twisted3.DLG
Modifié par kamalpoe, 06 janvier 2011 - 05:31 .
#47
Posté 06 janvier 2011 - 05:48
#48
Posté 06 janvier 2011 - 10:21
My PC hired 2 "Lizard Hunter" henchmen but seems to run into some scripted limit of 1 henchman max that zaps the second one when I load a saved game.
#49
Posté 07 janvier 2011 - 03:45
I'm unsure on that one. I'm not doing anything weird on loading. How many people are in your party?Ykhare wrote...
Currently questing in Al'Qasr area.
My PC hired 2 "Lizard Hunter" henchmen but seems to run into some scripted limit of 1 henchman max that zaps the second one when I load a saved game.
#50
Posté 07 janvier 2011 - 04:53
There was the PC, the 2 NPCs from Neverwinter and the 2 henchmen.kamalpoe wrote...
I'm unsure on that one. I'm not doing anything weird on loading. How many people are in your party?Ykhare wrote...
My PC hired 2 "Lizard Hunter" henchmen but seems to run into some scripted limit of 1 henchman max that zaps the second one when I load a saved game.
If I load the save when first opening the game the second henchman just gets zapped with no special warning.
If I load the save from already being ingame, I get to see an explicit yellow message about not being allowed to have more than one henchman.
There's nothing in the override that should interfere with that, just the "United colors" character creation wider palette and a warlock outfit texture fix.
Just started the area over, picked the mage this time and shifted the order of quests so I attempted the hardest fights once Mutasin had joined, that did it without the need for henchmen.
Murann - Unrequited love : Looks easily breakable, no one in the innocent man's house will talk to me, and they're friendly so they can't be force-attacked, probably because I rifled through the house and attempted to talk to them once before I took that quest, when looking for Tellner's slaves.
Modifié par Ykhare, 07 janvier 2011 - 05:00 .





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