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IWD Chapter 2 BETA Testing (SPOILERS)


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#1
slowdive.fan

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Well, Mike and I finally finished Chapter 2.  Chapter 2 (Dragon's Eye) is now available on  The Vault
for BETA testing.  If you would like to help with testing, please download and play the campaign.  Return here and submit and bugs, suggestions, and/or comments to this thread.  Posting here will help keep all the bug lists in one place and allow for discussion on each others suggestions.  We're slowing moving forward...on to Severed Hand Posted Image...

P.S. I placed a "SPOILERS" tag on the title so feel free to discuss anything about the plot, etc.

Modifié par slowdive.fan, 28 janvier 2011 - 05:03 .


#2
sirchet

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Hey slowdive.fan,

Do we just to d/l chapter 4 and the new campaign folder, or can we just d/l the new mod file and add chapter four to the listed files for the existing campaign folder?

EDIT: Never mind, just found the new tlk file, so going to replace the campaign and tlk file and stick the mod file in the mods folder.

Yuuuup, I can complicate anything. :P

Modifié par sirchet, 29 janvier 2011 - 12:46 .


#3
slowdive.fan

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Sirchet, I see what you are saying about adding iwd_04.mod to your campaign list if you are using the old campaign folder, but the new campaign folder has important stuff needed for chapter four (creature blueprints, items, etc.). It is probably easiest to just download and overwrite all previous files as we made a number of changes to all of the mod files (mostly work done by Mike). If you are continuing from a previous save, then just update the campaign folder, hak files, and add all the new files (tlk hasn't changed). Thanks for giving this a go, hopefully not too many bugs.

#4
sirchet

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Ahhh, can't properly look for bugs if the content doesn't match. ;)

I have some time this weekend and will just do a complete re-install of your work and go from there.

Funny, I was just playing the original IWD, (from GoG.com) so the comparison should be rather easy.

EDIT:  I have experienced a few ctd's while playing this version. I have created a new NWN2 directory in my docs and have re-installed IWD. I am going to start over again and then we'll see if maybe I had an old file somewhere that was conflicting with your work.

Modifié par sirchet, 31 janvier 2011 - 04:26 .


#5
slowdive.fan

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I missed uploading a file that contains a few of the HAKs. It is now up on the Vault called "Icewind Dale HAKs_2_v1". Sorry about that.

#6
sirchet

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Whaaat! How could you possibly forget a file when there are only ... sooooooooooo many files to manage. ;) heh heh

I can just imagine how many versions of each file you have. With POOR we had to come up with a new way of naming the test versions because I kept misplacing them. heh heh

I've got the file and will check back as time permits, hoping to play some tonight.

Modifié par sirchet, 01 février 2011 - 09:36 .


#7
slowdive.fan

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Thanks Sirchet. Well, I missed one hak in the last upload. I forgot to add the RWS tower tileset hak. I didn't actually use it yet, but it is in the list of haks that the module is looking for. Since I will probably use that tileset in the future, I decided to added it to the "iwd_haks_02_v2" file instead of just removing the reference in the "iwd_04.mod" and re uploading the that mod file (either way I guess). So long story short, you'll need to grab the "iwd_haks_02_v2" file again, sorry. Isn't BETA testing fun !? ;-)

#8
Dave Fritz

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Hi, Jeremy,
I finished the Prologue, so it's a good time to report. I'm playing with a classic party of four; Fighter (soon to become Dwarven Defender) Wizard, Cleric and Rogue.

There were no major problems. The walkmesh had some funny spots, but what mod doesn't have some of that? In Easthaven, when I tried to use some of the doors with no transitions attached (the ones without map pins) my characters would disappear from the display, but could still be moved about. Never seen that before.

There were a few things that can be classed as "cosmetic".
In the DM dialog at the beginning, "rogue" is misspelled as "rouge" in one spot.
On completing Apsel's quest the journal states that you received a nice dagger. I took the less-friendly option when getting the quest and I'm assuming that not getting the dagger was due to not being nice enough.
With Gaspar's quest, the journal update doesn't happen until talking with Hrothgar.
In Kuldahar Pass, the home with the Crazy Goblin Marshall in front, there are some barrels labelled "Crates".

Cheers,
Dave

#9
LeeMer47

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The tower hak wasn't used for the tower in Kuldahar? I guess I never looked at that one. But there is also a tower in Kuldahar Pass. I did look at that one but didn't notice the lack of tower. These should be changed to towers.

#10
slowdive.fan

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Thanks Dave for the bug list. I thought I had fixed the transition issues in Easthaven and Kuldahar with the new home interiors. I'll need to look at that again. Thanks for picking up those "cosmetic" issues that I missed. Hopefully the rest of your testing goes as smoothly ;-)



Mike, I will probably go back and use more custom content as I have time and as the content is created. This includes using the RWS tilesets that are appropriate, such as for the towers you mentioned. I am currently working on creating custom metatiles for Severed Hand side towers and the main floors.

#11
sirchet

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Just a few things I noticed.

Kuldahar Pass:
1. Cut-scene for the beginning has no voice over. No sound or music, just the classic black and white text with still pictures.
2. The walk-mesh at the burned out farm, near the ogre tower is kind of funny, mostly around the fence and boulders will send you wandering around the long way.
3. When first entering the pass you enter combat with some gobs at the same time you start a dialog with the hermit. It seems as though a script grabs a hold of this and removes the gobs, but it still looks a might bit cheesy.

Kuldahar proper:
Orrick Tower:
1. You can walk right past Weenog without ever speaking to him, wasn't that a forced dialog in the original?
2. Front door to Orrick tower is shorter than the frame it's set in, (maybe door properties "scale" before attaching it)
3. Conlan the armorsmith doesn't buy Yeti pelts, didn't he offer to buy them in the original?
Airship:
1. What can I say ... simply wonderful!

Vale of Shadows:
1. Crypt level 1:
Guantlets of weapon skill have no effect on the wearer.

That's all I have had time for. I hope to dedicate some more time soon. I can't say it enough, this is a wonderfully well done piece of work. The area design in reference to staying true to the original work even though limited by the NWN2 tool-set is simply remarkable.

I look forward to experiencing more of this as time permits.

ps. Please don't take my small critiques the wrong way, I do have a great deal of respect for what you're doing here.

Modifié par sirchet, 06 février 2011 - 09:38 .


#12
slowdive.fan

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Thanks Sirchet for the bug list. I'm working on some custom metatiles for the Severed Hand. Slow going learning 3d max, but I'm figuring it out. Thanks again for beta testing and I hope you enjoy the rest.

#13
Dave Fritz

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Hi, Jeremy,

I'm ready to go to the ToFG, so here's another report. Things went very well for the most part. Many of these are cosmetic things. In no particular order:

1. the walkmesh problem sirchet noted

2. Conlin didn't buy Yeti pelts. No problem for me, though. The Temple buys them for quite a good price.

3. I was unable to determine if Conlin gives a discount if you have the Garnet from, was it Myrik?

4. In the Whitcomb dialog, nothing happens if you ask for a drink or a room. Was a stroe supposed to come up?

5.When you return to Ghereg with the cure recipe, the quest completion journal entry came up incomplete for me.

6. In the Vale Crypt L3, loot from the two skeleton archers near the final door is inaccessible.

7. At one point in the dialog with Callian in the temple, two options (2&3) were the same. This also occurs in the dialog with Hjollder the Barbarian.



There were two things that either broke or were never implemented. I wanted to ask about these before proceding to the ToFG. First, in the on-line walkthrough on GameBanshee it indicated that after taking down Lysan, there would be a dialog with Whitcomb where he gives you some of her possessions. I'm assuming you didn't implement this. If you did, it didn't come up.



Second, the quest for the barbarian Mead Hall (called Lonelywood in the walkthrough) seems to be broken. The journal entry that came up was blank, not even a title. There didn't seem to be a dialog option that would start the quest. Hjollder just disappeared after the dialog. I was unable to locate any other way to start it.



I will wait until I hear about these two issues before proceeding. Keep up the good work and be sure to let me know if you can get an MP session going.



Cheers,

Dave

#14
slowdive.fan

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Both quests that you mentioned have not been implemented completely. Hjollder really shouldn't have been there until the HoW Mod is available, but it sounds like I may have messed up the OnEnter script that LeeMer sent me. Neither of these will mess up your game so feel free to proceed on. I still need to script or create a UI for the bar stuff, inn resting, and for temple healing stuff. Maybe the BGR crew has one already put together.



Thanks again for the great bug list and for your time.

#15
Dave Fritz

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slowdive.fan wrote...
(snip)
Thanks again for the great bug list and for your time.


My pleasure!! :D

Cheers,
Dave

#16
Hitmanen

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Well, that will be long but I'll try to be descriptive (mostly because my bad english :/).
So here is the buglist I prepared (I know, I'm scary).

Prologue:

(FIX) While approaching to little boy Damien, once the talk begins, rest of the team run away
towards the goblin group near the river. Setting the 'guarding area' to 'small' didn't help. I
suggest the goblins to appear on end of the talk with Damien.


(BUG) Two houses to the left of the temple are bugged for me. Trying to enter them seems to do
nothing but make all my party members literally invisible and only able to move. Doesn't ruin the
plot though, cuz I can enter some other valid area and party is back visible.


Chapter I:

(FIX) Smithy Conlan is supposed to buy the yeti's pelts from me. He doesn't. His shop doesn't
accept such stuff. Not a big deal since other shop NPC (the one near Arundel's house) buys it.
It's okay but townfolks mention that Conlan's buying the pelts.


(DATA) After killing Lysan in original IWD I could go visit Whitcomb in Kuldahar tavern and he'd
give me Lysan's old stuff (which were VERY nice).


(TIP) There is no opportunity to steal some fancy stuff from the NPC's. Can't name the things but
some of them I could steal from Arundel, some from Orric, and some from Fiddlebender. It's not
that important but these were quite nice items, especially for the beginners.


(BUG) I have 3 unsellable 0gold-worth yeti's pelts in my inventory. Not sure where I got those
but I'd guess it was in the Ice Cave in Vale of Shadows (one in which Lysan shows herself later).
Noticed difference between them and the usuall ones. These which are sellable are crafting
materials and unsellable ones are categorized as Creature (?). Also double clicking it equips it!
Though when equipped it's unable to unequip because it doesn't appear at any slot. Not sure but
it may cause further crashes as it saves along with a savegame and character file. Saved the game
and reloaded it, nothing unusual happened.


(FIX) Mirek didn't take his heirloom from me after I visited him to say the quest is done. I
talked him another time. Didn't help BUT. I moved the heirloom to my main character bag and
started the talk with the main character and the necklacke disappeared. (Seems it removes the
necklake from the person who has it only when the talk is started by that person). I got i t back
further in the game, I don't know why (no clue why is it back here but seems like after removing
it from inventory, saving the game and loading it again makes it return to inventory).


(TIP) Lesser Shadows in Vale of Shadows suck attributes permanently, i mean till some Recovery
spell is cast. Resting doesn't heal it like in original IWD. In original IWD the attribute loss
was a short-time duration spell. (While there are no common temple services yet it is quite
hard/irritating to get rid of the debuff - need to use Restoration spell alot).


(FIX) Inside the last Crypt Level 1 in the Vale of Shadows (the one with Kresselack further down)
there is a weird focus area. Just before the doors leading to the bone dancer if I aim my mouse
pointer on the area before these doors it keeps focusing the other doors nearby so clicking on
the floor doesn't make the character to move there. Instead it orders character to go and
open/close other doors nearby (you probably need to run the area to know what I mean).


(TXT) Kresselack begins his talk with "A last" instead of "At last".


Chapter II:

(BUG) All the described stuuf (like bookcase or some doors) in Dragon Eye Lv.4 ("Eldathian"
followers chambers) display their note couple times. I mean when I click on the bookshelf I get
info "This bookshelf contains a number of werid books...""This bookshelf contains a number of
werid books...""This bookshelf contains a number of werid books..." and character is running
towards it. When character reaches it, all the infos repeat. The number of the repetitions
depends somehow on which character I select first. Doing it from my leader character doesn't make
any repetitions but still it displays twice: on clicking the bookshelf and on reaching the
bookshelf by character. (Similar thing with the doors that stench with death).


(DATA/FIX) No music at Dragon Eye Lv.2 and Lv.3.


(DATA/BUG) No reward after rescuing Sheemish from being held captive. I rescued him and
immidietaly went back to Kuldahar to sell stuff. Sheemish is back at home and in original IWD he
used to give me key to the Conlan's chest. Another thing is he says "his papa will be happy to
see him when he gets home" while he is actually at home. I thought it might be temporary and I'll
get it after I finish off Ynoxunomei but nope. After getting back from Dragon's Eye Sheemish does
say same thing.


(DATA/TIP) There was possibility to kill the party locked in prison (the group of 4 heroes) of
the Yuan-ti (Dragon Eye Lv.4) to get some nice gear they're wearing. They also patrolled the area
till all yuan-ti's were dead (the patrolling thing is even better as it is now but the
possibility to kill them and grab stuff [the FLAMING LONG SWORD!!!] totally gave the satisfaction
from the evil deed). And one more thing about them. Not sure if they did something after you
killed Ynoxunomei and got back to tell it to them. Didn't they give any reward?


(TIP) Blast Skeletons can two hit most mages :(. Reducing their damage to half would be okay I
think or a % based damage if possible (let's say 20% of character's max hp). They weren't such a
problem in original IWD (I play nwn2iwd and iwd simultaneously).


(TIP/FIX) Final fight with Ynoxunomei! My first attempt was like: all my characters got some
debuff or whatever and I had no control over them for minute after which they were just all dead.
My first thought was WHAT THE HELL?! That's because I just run through the other yuan-ti's like
crappy goblins (almost no challenge with them) and there boom finall boss is invincible. Okay...
but the second attempt now: loaded the game, killed the Ynoxunomei just like other crap yuan-ti's
and others didn't make problem at all. So: first attempt - "wow, this needs to be redone cause
this is impossible to win", second attempt - "wow, this needs to be redone cause this is no
challenge". Don't really know what to think :D Only conclusion I can get is reload the saved game
till you're lucky enough not be unlucky (and get 4 weird debuffs which make loose control over
party). Also a thing worth mentioning. These 'lose-control' debuffs doesn't seem to have any icon
displayed near the portrait. I think there is too big randomization over what is happening in
this battle.


Items:

(BUG!) The **** Queen's Envoy - doesn't work. I got my 14 dex dwarf warrior with armor allowing
bonus from Dexterity up to +2. No other stuff increasing AC nor buffs. 18 AC w/o any shield. 20
AC with plain Heavy Shield and also 20 AC with the **** Queen's Envoy though with this shield
attack rate is going lower (-2) so it's like this is a fake cursed shield.


(BUG) Gaunlets of Weapon Skill - item doesn't work at all. Equipped on a naked character, still
didn't increase attack value in character window. (Didn't check the attack throws).


(FIX) Not sure if it's wrong but the axe Faith Killer at Conlan's smithy costs over 715,000 (and
to me it's not worth it at all). So either this is crap that noone will buy or it's price becomes
lower ;P.


(TIP) LOTS of missing magical items. Read overall section.


Overall:

Finished Chapter II at lv 8 and a half way to lv 9. In IWD finished it at lvl 10-12 of my chars.
Though fighting balance was nice. Though I would try to really improve experience from Vale of
Shadows monsters and increasing the strentgh of yuan-ti's a little so when we reach Ynoxunomei we
are already lvl9.

Not sure if you realize that but you cut off more than half magical items (and the coolest ones!)
that you can get from exploring/stealing/questing in IWD. That's too much if you ask me. (Items
got from stealing were 2x Ring of Protection +2, 2x Ring of Freedom of Movements (dunno
translation exactly but the ring gives u immune for things like spider-web, paralyze etc, u can
move freely), a necklake allowing to remember another lvl2 spell for a wizard and maybe more i
don't recall) (Also i remember a pair of boots giving +40% speed from Dragon's Eye and two
Flaming Longswords +2 [one from the killing the imprisoned party at Lvl4 of Dragon's Eye and
second from somewhere else Lvl.5 most probably]) (And Whitcomb gave a few magical things,
including a nice coat and of course Conlan's son quest). For me personally getting those items
was a huge part of IWD playing satisfaction :P.

Modifié par Hitmanen, 19 février 2011 - 05:58 .


#17
slowdive.fan

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Wow, this is great. Thanks for the bug and suggestion list Hitmanen. It looks like I have a lot of work to do still. Some of the IWD items are generated from a random treasure list so you may not get all the same items each play through. If you open each mod file you can see the items that LeeMer created that are only obtained through the random treasure scripts. Pretty much everything you mentioned I would like to implement as I have the time.



Thanks again for your time and help.

#18
Dave Fritz

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Hi, Jeremy,
I finished the Dragon's Eye, with no real problems. There were a few small things that didn't impact the game really. Conlin's son at home says "Papa will be so happy when I get home". Also the quest doesn't update in the journal. As others have noted, the Gauntlets of Weapon Skill don't seem to work. On DE4, the locked door to the room with the guy from Waterdeep gives the message about the smell even though the door doesn't open. There is also a typo (missing space) in Arundel's final convo.

I do have a request, which may possibly go contrary to classic IWD, but ... there don't seem to be any really good rapiers (my favourite weapon :lol:) or dwarven waraxes (my dwarf fighter REALLY wants one) available. Please throw some in for the next chapter. Looking forward to the next one , BTW. Any projected timeline yet?

Cheers,
Dave

Modifié par Dave Fritz, 25 février 2011 - 02:40 .


#19
slowdive.fan

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Thanks Dave for testing this all the way through. I'll make sure to add more weapons that you mentioned, maybe in Conlan's store. Back to work on Severed Hand for me...

#20
Dave Fritz

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Hi, Jeremy,

As before, my pleasure. Keep in touch (by email?) and be sure to let me know if there's a multi-player test in the offing.



Cheers,

Dave

#21
LeeMer47

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Sorry I haven't been around. Been busy. Spring isn't likely to change that much.

#22
slowdive.fan

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No problem LeeMer. You pretty much finshed all the blueprints, scripts, and custom items that are needed for Chapter 3. I just need to finish the area design, encounters, and then add all your stuff. We are looking pretty good schedule wise. I spent some time learning 3d modeling so I could create some metatiles and placeables, but I am now back in the toolset.

#23
sirchet

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Well, I finally had time to play some more and here's what I found;

1. Hitmanen and Dave Fritz have caught everything I noted, so no need to reiterate.

Great Job Folks!

I'm looking forward to the following chapters.

#24
slowdive.fan

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Thanks Sirchet for testing and for bug hunting ;-)

Chapter 3 is moving along. I am just about finished with all the area design plus custom content (metatiles and placeables). Just need to fill in the encounters, scripts, items, etc. Most items, creature blueprints and scripts are already created (thanks to LeeMer). Should be ready for beta testing in a couple of weeks. With all the custom content, Severed Hand is looking really cool.

#25
Dave Fritz

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Hi, Jeremy,
I've worked my way through, and don't think I've missed too much. My party started at L8-1/2 and made L10 right before returning to Kuldahar.

The only real trouble I ran into was back in Kuldahar. When I went to give the Mythal book to Orrick, the book part of the convo didn't work properly. No artifact or other reward or XP were given, the Mythal book was not removed from my inventory and the journal didn't update. There were also 3 options each to purchase supplies and to just leave.

Apart from that, there are only a couple of small problems. In Area 5002 there was an area transition open but not accessible, under the big rock and/or near the wall there. Perhaps it was just getting picked up from something else. Also, when I came back up from the eastern part of 5001, my lead character spawned in a place to the north of the door where the walkmesh wouldn't let him get away. Also, when on the top if the tower where the spiders were, I was able to access the door back to the interior that was at the end of the bridge, not back through the trap door.

The areas shouls be named, not just AR5001 and so on, especially for the four named towers. Map pins for some of the transitions would help navigation, too.

The journal entries that didn't clean up from previously are still there, too, although I didn't try clearing them.

All in all, an excellent  effort.  :wizard: On to Dorn's Deep!! :D

Cheers,
Dave