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IWD Chapter 2 BETA Testing (SPOILERS)


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#51
slowdive.fan

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No problem, let me know if everything works for you (the transition thingy).

#52
Dave Fritz

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Worked just fine! I'll file a detailed report when I'm done the chapter.

#53
Dave Fritz

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Hi, Jeremy,
I finished the chapter with no problems. I am pleased to see area names instead of numbers again. I do have one question. I did the Frost Giant area in the Wyrm's Tooth Cave through the "back door" and when I began taking out the Giants, Doril (sp?) and the captives went hostile as well. Was this the intention?

As far as I can tell, Orrick's conversation still does not work, and I have not yet tried to return the barrel of water to the Severed Hand.

Cheers,
Dave

#54
slowdive.fan

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Hi Dave,
Thanks again for the bug report. I'll fix the captives going hostile issue (it wasn't intentional). Also. Orrick's convo hasn't been fixed yet. I plan on releasing the final chapter for Beta testing and while waiting for the bug reports I can fix all the bugs at one time before an official release of the project.
Thanks again for Beta testing.

#55
Dave Fritz

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Hi, Jeremy,
Got a few more things to report. Valestis' conversation works OK, at least for the water. Soth, Gareth Joril and Kerish all have quests that didn't update properly in the journal, still showing as unfinished. That may have been due to the way I played, though. There are some items with funny values. The ones I found are Giant Greataxes, value 0 and the Life Dagger from an earlier chapter with a value of -200K and change.

Along with the area names, I'd also suggest more map pins, possibly generated on first entering an area. Lack of user-placeable map pins is one of the weaknesses of NWN2. For example, in the Severed Hand, it would have been nice to have map pins for the various towers on the level where the diverge. They could be generated upon entering the particular tower instead of just there on the map.

Cheers,
Dave

#56
LeeMer47

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I think I should take responsibility for a lot of the quest bugs. I gave slowdive.fan all my conversations and scripts from the NWN1 version I am making. My variables and item names and his variables and item names weren't the same. He had to change one or the other and it is easy to miss one. Had he done all the scripts himself there wouldn't be these problems. Sorry about that slowdive!

#57
brindrel

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I've been playing through up to the severed hand, and I thought I'd list a few bugs I've noticed.

1) Quest rewards are not given by-

a) Orrick for retreiving the mythal theory book
B) Conlan/Sheemish for rescuing the latter. In the original Sheemish was supposed to give the key to Conlan's chest, but while he shows up, he still spawns as "Captive Villager," and his dialogue is the same as just after being rescued in Dragon's Eye
c) Dainani for bringing the barrel of holy water to purify the sanctuary

2) Mother Egenia doesn't actually heal the player when asked, or offer a store for curatives as other healers in the game. Furthermore (I believe this was also occasionally a problem in the original), she doesn't return to Kuldahar following the resolution of Dragon's Eye, even though the quest completes correctlyin the journal)

There may be other things I've forgotten as well. I'll post them as I see or recall them. Thanks to everyone for all their awesome work on this.

#58
brindrel

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It might be fun to help out with this, although I'm not certain how much help I could be given my lack of familiarity with many aspects of the nwn2 toolset (I feel like I grasp most of the rudiments of the originial nwn toolset). My special wishlist would include the following:

1) Some more items in stores, especially for 3rd edition classes like Monk which were not accounted for in the original, and some new weapon types sucha s the falchion. I've played through just fine with a Warlock, but some other 3e classes might be sad. I wouldn't want to add too many items, since the sparseness of magic does add to the challenge of the module considerably. Making these items expensive and for sale vs. as random drops would add some natural balance to this however, and would avoid the situation I ahve of having plenty of gold and nothing to spend it on.

2) A crafting system, preferably closer to the original nwn one vs. the overpowered SoZ system. This way game balance could be preserved through limited access to essences, gems, and spells. I think crafting is especially suited to as large and epic a campaign as IWD.

3) The Heart of Winter expansion- I absolutely loved this expansion, which I thought added so much to the original game. Its also been done for nwn1, so, give the author's permission, I'd imagine it would be easier to convert it to nwn2 than to re-write it.

4) The Trials of the Luremaster expansion- While I have yet to play this expansion, it would doubtless add much to the campaign.

#59
slowdive.fan

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Thanks brindrel, I've made a note of the bug list and suggestions. I'm moving forward with the Final chapter and hope to be ready for beta in a month or so.

#60
brindrel

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Thanks for all your hard work! I've completed through Wyrm's tooth and noticed a couple of other things.

1) There is no convo option to give Evayne's diary to Larrel, thus making it impossible to complete that quest. This is a very cool part of the original story (Severed Hand and Larrel were one of my favorite parts of the original), and so it would be good to get it fixed.

2) I did some poking around in the toolset about the Egenia thing to see what the problem might be. I noticed in Calliana's dialogue that there are three variables which are necessary to have certain values to get the "Egenia has returned" dialogue. The Yxunomei_dead variable must be correct since everything else in the module is find, as well as the egenia_alive variable, since she is. However, there is a third variable, "talonites_dead," which I'm guessing never gets changed, since I believe the quest completion sequence is triggered by talking to Egenia, and I don't think that variable is set in the dialogue. Probably the variable is included since it is possible to complete Dragon's Eye without ever going in Egenia's direction, but an easy solution could be just to wipe it out since most thorough players will discover Egenia anyway.

3) I've "playtested" the entire thing using Kaedrin's PRC pack, which several people have asked about, and have had no problems. You may want to advertise this as a feature of the module, since Kaedrin's is quite popular, and since the party size in IWD gives "builder" type players plenty of room to experiment. Usually modules only have a problem with Kaedrin's if they add their own races and classes through hak files and thus have conflicts, and there is no reason why IWD should.

4) For what its worth, I just realized that Trials of the Luremaster was also done for NWN by the same guy who did Heart of Winter, meaning both need conversion and not ground up writing.

Thanks again for all of your efforts! This is truly fun, and if I wax eloquently about all these random things, it is only out of enthusiasm for the project. If there is any way I can help, let me know. I don't have tons of programming experience and the area design part of modding is frightening, but the conversation editor part of the toolset seems straightforward enough and I feel like I grasp some of the rudiments of scripting, so let me know. Thanks again!

#61
slowdive.fan

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Thanks brindrel for the additional bug report and the testing of Kaedrin's PRC pack. As far as help, I could use some marketing (in game screenshots posted for others to see or any other types of reviews) and some continued encouragement from those interested in this project. I've been mostly a one man show since chapter 3 and I am starting to burn out a bit. I've been working slowly the past few weeks on the last parts for the final chapter (filling in areas and lots of scripting). I figure I have about 15-17 hours of work left before it is ready for beta testing. After that, I need to tackle the very large bug list before the Final Release. I've slowed down from 20+ hours a week to around 6-10 hours a week. It shouold be ready in a few weeks.

#62
sirchet

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Just wanted to pop in and say "Thanks" for all the effort you've poured into this slowdive.fan.

I'd like to offer a word of advice that's worked for me with the projects I've been fortunate enough to be part of, if I may ... when it stops being fun, it's time to stop for a while.

Us fans will wait. ;)

#63
Eguintir Eligard

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Hey Slow dive when did you learn all this 3d modelling and what tools did you use? Hopefully someone redid my god awful tree roots I was such a spazz at 3d modelling, at least in 3ds

#64
Artemis Absinthe

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Hi

First of all, thanks for you efforts, I used to love the original IWD and this remake is a very impressive work. So, thank you, I'm looking forward to play the last chapter.

Now, bugs :

On Chapter 3
Entering the first Dragon's Eye area fire a cutscene that tells you "You're able to fix the bridge" and a 600xp reward. I think it's from Wyrm's Tooth, the bridge quest to get to the frost giant lair.

On Chapter 4
Not a bug, but a question. The child's mother quest (the one of the hostel in the main level of the severed hand) it's not implemented ? I remember, from the original game, that the little girl ask you to find her mother in the lower levels.


Additional
The Bardic Horn of Valhalla and the Gerth's sidequest to improve it to Iron and Silver (I don't remember the bonuses nor the requirements), is on schedule ? I made a tagbased script of the horn (with unique power) for the multiple berserkers summoning (2 - 4 berserkers). If you want to include it I can mail you the erf.

Now I'm pretty busy with my work, but, if you want, I'm happy to help with the bugfixes. I'm pretty good in scripting and I love this project.

Modifié par Artemis Absinthe, 06 octobre 2011 - 01:19 .