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The Halls of Hamhock revisited


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#1
Dorateen

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Yes, yes... it's been two years since the last update. But I've been itching to go back and fix some things for a long time, but have been caught up in the Edinmoor campaign. The past two weeks, I  put that sequel on hold and opened up this adventure to see what I could do.

The most important change I've made is that all conversations, save for a few cutscenes, are in SoZ style "Party Chat" format. I tweaked a few lines of dialogue, added some new party member responses here and there. These conversations are by no means as advanced as the ones in Edinmoor. But I built The Halls of Hamhock long before an expansion like Storm of Zehir was even conceivable, meaning the focus was on a "Main" PC centric dialogue system, even though I didn't like it. However, I did have for the most part multiple PC responses already, and have gone back and flagged those as appropriate, i.e, lawful, chaotic, stat attribute and skill ranks, etc. Also aded extra lines for dwarf party members where it fit in, given the nature of this adventure.

The other thing that has vexed me over the past two years is that one of the first missions upon entering the Mountain, requires the player to click on certain locked doors that then fire journal updates, which advances the quest. This has been set up to fire on the door's "fail to open" event, and it works exactly as it should. Except for Rogues, who will naturally try to pick the lock. Even though the DC check is impossible, and thus they fail to open the doors, the journal entry does not fire. Good thing this is a party-based adventure, and any other character will be able to trigger the conversations as intended.

What I did for this update, was make very clear mention of these specific doors in the conversation with the quest-giver. There is even an in-game reason, that the masterwork dwarven locks are of such sublime craftsmanship, Rogues shouldn't even bother. I hope this addresses any confusion of the players about what they are expected to do. It may not be the most elegant solution, but this is a limitation of the toolset, and everything does work as intended.

The purpose of this update was to make the module more playable for people who tried it early on, and did not finish out of frustration. And for new players who click on the link below, I had wanted something more presentable, something more in line with the next module I made.


http://nwvault.ign.com/View.php?view=NWN2ModulesEnglish.Detail&id=291

Harumph!

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Now I can get back to work on The Sons of Edinmoor

Modifié par Dorateen, 12 février 2011 - 11:21 .


#2
nicethugbert

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NEAT! I never did get past the first level of hamhock hall, the big room with all the spiral stairs.

#3
Dorateen

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nicethugbert wrote...

NEAT! I never did get past the first level of hamhock hall, the big room with all the spiral stairs.


Heh... yeah, that's exactly the problem I was talking about. Hopefully, the instructions are now more clear, making it easier for players to complete that level.

#4
kamal_

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iirc you can give a generic placeable a door appearance. That way you just detect the on-click event and rogues never try.

#5
Arkalezth

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I played it some time ago, didn't it already have some SoZ features (party creation at least)? Anyway, good to see an update, maybe I'll replay it to see the new stuff.

#6
Dorateen

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kamal_ wrote...

iirc you can give a generic placeable a door appearance.


That sounds like it would be  brilliant idea. I'll go back to look at that. So if, say, I put down a generic vase placeable in the doorway, and then change the appearance to the caves door I had used? I wonder if it will matter that this is not on a standard tile, but the spiral staircase, which is part of the RWS Deep Halls tileset.
The concept of course, is what I should have done in the first place. Used a placebable to fire these critical journal updates, instead of a door. Hindsight and all that. But those spiral staircases were jut so neat, I wanted to give the players a reason to run up them!


@ Arkalezth, yes, when I first did an update after SoZ, I included the party creation, bleeding system, and just a few party chat convos.  You access the Party Editor menu by talking to Mulligan the barkeep at the Inn located in the starting village.

To test out this latest version, I used the menu to bring along one extra PC, and then took the joinable companions. I worked in their interjections and personal conversations even in the party-chat style.
 
 

#7
Dann-J

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I'm using a 'fail to open' door conversation trigger in a module I'm working on, which seems to be triggered by rogues as well (just not immediately). Perhaps it has changed in more recent patches?

Modifié par DannJ, 13 février 2011 - 11:30 .


#8
Dorateen

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DannJ wrote...

I'm using a 'fail to open' door conversation trigger in a module I'm working on, which seems to be triggered by rogues as well (just not immediately). Perhaps it has changed in more recent patches?


Ha! Wouldn't that be something after all this time, the issue was resolved in a patch. I wish somebody would have told me! Honestly, since I was aware of the problem, I had just avoided using a rogue to click on the door, and made certain it fired for other characters. Now I will go back and see what happens when a rogue tries.

Thanks for the head's up!

#9
Ykhare

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Currently playing it.

I seem to be stuck fairly early on, in the quest for the captain at the north gates that involves freeing the corner battlements. All are clear except the north-eastern one where none of the locked doors at the top of the 2 stairs seem to update the journal. I'm not attempting to open them with a rogue, and all bugbears are dead AFAIK.

#10
Arkalezth

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Did you try to speak to the captain again? The journal was a bit buggy for me in that part, but I don't remember the exact details to tell you if it was the same. I could complete the quest normally, though.

#11
Ykhare

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The only dialogue option with the captain is to tell him I haven't finished yet.