Aller au contenu

Photo

Fanglewood NWN2 Campaign (RELEASED)


  • Veuillez vous connecter pour répondre
316 réponses à ce sujet

#176
Alupinu

Alupinu
  • Members
  • 528 messages

Tchos wrote...

I ran into an average of 2 or 3 random encounters every time I traveled from one place to another.


In version 1.01 I decreased the chances of a wondering monster from 1-1d4 to 1-1d6 so hopefully the wondering monsters should be a little more realistic.


kamal_ wrote...
Perhaps Alupinu could put a list of the secret quests on the Nexus with the mod, so we could see that if we want?

 Yeah I probable will draw up some type of players hand book - read me doc to be down-loaded seprately as soon as I get these last little bugs worked out of Fanglewood.

Modifié par Alupinu, 02 septembre 2012 - 06:37 .


#177
Arkalezth

Arkalezth
  • Members
  • 3 191 messages
I've had at least an item disappear from a merchant's inventory ("Trap Tools +3", from Fletch in the starting village) when using Tchos' Panels. Anyone else having this problem?

#178
Tchos

Tchos
  • Members
  • 5 063 messages
Hey, what a coincidence -- I'm using that mod, too!

Do you mean "Thieves' Tools +3"?  I don't know of any Trap Tools.  And how do you mean it disappears?  Here's what I see in my game.

Image IPB

Could you provide a screenshot?

#179
Arkalezth

Arkalezth
  • Members
  • 3 191 messages
Really, you use that? I would have never thought...

That's exactly my problem. I also thought Alupinu meant "thieves tool" when he told me, and I sent him a very similar pic, but he was right. Try removing your mod, see if an extra item appears then at the end of the list, called "trap tools".

Modifié par Arkalezth, 03 septembre 2012 - 06:45 .


#180
Tchos

Tchos
  • Members
  • 5 063 messages
I removed just the file "store.xml" from my mod, and tried again.  This time, Trap Tools +3 appeared at the end.

Image IPB

Is there anything unusual about the way that store is set up, Alupinu?  In my store.xml file, all I did was change the numbers of the display to increase the area.

#181
kevL

kevL
  • Members
  • 4 070 messages
UIListbox
showpartialchild="true" -> "false"

?

#182
Tchos

Tchos
  • Members
  • 5 063 messages
Trying kevL's suggestion of changing the entry of "showpartialchild" in my XML from "true" to "false" made it show up.

Image IPB

Why is that?  It's set to "true" in the vanilla files, isn't it?  Will there be any other consequences if I change my mod to use this setting in a new version?

#183
Alupinu

Alupinu
  • Members
  • 528 messages

Tchos wrote...
Is there anything unusual about the way that store is set up, Alupinu?  In my store.xml file, all I did was change the numbers of the display to increase the area.


No not really. The store is a sundlow store blue print the only things modified are in the properties.
 
As far as the item is concerned, it’s a miscellaneous small object with a custom icon picture. Mmm… that’s all I can really tell you, I have no idea why it does not show up.

#184
Arkalezth

Arkalezth
  • Members
  • 3 191 messages
For the record, if it makes any difference, I found (as loot in containers, not bought from shops) some other items with custom icons across the module, when using Tchos' mod.

#185
Alupinu

Alupinu
  • Members
  • 528 messages

Arkalezth wrote...

For the record, if it makes any difference, I found (as loot in containers, not bought from shops) some other items with custom icons across the module, when using Tchos' mod.


Yeah I was thinking the same thing. If it was the hak file then you would think that none of the custom icon would show up.

#186
Tchos

Tchos
  • Members
  • 5 063 messages
And I've bought many custom items, with custom icons, from shops when using my mod, as well, so I don't think that has anything to do with it. For now, I'd say edit the XML with the fix mentioned in the previous post, and I'll probably release a patch for the UI mod later, if I can be assured it wouldn't affect anything negatively.

Modifié par Tchos, 03 septembre 2012 - 08:01 .


#187
kevL

kevL
  • Members
  • 4 070 messages
T,

i noticed this when reworking my LootBags. like you, i guess, I wanted the list to be an exact multiple of the icon height - but when i got it just right the bottom item disappeared. But when i cropped a pixel off, it reappeared again. So it had to do with showpartial ... I can't see any drawback to leaving it false

#188
Tchos

Tchos
  • Members
  • 5 063 messages
So I guess an alternate solution would be to change the height so that it's not an exact multiple, eh? The reason I did that in most cases was because I was juggling a lot of numbers and wanted a simple way of making sure I wasn't messing up the relative placement of the elements. :) But I'll go with the "false" option, anyway.

#189
Tchos

Tchos
  • Members
  • 5 063 messages
My conclusion from my latest tests is that the bug affects the last item in any store that has enough items to require a scroll bar. It doesn't matter whether the item is vanilla or custom, and it has nothing to do with the Fanglewood module. The store interface was the only one affected because all the other container interfaces already had "showpartialchild" set to "false". I'll have a new release out shortly including that fix, and some other additions and fixes I'd included over the past few months.

#190
Arkalezth

Arkalezth
  • Members
  • 3 191 messages
Seems to be the case, just tested it with a random shop in Edinmoor, the last item was a warhammer and the store.xml file made it disappear.

Until you release the new version, I think I'll keep your mod installed but without that specific file. Shop panels will be tiny, but everything should be fine and safe that way, right?

Modifié par Arkalezth, 03 septembre 2012 - 10:45 .


#191
Alupinu

Alupinu
  • Members
  • 528 messages
Tchos, let us know ASAP when you get HD UI Panels updated I was planning a test run through Fanglewood using the panels.

#192
Tchos

Tchos
  • Members
  • 5 063 messages
I updated it about half an hour ago on the Nexus, I just didn't want to spam this thread with the announcement. :) But since you asked...  Version 1.3 is the one you want.

P.S. to Ark: Yes, you can remove any of the XML files individually, and the rest of it would still work.  There's an HTML file I included with the mod that describes what each file does, if you want to remove any of the individual ones so that you can use it together with any other UI mods that might change the same things, if you prefer their version of any of the panels.

Modifié par Tchos, 03 septembre 2012 - 11:24 .


#193
Arkalezth

Arkalezth
  • Members
  • 3 191 messages
Cool, thanks. I was unsure if "shortly" meant today, or in a few days.

The TonyK's compatibility patch mentions 1.2. It should work for 1.3 as well, right?

Modifié par Arkalezth, 03 septembre 2012 - 11:25 .


#194
Tchos

Tchos
  • Members
  • 5 063 messages
Yes, I'll change that description. It'll always work with the latest version until/unless Tony K updates his AI mod beyond version 2.2, at which point I'll need to make a new patch for it.

#195
Arkalezth

Arkalezth
  • Members
  • 3 191 messages
The new version seems to work fine, I can see that warhammer now.

TonyK will probably update his mod once Obsidian has released the 1.24 patch. :lol:

#196
Guest_Iveforgotmypassword_*

Guest_Iveforgotmypassword_*
  • Guests
This module is really well made and has lovely areas and you've done a really good job making it. I think I've nearly finished as I've found the package but I've been having such a rough ride that I'm giving it a rest besides I can't find the way out and have been running around for a long time looking.

I've found some of the combat absolutely impossible especially the wererats ( kept running downstairs or up to meet my dead party in the resting area before returning to pick off another one ), the 3 ghosts ( after a long time with every buff and potion taken and still being unable to hit them I left the area and came back with my recently recovered 1hp party and ran straight to the teleport ), the drow ( nowhere to rest, whole party poisoned and once again on 1hp as I kept leaving the area to get them resurrected so I did what was necessary and hit the dm_god mode ) and some of the traps like the missile storm have been a bit harsh when you're already pretty well beaten up. My favourite tactic has been to keep one person alive near the exit then when the others are dead jump through it to regroup, go to the rest area and try again or run far enough away from the dead ones with the baddies chasing so they come back to life..

I know you said it was hard so I'm not complaining just letting you know as you said you wanted to hear what I thought. Luckily I didn't care about my cpmpanions ( my one real disappointment ) because they've been sacrificed rather a lot. I played this as a fighter and took along the cleric, wizard and ungrateful elf ( moans about orcs and didn't say a word when we went killing some !) The rogue and half orc died in the tavern when it kicked off with the two shady customers so I've also had no way of dealing with traps except taking the damage.

But it's still a very good module and I know I'm rubbish at combat tactics so no problem. I still have one question though..

Are you a hamster ?

#197
Tchos

Tchos
  • Members
  • 5 063 messages
Tsongo, what level of character did you use? I went with the high end of the suggested range (3), myself.

#198
Arkalezth

Arkalezth
  • Members
  • 3 191 messages
**SPOILERS**

About the drow, if you mean the part when you're escaping, you can heal yourself in the temple of Lolth, by giving a donation (your spells won't be regained,though).

The wererats were among the hardest enemies for me as well, the fight with several of them and the witch got most of my party killed. I can also see the butler as pretty much unbeatable if you don't have a hard hitter in your party, his regeneration rate may be higher than the damage you can deal to him otherwise.

The ghosts... if you mean the headless one, and/or the wraiths, they're the typical concealed enemies. I didn't have any problem with them, but having Blind Fight or not can make a difference (I don't remember if any of my chars had it at that moment).

I don't consider myself a particularly great player, but overall, I found the combat just about right: tough at times, but manageable (I think I used this exact wording in my other post actually). Played with a rogue/fighter (feinter, dual wielder), fighter, cleric and wizard. I didn't try the druid, but she should be a good companion to keep around for buffs.

Modifié par Arkalezth, 07 septembre 2012 - 01:33 .


#199
Tchos

Tchos
  • Members
  • 5 063 messages
I'm playing with Kaedrin's ninja base class (unarmoured ki-based rogue type) as my main character, with the fighter, the cleric, the ranger, and the wizard as my party.

Hope you don't mind me saying so, Alupinu, but I used a console command to allow me to have the 5-member party I'm more comfortable with, so that would contribute to me having an easier time with the combat.

#200
sirchet

sirchet
  • Members
  • 155 messages
I haven't had a chance to play this one as much as I want to, but I've had a wee bit of time lately.

I just finished off the witch and YEAH, she's a tough one with here every-whererats heh heh.

Myself, I like the combat to be like this, I think combat should be desperate and a matter of life or death.

So far this adventure has me genuinely in awe for soooo many reasons, (all good of course).

And pretty much a bug free experience, except for a few extra nymphs here and there. ;)

Modifié par sirchet, 07 septembre 2012 - 01:53 .