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Wyvern Crown of Cormyr


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#51
RebirthEternaL

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jmlzemaggo wrote...

Tchos wrote...

While on the subject of Wyvern Crown of Cormyr, does anyone know if it's possible to find the information Manthis seeks for the Ride Like A Centaur quest? I've been to every location in town and talked to every named NPC, and found nothing.

Unfortunatelly yes.
There is that Lord's mansion near the shopping building where that girl Alice? gives you some quests.
That Lord is the one bad guy. You get the quest from her (Alice) actually, she wants you to find a unicorn that he (the Lord) lost, a quest which is gonna take you to that only priest in town... and so on. 
Let me know if you need more, I might have a (old) save game in this area... 
I love that module. 
Maybe it's just about time to replay it... 



Since you clearly have knowledge on Wyvern Crown of Crmyr can you or anyone really help me with something?  I'm stuck at a part in the vanishing castle. When you first get inside and have to find the 3 key ward things to get into the portal (its the first portal that you find in WCoC if that helps). I've found the first 2 key ward things but i cant find the 3rd. I have the one where you go on the roof and kill the giant wyrms. I have the 2nd where you go in that room past the purple misty door and fight all those snakes and have the gas continually messin with you. The 3rd that you need by solving the puzzle that involves those barriers is the one im having trouble with. Assuming (and praying lol) that you know what i'm talkin about, If you or anyone else knows how to solve that puzzle id really appreciate any help

#52
Bannor Bloodfist

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Check the wayback machine, you are actually talking about Castle Wyvern Water, and that particular puzzel you are dealing with has multiple pieces to it. You need to get to the basement as stated in the puzzle solutions found here.

#53
jmlzemaggo

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I could marry that wayback machine...
The first time I played WCC I got that bad idea to play with the walkthrough, since it was so gently provided at the time.
I didn't on my latest one. And it's doable.
I'm not the smartest guy when it comes to puzzles, so I just decided to take it as it comes, and explore everything, every level, take my time, no other choice really anyway, like you would do if it really happened to you, looking for something in a gigantic and unknown castle. Go everywhere, go around if you can't go straight, or miss some equipment, pick-up anything that "talks" to you or seems to be special or important... once you read them.
It's only a matter of time.
& let us know.
But what I'm trully saying here is something else to keep in mind, I suppose: 99% of the modules are doable without a walkthrough.
You could feel suspicious about amateurs or pro building games for free. Don't.
They all made such an excellent work on their own modules...
It's almost unbelievable. There is still hope for us.
That goes for WCC too.

Modifié par jmlzemaggo, 19 octobre 2011 - 06:34 .


#54
RebirthEternaL

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Bannor Bloodfist Thanks ALOT. I figured i had to get to that underwater part to get or press somethin that would help get rid of those laser barrier things but i had no idea nor would i have even begun to look at those helmets that u get. u jus made 8 + hourss of walkin around confused as heck not in vain lol so i appreciate it.

jmlzemaggo thanks to u too. i like playin games with/without walkthroughs. I like figurin out the stuff for myself and im a curious kat so ill explore every cranny im allowed to haha but if i come across somethin that i've spent 8 hours tryna figure out what the heck i gotta do then at that point ima look at a walkthrough or go ask for help lol. this is the first time i've asked for help on a forum though so im still gettin used to figurin out how they work but thanks both of yall.

#55
Bannor Bloodfist

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I hear ya man. I prefer to play first time without a walk through, to see if I can figure it out, and to see how good a story might be, and if the clues given are enough for my aging mind to figure out. After that first play through I tend to start searching for a walk-through to save time, find things I missed etc.

#56
RebirthEternaL

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do you or anyone know if Jonas can be freed from his paralysis?

#57
Tchos

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I just played as normal, and I didn't have to do anything special to free Jonas other than what I had to do to get the crown. (Assuming you're at that part)

#58
jmlzemaggo

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RebirthEternaL wrote...
do you or anyone know if Jonas can be freed from his paralysis?

As Tchos said, just do what you came to do. 
Nice map by the way... 
'loved those pillars. 
How come the NWN lighting is always so boring... 

Modifié par jmlzemaggo, 22 octobre 2011 - 06:47 .


#59
BenWH

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I didn't know about the wayback machine - that's quite a find. I spent a bit of time copying all the old walkthrough stuff I put up there onto my PC so I have it again! Shame that page 1 of the quests is missing though - especially as that one had the 'Ride like a Centaur' quest that infuriated everyone so much :(

Modifié par BenWH, 22 octobre 2011 - 12:36 .


#60
MrZork

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Regarding the special weapon craftable at the smith's as part of the Weapon of a True Knight quest:

jmlzemaggo wrote...

(Be warned if you're using Tony K's AI, the crafting cutscene might freeze the game.
Just move your override folder aside for a while if this ever happen)


Wow, thanks! That saved me a world of frowning. It looks like one of Tony K's AI files doesn't play nice with that cut-scene. (I am pretty sure it is
nw_c2_default3.ncs
.)

BTW, if he chooses to help out the smith, the PC's weapon crafting skills can have a pretty big impact on the weapon created, making it worth buying the Iron Talisman some merchants may be selling. It changes the DC of the secondary effect (e.g. on-hit fear, confusion, etc.) and the number of times per day the activate power (dragon breath, cast sleep, etc.) can be cast. This is separate from the enhancement bonus that depends on the number of fragments used.

#61
TimG

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Finished last night with a little variety in the final section. All in all it was a good mod but in some spots it could be pretty aggravating. I can see where it would have been groundbreaking when it was new. It is a shame there's no continuation of the series but I didn't find the end to be that jarring. The final battle series was pretty tough for my character but once I got some "out of the box" thinking going I made it through okay.

#62
Decedion

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Just finished Wyvern Crown. I really enjoyed it. Does anyone know if the scripts are available to that module?

#63
Bannor Bloodfist

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which scripts are you thinking about? A HUGE part of the final, 1.69 patch, was all the content from WCoC and Infinite Dungeons. All the creatures. tilesets, placeables, and at least some of the scripts. Mounting scripts for the horses for example and all the associated animations.

If you are looking for something specific, I MIGHT be able to find it though. I have a slightly unfinished version of the mod, IE prior to the final release version, (one of the beta versions I was testing as a member of DLA), so I might be able to find what you are looking for.

#64
Decedion

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Thanks so much for your response! I'm rather new at scripting, and have looked into the other NWN campaigns toolsets to see how functions, effects, variables are used. I really liked the submerged entrance to the sahuagin area tileset, the drowning w/o the helm of water breathing script and how that works. The floating guardian swords and revolving blade in the pinnacle and how you can go one way without getting carved up. The wyverns.flying in and flying off animation.. Such a well written story with terrific dialog scripting.

I was hoping that upon completion of WCoC, I would open up my toolset and find the blueprints for that module. lol oh well...

Modifié par Decedion, 02 décembre 2011 - 01:20 .


#65
Bannor Bloodfist

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Decedion wrote...

Thanks so much for your response! I'm rather new at scripting, and have looked into the other NWN campaigns toolsets to see how functions, effects, variables are used. I really liked the submerged entrance to the sahuagin area tileset, the drowning w/o the helm of water breathing script and how that works. The floating guardian swords and revolving blade in the pinnacle and how you can go one way without getting carved up. The wyverns.flying in and flying off animation.. Such a well written story with terrific dialog scripting.

I was hoping that upon completion of WCoC, I would open up my toolset and find the blueprints for that module. lol oh well...


Give me a few days to see if I can  pull those areas and scripts out for you.  Might take me a bit of time though.

#66
Decedion

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Again, thanks for your response and I appreciate you looking but I sure don't want to put you to any trouble. I figured out the Wyvern take off and landing as I monkeyed with theEffectDisappearAppear function last night and wrote a few "effect' scripts.

Man I wish the team that created.WCoC would do another module for NWN. I bought the NWN2 when it came out but It just didn't compare, IMO of course, to the original. To me, the interface was so much more convenient in NWN. I think I'll try PoTSC this weekend; time and family permitting.

I just remembered, I thought the surviving henchman dragging the PC to safety was a clever on player death module script and was curious how that worked.

Modifié par Decedion, 02 décembre 2011 - 10:46 .


#67
BenWH

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JP, if you can't find them I might have them all somewhere as those are mostly mine... Drop me a note if you don't find them.

Modifié par BenWH, 05 décembre 2011 - 10:29 .


#68
Bannor Bloodfist

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Ben, I have not even had a chance to look for this stuff yet. My "copy" is one of the beta mods, actually a .sav file, so it may not contain everything. If you can look through this stuff, likely you will find it faster than I would. It will likely be a while yet before I can even really start looking.

#69
Decedion

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Thank you guys for checking. I don't want to put you guys out tho...

#70
BenWH

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I can't find any of my NWN stuff. Will have another look over Christmas but no promises...

#71
DevaWinblood

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Bannor Bloodfist wrote...

which scripts are you thinking about? A HUGE part of the final, 1.69 patch, was all the content from WCoC and Infinite Dungeons. All the creatures. tilesets, placeables, and at least some of the scripts. Mounting scripts for the horses for example and all the associated animations.

If you are looking for something specific, I MIGHT be able to find it though. I have a slightly unfinished version of the mod, IE prior to the final release version, (one of the beta versions I was testing as a member of DLA), so I might be able to find what you are looking for.


You are correct about the creatures, tiles, placeables, etc.   I did something for 1.69 patch that I wanted to do for WCoC but, we did not have time.   In WCoC I was tweaking and rewriting parts of other people's scripts, adding my own and doing what I could to get it working.

In the 1.69 patch I rewrote the entire set of horse scripts and then some from scratch.   I didn't reference anything from the WCoC scripts when I made the 1.69 ones.   I did carry a lot of lessons we learned over from those days though.


Bannor Bloodfist - Get ahold of me.   Could possibly use your help in the future.  If you are interested.

#72
DevaWinblood

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Decedion wrote...

Again, thanks for your response and I appreciate you looking but I sure don't want to put you to any trouble. I figured out the Wyvern take off and landing as I monkeyed with theEffectDisappearAppear function last night and wrote a few "effect' scripts.

Man I wish the team that created.WCoC would do another module for NWN. I bought the NWN2 when it came out but It just didn't compare, IMO of course, to the original. To me, the interface was so much more convenient in NWN. I think I'll try PoTSC this weekend; time and family permitting.

I just remembered, I thought the surviving henchman dragging the PC to safety was a clever on player death module script and was curious how that worked.


I was only involved the last 4 or so months of WCoC development.   I stuck around with the team a couple years afterwards though.

I can tell you that a lot of the people are still around and talking.

Though really putting the amount of time we did into these projects is not something you can do repeatedly without being able to justify your time.   We cannot charge for a module.   It is not permitted by the EULA.   So, myself and others on the team have been toying with making our own games.

This means we typically are starting with things less technically challenging than an RPG for our first projects.   An RPG is perhaps one of the most challenging game designs there is.   When you get down to all the nuts and bolts an RPG requires more types of systems than any other design.   Inventory Control, AI pathing, Scripted event, dialog systems, skill systems, and the list just goes on and on...

So, when we look at something like a beautiful FPS game and think it is amazing it is usually the tech behind the engine and the modeling job the artist have done which make it truly amazing.   Most FPS games have far fewer actual systems than an RPG.   Though some seem to be merging and getting some of these systems as well.

I am working with at least one DLA member on a project and if we get up to speed eventually we'll think about something RPG related.   We want to become cohesive as a team (we are much smaller than DLA) and release a few things and then we'll see if we can manage to build the systems needed for an RPG.   If we can then we'll do something.

Do I see myself or the people I am working with returning to NWN?   Not likely.   I would dabble with projects from time to time and have an almost finished project that was kind of cool but, when Bioware CD-KEY storage went down and I lost some of my family members keys to the game and could not reinstall them after reimaging their machine I figured it was time to move on for good.