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Kal-Sharok BETA ready for testing.


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#1
doctorofdarkness

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Hi,

I've just finished the beta version of a stand-alone adventure mod, 'Kal-Sharok: The Crumbling City'.  The player takes the role of a young mercenary escorting a merchant train into the seclusive, semi-ruined dwarven city of Kal-Sharok.  There he or she may recruit any of four companions, explore the history and politics of the once-legendary capital, and eventually decide the fate of Kal-Sharok itself.

DAZIP (hopefully it works) is found below:
http://social.biowar...ect/1532/#files

It should be a couple of hours playing time; basically, if there are any players or builders out there who wouldn't mind giving it a go in spite of possible balance issues/the faint possibility of bugs, I'd love it if you had a go at the adventure and then let me know what you thought.

Cheers

#2
MarcusMoon

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Downloading it now. Looking forward to testing this mod for you. I'll leave comments once I'm done. ^^

#3
gordonbrown82

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where do i put the file?

#4
BryanDerksen

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DAZIPs are installed using DAUpdater.exe, which can be found in the bin_ship directory where the main Dragon Age executable is installed. I believe the file type is associated with it by the game installer so you can just double-click the dazip to run it. Alternately, you can do it manually by running daupdater and then dragging and dropping the DAZIP file into it.



I'm playing through it right now, and it's looking nice so far - well-done custom level layouts and extensive well-written conversations. I'll send a detailed list of bugs and suggestions when I'm done. :)

#5
Adaram

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I am amazed that you are able to get a full mod out already! It's also really nice to see a Biowarian testing a community built mod! All good. This thread has increased my happiness rating today!!

#6
fjbhhoijn

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awesome, downloading right now

#7
doctorofdarkness

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Cheers everyone- I do already have a nice long list of bugs/problems to be dealt with for the next version. And I agree with Adaram, it's very cheering to see a Biowarite willing to test player-built mods. I look forward to having my spirit crushed by your list of bugs, Bryan!

#8
FollowTheGourd

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BryanDerksen wrote...

DAZIPs are installed using DAUpdater.exe, which can be found in the bin_ship directory where the main Dragon Age executable is installed. I believe the file type is associated with it by the game installer so you can just double-click the dazip to run it. Alternately, you can do it manually by running daupdater and then dragging and dropping the DAZIP file into it.


Hi,

Just a mild frustration that I'm hoping we can catch somebody's ear on - but double-clicking to install a dazip doesn't work. At least, I'm pretty sure you'll usually just run into the "Cannot find DAUpdater.xml" error instead.

As far as I know, we have to tell people to find their install directory, which can be different depending on a lot of factors... if it's a retail DVD, Steam install, non-English Windows (e.g., C:/Programme instead of Program Files), 64-bit OS "C:/Program Files (x86)/Dragon Age" etc... or maybe get the path from HKLM/SOFTWARE/BioWare/DragonAge.

Edit: Thanks for looking into it, Bryan.

Edit Jan 7: Started a new thread here.

Modifié par FollowTheGourd, 07 janvier 2010 - 11:35 .


#9
BryanDerksen

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I'll check to see if that's a known issue and if not I'll definitely file a bug on it. The plan for dazips was to have something that would "just work".

I have to admit, I haven't tested this system myself with a retail install yet. Here at work I've got dazips associated with an archive manager instead, since I need to open them up and rip them apart to see what's in them more often than I need to actually install them. :)

Edit: I just found a bug report in our tracker that claims that a bug with this symptom was fixed in patch 1.02. Do you have that patch installed?

Modifié par BryanDerksen, 07 janvier 2010 - 01:00 .


#10
BryanDerksen

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doctorofdarkness wrote...

Cheers everyone- I do already have a nice long list of bugs/problems to be dealt with for the next version. And I agree with Adaram, it's very cheering to see a Biowarite willing to test player-built mods. I look forward to having my spirit crushed by your list of bugs, Bryan!


Sent via private message, since the list was rather too long for a forum post. Not that that means the module's poor in quality, it's more that it means the module's large and has a lot of content - I spent quite a few hours on it and I'm sure I missed a bunch. :)

#11
MarcusMoon

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I'm a bit into it now and it's got a great foundation. The story's really cool. I'm diggin the political side. There's a few things missing I've seen, though. Like it was said before my post, it's a big area and there's bound to be things that have been overseen. I would have sent a PM, but I figured I'd list it here so other tester's wouldn't barrage you with some of the same findings.

In the female dwarf's first line "apologize" is mispelled.

The quest marker stays over the first quest-giving dwarfs head until he walks down the bridge to eventually dissapear.

The dwarfs at the opening camp that are all ready to defend the caravan don't. I followed the quest-giving dwarf and saw the Ogre and Hurlocks. I got agro and kited them back to the dwarfs where they watched me get one-shot.

There's no mouse-over name for the area-transition into the first area.

The maps by Arlis (To the right of the Wood Elf plot-giver) need to be raised a bit out of the ground. They're flickering.

Inside that area next to Arlis a Dwarf asks if I've got the balls to do something mischievious then dissapears if you don't take his offer the first time.

In that same bar-area there's a Dwarf in the corner mumbling. The dialogue camera is too low. You can't see him if you initiate conversation.

I haven't seen any auto-save points either, so I imagine that a player would have to start over if they died. Adding an auto-save to a quest would be nice.


I'm still messing about the rest. I'm enjoying the content. I like your story about trying to renew the relationship with Orz.

Modifié par MarcusMoon, 07 janvier 2010 - 01:23 .


#12
doctorofdarkness

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Thanks, MarcusMoon, those are all really helpful...but 'apologize'? Bah...'apologise' is the one true spelling! *shakes fist*

#13
MarcusMoon

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Ahh.. The ole British vs. American spelling. I got'cha! My baaaad!

#14
hunharibo

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awesome mod i just played through the main quest. It is hard! Nice challenge even on easy (it would help of companions leveled of course :) )

couple of bugs, some bigger ones: although the ancient text quest sends you to the old mage, i was not able to talk to him anymore cause he committed suicide before because i didnt have a crush on him :P

the trap door at the end of the outskirts of kalsharok area is floating pretty noticably. I was unable to complete some quests a lot of things stayed in my journal, but maybe i am just too stupid to find the hints.

#15
doctorofdarkness

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Thanks hunharibo, that's a new one...although I was wondering when someone would be evil enough to find that plot section! Shame on you.

#16
LCdrDuhart-Killer

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thats cool

#17
Daddydib

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heres a small bug i found that i have not seen anyone discussing it, when i bring back the meat to the noble, and after i kill him, when i goto pickup the kid, you can do it over and over and over again, and the dialogue never changes.



,Also when i talk to Darin to give her the child, if i goto engert AFTER, he would still ask me if he can take the kid to become an apprentice, even though ive given the kid to Darin.

#18
KingEtzel

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Haven't played your mod yet but installed it a couple of days ago by DAModder (that I would not recommend!). Since then, I have serious performance issues in the DA singleplayer campaign. Also there seems to be some talktable included in your mod that overrides or alters Strings of the original game - I play in German and suddenly there appeared English codex entries, persons and placeables were English while others were still completely "normal" ;) You should definitely check your StringID range and why it interferes even in the main campaign (perhaps that is the fault of DAModder, but I don't know for sure).

I will try your mod once I have gotten to finish the DA campaign ;)


EDIT: Afte removal of the mod, at least the language problem disappeared btw.

Modifié par KingEtzel, 08 janvier 2010 - 02:28 .


#19
doctorofdarkness

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Thanks, Daddydib, I do already know about that one. It should be dealt with in the next version, hopefully up in the next couple of hours :)



KingEtzel- the mod doesn't use any kind of custom talktable, it's really pretty simple in that regard, so I don't think it should intefere with your OC.. But I'll keep an eye out for other people with the same problems, cheers for letting me know.

#20
doctorofdarkness

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Version 1.01 is now up and hopefully working: a great big thank you to everyone who tested the mod and gave feedback. You're legend- wait for it- ary.



Updates in the version:



-Companions will now gain XP, and can be chosen by ‘partypicker’ in certain ‘safe’ indoor areas, such as the Home-Away-From-Home tavern. (Thanks to Mengtzu's awesome Follower Tutorial- a very simple set of instructions for an insanely tricky enterprise)

-Extra areas, fights and conversations added for your return into Kal-Sharok, giving it more of a dynamic ‘cliffhanger’ ending

-Certain fights made easier

-Conversation loops eradicated

-A‘Talkative Miner’ will give hints on companion options, possible quests, and directions

-Music added to all areas

-Shearclaw should now be more effective in combat.

-Various floating/skewed placeables realigned

-Quests arranged into categories for easier use

-Various stages fixed

-Stores fixed

-Additional map pins

-Kal-Sharok and the Outskirts now have area lists

-Starting conversation with the Gatekeeper no longer draws the player back away from the gates

-The infamous 10 sovereign reward has been fixed

-The 'Of Noble Blood' quest should no longer repeat itself

-Non-hostile Shadebearer is now hostile

-Various items fixed

-A player doing the 'Old Wounds' quest can now persuade a noble to seek the safety of the compound

-Additional conversation for some of the Foundlings; Oskir now recognises if the player has been inside Selby's shelter

-An additional conversation and placeable now spawn correctly in the Unexplored Tunnels; I've also added a bit of detail to the area to make it less bland.

#21
FollowTheGourd

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doctorofdarkness wrote...

KingEtzel- the mod doesn't use any kind of custom talktable, it's really pretty simple in that regard, so I don't think it should intefere with your OC.. But I'll keep an eye out for other people with the same problems, cheers for letting me know.


I just downloaded the mod to check, and I think it's because the DAZIP packaged core_en-us.tlk into packages/core/data/111333_package.erf. You might be able shave roughly 20 MB off the size of your mod (unzipped) by eliminating the stuff it dumps into the core override, presuming you don't need that ERF. It's probably a good idea for other compatibility reasons, too. I'll have to give the story a proper go at some point.

Modifié par FollowTheGourd, 09 janvier 2010 - 12:51 .