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Crimmor released


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#1
kamal_

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Crimmor is a module for solo rogues of level 8 (you can level up and receive appropriate gold ingame). Use skills and rogue abilities as a Shadow Thief in the streets of the Amnian city of Crimmor.

You may like this module, you may not. Crimmor is experimental and is focused primarily on the urban environment and providing the "feel" of a city, as well as rogue focused non-combat gameplay. If you are all about combat, this is probably not the module for you.

Crimmor pushes the NWN2 toolset's hard limit on objects in the external city areas, additionally, there are numerous npcs in the city. I recommend a modern pc. You've been warned.

Crimmor takes many things, from food, street, shop, and npc names, to the unusual relationship of the Shadow Thieves to the city, from Ed Greenwood's article on the city in Dragon Magazine issue 334. Thank you Ed. Some things I had to change in the interest of gameplay.

Characters without rogue levels are unsupported, though bards will probably work fine as well. You are not required to have levels in the Shadow Thief of Amn prestige class. You are not required to be evil.

Magic levels are low, there are few +2 items. Don't worry about that, Crimmor isn't a module about "powering up". You can reach up to level 14 in Crimmor. There are four possible endings, not all of which are good for the pc, and it is possible to end the game via decisions you make before the "end".

Among other things, Crimmor uses a custom lockpicking system (courtesy of RWS), all custom sound in the environment (courtesy freesound.org). It has custom weapon and item classes, and pseudo prestige classes (Crimmor does not change any 2das except for the loadscreens and trees.2das, so it works with any custom content that does not alter these, including class packs). Finally, the thieves speak cant. A pdf guide has been provided that goes over gameplay things, and includes a dictionary of the cant used as well as some background on Crimmor.

The module is completable without killing anything. There's no secret achievement or bonus for doing so. No xp is awarded for combat, only quest completion and exploration. There are approximately 10 hours of content.

There's a lot going on behind the scenes with things, and some things are pretty complicated. As with any 1.0 release, there are bound to be some bugs that managed to slip by, but there are two I am aware of:
Lockpicking does not consume lockpicks (yay for you, freebie!). Lights do not affect the hide skill though the DM will tell you it does, as there were seemingly unsolvable problems with this (I hope to get this fixed via patch). These have
minimal game effect and were significantly delaying release, so I chose to go ahead and release.

Vault link , Nexus link.

Particular thanks go to Arkalezth for extensive testing, and RWS for providing the lockpicking gui and scripts.

Bugs can be reported here: pathofevil.wikia.com/wiki/Shadow_Thief_Crimmor_bugs You do not need an account to edit the page and add bugs.

Modifié par kamal_, 05 avril 2013 - 01:20 .


#2
Morbane

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'grats on the release of Crimmor!

#3
ColorsFade

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Morbane wrote...

'grats on the release of Crimmor!


Ditto! 

Has to feel good to release :)

#4
Arkalezth

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Congrats! For the record, while it's true that there are many transitions and some areas are heavily populated, my PC is 4 and a half years old and I was able to play the module twice, so performance is not *that* bad.

#5
Guest_Iveforgotmypassword_*

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Congratulations on the release ( in before baldurs gate has to be good timing too ).

Ten hours in a city ! That is a lot of work I know how hard it is to make things open and change with the game's progress so give yourself a big pat on the back.

ps. I just checked the vault link and darant payed you a compliment, you are definitely off to a flying start !

Modifié par Iveforgotmypassword, 05 avril 2013 - 11:07 .


#6
Lugaid of the Red Stripes

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Congrats

#7
Dorateen

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Congratulations, kamal

I heard there might be dwarven pastries around...

#8
ColorsFade

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I'm anxious to download this just to walk around and see the city you've created.

The screenshot with the book and the dialog options is great.

#9
kamal_

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Dorateen wrote...

Congratulations, kamal

I heard there might be dwarven pastries around...

Indeed, I consulted with a dwarven cultural expert on several things.  :)

#10
Shallina

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Al ready 2 big mods ! what will be the next ? :P Will there be one ?

#11
Morbane

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ColorsFade wrote...

Has to feel good to release :)



:blink::?

#12
kamal_

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Shallina wrote...

Al ready 2 big mods ! what will be the next ? :P Will there be one ?

My brain needs a break, work started on Crimmor as soon as Path of Evil was released.

#13
Shaughn78

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Congrats on the release, just need to find time to play it now.

#14
Tchos

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I actually first saw the release on the Nexus before I saw this thread, but I echo my congratulations here as well for your release. :)

#15
Alupinu

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Yes congratulations! Might need to play it just see how you figured out rooftop/ground walk-mesh. Also I was impressed with the screenshot of the lockpick mini-game. Is that like the mini-game in Dragon Age or was that Skyrim? I can’t remember. Anyways good going, like the screen-shots, I see a lot of work there.

#16
kamal_

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Alupinu wrote...

Yes congratulations! Might need to play it just see how you figured out rooftop/ground walk-mesh. Also I was impressed with the screenshot of the lockpick mini-game. Is that like the mini-game in Dragon Age or was that Skyrim? I can’t remember. Anyways good going, like the screen-shots, I see a lot of work there.

The amount of roof walking was cut back as I couldn't figure out logical ways to integrate more into the quests, like this proof of concept I did (www.youtube.com/watch) and it's a pain to do just for show. There's still some, including in the main quest, in fact there are a few unused maps in there that are for roof walking if I ever figure out a logical story way to use. Some roof maps use duplicates of the area, and some I was able to use the actual area with walkmesh helpers for the roof because there was no overlap with the ground.

Lockpicking works like Skyrim, there are practice chests in the initial DM area. Hellfire provided the system to me, someone had made it for a RWS project that never made it, so this is the first time it's seen the light of day.

#17
ColorsFade

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Just browsing through the PDF file is a treat. You really put a lot of thought into this. Rogue fans should be very happy.

#18
Rolo Kipp

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<tiptoeing...>

This is *my* kinda mod :-) Enjoying it immensely!

<...theatrically from one shadow to the next>

#19
PJ156

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Congratulations Kamal_ I hope your mod does well.

PJ

#20
Fester Pot

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Always great to get the release out to the public, so congratulations on a job well done!

I've been anticipating this module since I saw it on your blog. I'm not familiar with how NWN2 works in terms to custom modules, and the NWVault does not have installation instructions as to where to place the files in the Crimmor.7z file.

Could one be provided or could someone direct me how to install this?

Thanks,

FP!

#21
Morbane

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contents of campaign folder in the user/nwn2/campaign folder

contents of hak folder in the user/nwn2/hak folder

contents of module folder in the user/nwn2/modules folder

#22
kamal_

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First patch is being uploaded:
fixed:
If you completed the protection money quest first, you could not turn in the lapel pin.
The quest marker for Balaerra's house will now disappear properly.
Docks Ward walkmesh issue, you could walk underwater (oops!)
You could get into a house that had it's quest removed, but were unable to get out (someone picked a DC99 lock to get that bug!), now you can exit.
Can now talk to the old elf in prison after getting the quest for her, allowing the quest to be completed.
Corrected mapnote name for Ollain's house.
Fixed infinite XP exploit with White Tern.
Fixed issue with the Spymastery book and the player's library.
A conversation choice with a halfling thief in wheel ward sent the pc to the wrong place.
A missing mapnote for the voice quest in wheel ward.
Conversation with the fell sarcophagus was broken.
A building in wheel ward was missing it's door.
The crystal bard had a testing option leftover in his conversation.
Various typos and he/she disagreements.

#23
kamal_

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Patched again:

Fixed in 1.03 (for people that have already started and have a savegame they want to continue): Unique Lock, Kelvaert's rat problem (specifically tested), sequencing problem with History of Crimmor vs the Riatavin interrogation, sequencing problem with the Lapel Pin vs Merchant Intimidation (for Malvan Chanthri), "Cheap or Chop" can now be properly read from the library, minor fixes like typos.

Fixed in 1.04: Linyth the Elf, Fell Sarcophagus, telling the Shadowmaster about Dhammada the appraiser while in Wheel Ward (all specifically tested, I'm not sure how the Sarcophagus was ever unusable as I'm unable to reproduce that, however I changed it's conversation name and re-tested in case there was some issue), minor fixes like doors that shouldn't have been usable, bad string refs, typos.

#24
Fester Pot

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Thanks for the guidance brave warrior Morbane!

FP!

#25
kamal_

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Fester Pot wrote...

Thanks for the guidance brave warrior Morbane!

FP!

Well, I rebought NWN1 last year specifically to play Almraiven to see the ambience since it's considered the most immersive city in nwn, so I hope you like Crimmor.