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Untold Tales Of Tolkien Mod


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#1
rjshae

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RPGWatch has a story posted about this mod by MERP UK, so I thought I'd post the summary here:

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Welcome to the NWN2 edition of the NWN1 module of the same name! This is no mere copy - much has been expanded upon, altered and improved. This module is the first in a planned series of three. This is the initial release. The module has been tested in full many times and is in a very stable state - no known serious problems. We will be allowing about a month of feedback before putting together a FINAL release by the end of the year. Enjoy the module, keep supporting NWN2!

The history of Middle Earth is sewn with legends. Exceptional people renowned as heroes of their time; or held in terrible infamy. Many such tales are widely told and remembered. But equally, are the Untold Tales; those that were drowned out or overlooked amidst the pressures of their time of telling. What follows is one such tale, and it is told over a number of chapters, this being the first...

On the eastern borders of Rhovanion lies a small rural village. One of many such, scattered amongst the fertile farming plains. It is here that the focal figure of this tale begins their journey. An apprentice to a respected scholar finds themself trading the neighbourly, quiet village life for something quite different, when the life they knew is ripped out from under them.

A new path, but of what? Justice? Revenge? Perhaps simply a new life of adventure and discovery. No matter the path taken, the events that follow change that apprentice and the lives of those close to them. This chapter of the tale takes the hero across many leagues, including the bustling markets of Esgaroth on the Long Lake; crumbling crypts; the wildlands of Rhun and it's volatile mountain ranges; macabre Easterling fortresses and the shadowy gloom of Mirkwood.

This is a tale of loyalty, love and friendship. Of hatred, justice and revenge. All play their part in the making of this untold hero. This Untold Tale is but the first part of their incredible story...


Game best suited for 1-3 players.(Does not include NPC companions) For new characters, leveling to approximately level 12. Game length approximately 20-30 hours.

#2
PJ156

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I played the prologue to this, twas very good indeed by my humble reckoning,

PJ

#3
MERP UK

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Thanks for putting this up! Available on backup vault, Nexus Mods and ModDB and will appear on the original vault when someone approves the entry. Facebook users can also follow the projects by requesting to join group MERP UK on facebook.

Enjoy

#4
OfficerDonNZ

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I had a go at playing it but its very unstable at least for me. Has promise though. It would usually crash during an autosave which I think they put far to many in and their timing wasn't the best in a lot of cases.

If they can fix the stability issues I wouldn't mind playing it.

#5
MERP UK

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Sorry to hear this. We will cut the autosave population and check positionings for the update :)

#6
mugsyman

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Thoroughly enjoying this module. Thank you. (I have not experienced any issue with autosave)

#7
MERP UK

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I'm in the process of testing Update 1. Hope to have this available this week, all being well with the changes and tweaks.

#8
MERP UK

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Updated version is up on the vault. Changelog can be found in the entry description.

http://nwvault.ign.c...h.Detail&id=537

#9
OfficerDonNZ

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Been playing the update and am happy to say I haven't had a crash yet :D However the Mirkwood Draugaur Lair lever puzzle isn't resetting at all and I also think I hit the levers in the right order. Most odd.

#10
MERP UK

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Great news! Glad the changes have stabilised things for you (and for me, also a sufferer of occasional crash-to-desktop saves ).

That lever puzzle is becoming more trouble than it's worth! I will look again... must be another factor i've not accounted for. I'd happily update again right after the holidays as this is one of my personal favourite levels. Thanks for the heads up. Do enjoy.

#11
matami

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Still unable to proceed, even with the updated module.

( Due to a occasionally occurring bug where (End of Act 1) Crispin is jumped from Fairfields Village Hall to (Start of Act 2)... (supposed fix))

If I use the door my character disappears but I still can move around all invisible and act2 doesnt load up.

#12
MERP UK

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Can anyone lurking shed light on this? The jump/transition is setup correctly but doesn't fire properly every time.

Problem seems to involve the companion being jumped to the location but the PC remains behind, sometimes rendered invisible. I wonder if it is the positioning of the destination waypoint?

As a short-term solution when recreating this issue, I found that repeatedly re-attempting the conversation-jump/door transition eventually resulted in the PC being moved to the destination. I will tinker today to find a permanent fix.

EDIT: The conversation transition is a simple generic script. The door is a standard door transition to waypoint.

Modifié par MERP UK, 23 décembre 2013 - 04:35 .


#13
Guest_Iveforgotmypassword_*

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#include "ginc_companion"
void main()
{
object oPC=GetClickingObject();
if(!GetIsPC(oPC))return;
SaveRosterLoadModule("name of next module","name of waypoint");
}

Works every time and leaves nobody behind even henchmen follow because I kept on losing a horse in one of my modules and this did the trick.

#14
MERP UK

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Thank you, much appreciated! Will try this out.

#15
MERP UK

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Just to let folks know, Update 2 is being put together and should be available soon.

This is a large update, intended to be the last for the foreseeable future. It will include many fixes and adjustments, but also a large number of small extras and general polishing. As a special extra, two new areas will be added complete with a new adventure.

Much of the issues addressed in this update are largely thanks to a "Let's Play" video series which can be found here:

Also thanks to those who have reported issues on the various places we lurk. Should be ready soon, all being well.

#16
GCoyote

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Just finished last night.  As the vault has lost my User Info for the 9th or 10th time, I'll post some non-spoiler comments here.
 
Excellent Work!
 
Interesting main quest with a few twists.  Optional side quests to build up the party (but highly recommended.)  Even a cliff hanger at the end to prepare for the sequel. 
 
I hit the bug with the lever puzzle but saw your response to another player so I moved on.  I was also not able to figure out the ward stones in the Alchemist's Tomb but that may just have been me.  Everything else worked
 
I never got the Sweet Tooth or Silver Promise quests.  I found the text of the Letter from a Friend quest a little confusing.  The transition in-and-out of Esgaroth is also a bridge and seemed to fit the text better than the bridge you intended.  These are minor issues and did not affect my enjoyment of the game.

 

The customized weapons and armor added color.  The customized monsters added novelty.   The terrain you did was excellent.  I especially enjoyed the the woods near the Orc lair and the Red Mountains.  

 

Once I get my IGN account fixed I'm giving this a 9.5.  Can't wait for the next installment.



#17
MERP_UK

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Update 2 is completed and can now be downloaded. It's a big update with a lot of polish and new bits and pieces including a bonus quest:

 

Get a copy:

 

NWVault

Nexus Mods

 

You can follow the project on Facebook (Group MERP UK) and also at the recently started blog page: http://merpuk.blogspot.co.uk/

 

Many thanks, do give us a try :)


  • GCoyote et rjshae aiment ceci

#18
Morbane

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Can anyone lurking shed light on this? The jump/transition is setup correctly but doesn't fire properly every time.

Problem seems to involve the companion being jumped to the location but the PC remains behind, sometimes rendered invisible. I wonder if it is the positioning of the destination waypoint?

As a short-term solution when recreating this issue, I found that repeatedly re-attempting the conversation-jump/door transition eventually resulted in the PC being moved to the destination. I will tinker today to find a permanent fix.

EDIT: The conversation transition is a simple generic script. The door is a standard door transition to waypoint.

did the suggested script:

 

#include "ginc_companion"
void main()
{
object oPC=GetClickingObject();
if(!GetIsPC(oPC))return;
SaveRosterLoadModule("name of next module","name of waypoint");
}

Works every time and leaves nobody behind even henchmen follow because I kept on losing a horse in one of my modules and this did the trick.

work for you guys?

 

invisible PC at a door can be from a TAG issue - just tossing that out there.

 

will give this a go - sounds to be entertaining :)



#19
MERP_UK

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I had mixed success, so I guess it didn't as the problem was presenting itself randomly to begin with. I don't think it could be a tag issue as im usually very careful with these. I will check though, thanks :)