Untold Tales Of Tolkien Mod
#1
Posté 26 novembre 2013 - 08:21
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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
Posté 26 novembre 2013 - 10:25
PJ
#3
Posté 27 novembre 2013 - 01:03
Enjoy
#4
Posté 27 novembre 2013 - 01:13
If they can fix the stability issues I wouldn't mind playing it.
#5
Posté 27 novembre 2013 - 05:24
#6
Posté 04 décembre 2013 - 01:51
#7
Posté 18 décembre 2013 - 05:39
#8
Posté 21 décembre 2013 - 06:28
http://nwvault.ign.c...h.Detail&id=537
#9
Posté 22 décembre 2013 - 03:33
#10
Posté 23 décembre 2013 - 12:43
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
Posté 23 décembre 2013 - 12:35
( 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
Posté 23 décembre 2013 - 04:34
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_*
Posté 23 décembre 2013 - 05:47
Guest_Iveforgotmypassword_*
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
Posté 23 décembre 2013 - 05:59
#15
Posté 19 février 2014 - 08:32
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
Posté 28 février 2014 - 03:00
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
Posté 04 mars 2014 - 01:26
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:
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
Posté 04 mars 2014 - 07:37
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
Posté 04 mars 2014 - 11:03
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 ![]()





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