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Haunted Halls of Eveningstar: Beta Test


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#1
Darin

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 So, I've been working on this for a while, and finally have enough to toss up on the net for Beta testing.

Here's the idea:  Haunted Halls of Eveningstar as a campaign, a mega-dungeon-esque location that updates as I add more content (this can be done, was successful on my last camapign to do this).  The plan is The Halls, then Eveningstar, then additional areas and expanding the Halls (adding things to the halls, so that new creatures move in, etc.).

I now have both the Halls themselves and Eveningstar in Beta format.

www.dropbox.com/sh/3w9mz73z9827o8q/6kj53Z5iwc

That's the dropbox link.  Let me know what you think.

-D

Basic Description of Content Thus Far:
-The Haunted Halls of Evenginstar (conversion of the 4th chapter of the 2nd edition module, with some stuff added in to fill the empty space)
-A Tutorial/Starting Area - fully dialoged, based loosly on the black box "Dungeons & Dragons" early 90s starter set adventure "Escape from Xanzer Tem's Dungeon"
-A Small area for Starwater Gorge
-A lot of specialty scripting such as: arrows stick into enemies(...not visibly unfortunately, though I could probably manage that, but they get arrows added to inventory as you shoot them, so you can recover those that hit...), feats that shouldn't be feats are now given free, wearable backpack placables, secret secret doors, better trap system, etc.  Will probably add some OnChat stuff (say an NPC's name to start a conversation, etc.)

 

Updates in July 2014

-Eveningstar Village (modified version of the one that was on the vault, this time with all Thatch roofs) which also has the Lonesome Tankard Inn (2 areas, 1 floor for PC sleeping and one as common area, as per the maps in the module itself), Tessaril's Tower (1st floor only), the Church of Lathander (1st floor only, has a merchant and a healer), and the Low Lantern Tavern and Dance Hall (allows you to Play Lute Hero to make money based on perform skill...higher ranks of Perform unlock more songs), the Village has a number of Merchants milling about, plus you can knock on doors to get them to come out (or just sell in one case); there are 3 traveling merchants that change (only 4 options thus far, but the idea is that I'll expand every time I release an update...so everyday one changes out for the 4th one right now). 

 

The village took forever, and once I've fixed the issues, i'll be ready for content.  Issues I already know about are the relative emptiness of the halls...the plan is to update via script based on plot, but I have not yet done that (it's set up to do that, I just haven't yet).  Updating should be quicker from this point forward, as all I'll need is an are or two outside the halls, maybe a geographical are to play in, and of course script updats inside the halls.  First plans are to add in an old Dungeon Magazine adventure fro Ed Greenwood, then either the Kobolds above the halls (& the Killing Keep) or the Warrior's Crypt/Whisper's Crypt (with more obnoxious attacks by the wizard ghost as you travel the halls).  From there, I have no idea, but that's 1-3 updates waiting to happen, so...yeah.

 

 

Now available here: http://neverwinterva...alls-evningstar


Modifié par EpicFetus, 03 novembre 2014 - 06:00 .


#2
andysks

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The description you gave reminded me of the first Torchlight. I will give it a run maybe tomorrow.

#3
Darin

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I'll probably update the above when I'm not listening to a book on tape at the same time. There are some neat things I did via script that should be fun to see, though there is a lot of stuff that needs checking (I started, stopped, started, stopped, etc. this project, but the stuff I did was pretty good, so I figured I should try to get it out there)

#4
Darin

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I will mention that, though this is a beta (and hence will get updated before a final), at least if you play it now, you'll be familiar with the halls when it becomes a real campaign. And since I plan on using scripts to allow multiple quests to take place in the same areas over time (updating every so often to continue the adventure), it's not a bad thing.

#5
PJ156

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What is the length of play right now and what level?

PJ

#6
andysks

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I downloaded the pack when you first posted this thread, but didn't find time yet to play it. Would you like reports on bugs and the like here, or should I add you to pm you when I start?
This of course in case it has bugs, and not a bug free fully tested version by you that you give us to take an idea of the mod :).

#7
Darin

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It likely has some bugs, or rather, features that don't do what they're supposed to (gameplay not effected, but if the magestar doesn't block spells, that'll require some updating).

Game has two components; the starting adventure where you break out of a dungeon (Linear, should end you at level 2 and give you a taste of what sort of writing will come and what features i've added) and the Halls themselves, which is non-linear ("Sandbox") and covers everything in the 2nd edition adventure of the same name, plus some other stuff I added because too much of the original halls were empty (or rather edited out by TSR, so I made it up myself).

If you've seen any of my posts in the last 6 months or so in Scripting and Toolset, likely it was to make this, so Stirges, green slime, etc. are all a go in here. If you do notice issues, please let me know (and if you want to see something added, let me know, especially now since it's a Beta and therefore I can make significant changes. In the future, I don't lan to leave Beta testing to the community, but this first bit contains the main adventure site, and since I hope to use scripts to add encounters and the like to it as I update in the future, I need to make extra sure it all works right).

Once no longer Beta, characters that run through it should be able to use new content as soon as it's available (since conversations are campaign resources and will be place-holders for area transition conversations, etc.)

Modifié par EpicFetus, 20 décembre 2013 - 04:05 .


#8
andysks

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That covers it. I will play it sooner or later. I run into some real life stuff lately and don't have desire to play or build. But I will get there :).

#9
Tchos

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EpicFetus wrote...
covers everything in the 2nd edition adventure of the same name, plus some other stuff I added because too much of the original halls were empty (or rather edited out by TSR, so I made it up myself).

Sounds good; especially the plans to expand the adventure later.  I'm using a lot of presumably similar techniques (scripting, campaign resources, and conversations) to expand mine later, too.

I'm curious -- what was edited out by TSR, and why?

#10
Morbane

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Tchos wrote...
I'm curious -- what was edited out by TSR, and why?


empty rooms are a frequent feature throughout the WotC and TSR evolution...

not every room has a trap/treasure/puzzle/encounter/etc...

it is doubtful there was any editing - unless there is a 1st ed of this module?

:innocent:

#11
Darin

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Yes and no; this was Ed Greenwood's introductory module to FR when playing 1st Ed with people in Canada. He submitted the entire Halls; TSR edited them down, likely to fit the page format they had (32, 64, etc.). At least, that's what i remember from reading an old forum post about it asking Ed; I could be mistaken since a quick google search didn't find it. So, editing from actual Canon sources? Not really, unless you count Elminster/Ed Greenwood's personal notes as canon, then yes.

#12
Tchos

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Well, it's a bit fuzzy where to draw the line when it comes to Ed Greenwood. I understand the world setting belonged entirely to him before TSR bought it, so there's no one else whose word could be *more* canon as far as I'm concerned. Interesting background info. I like to learn about historical details like that.

#13
Darin

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Has anyone checked it out yet? Not that the village of Eveningstar isn't going to take forever....

#14
PJ156

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I just friend requested you.

I have started the mod and got to the armour fixing part. I get a message saying crafting failed no mold found. That pretty much stops me where I am as the dwarf won't let me proceed.

PJ

#15
Darin

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did you put the broken armor and the iron in the bench?

#16
PJ156

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Yes I did, all of the iron in fact. You did say 8 or more in the instructions :).

I tried with myself and the Dwarf but neither worked.

PJ

#17
Darin

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Oh, and this may be obvious, but...did you equip the hammer? It shouldn't let you use it if it's not equipped, but it could explain the issue... (I made it a light hammer, figured if you had a smith hammer and no other weapons, you'd use it to hit people...probably)

#18
bealzebub

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downloading now.
This is a great module, I played through it, PnP, back in the early 90's.
I'll let you know how it goes.

#19
Darin

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there may be an issue with the hammer at the beginning; if equiping the hammer, with the broken armor and iron in the smith bench, then using it gets you an error (something about the recipes or whatever), then to cheat past it, use "~" "debugmode 1" "giveitem zd_scale_armor" and let me know (worked on my computer, but is failing hard on PJ's, so prolly needs some work)

#20
bealzebub

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I didn't have any problems with the hammer. It is a little counter-intuitive though.
I expected it to work like the crafting hammer, but instead had to equip it, right click, and choose activate item. I figured it out, but it wasn't what I expected.
I like what you've done so far, things look really good and well polished. I'll play some more tonight and give you an update tomorrow.

#21
Darin

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Glad it worked, though I should have the dwarf yell at you something about "and remember, you have to hold the hammer lad, it ain't gonna be workin' fray yer pack"

#22
PJ156

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That's good to know, I was stuick there but I hope to play more tonight and get unstuck.

PJ

#23
bealzebub

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Here's a quick update, in one word... Awesome!
I'm not all the way through yet, but so far so good. I haven't found any bugs to speak of, but I've found lots of things that I like.

good use of stock voice overs in conversations.
new and unique UI with traps, open locks, and secret doors.
neat backpack idea, and cool animation.
good use of usable placeables.

If any one else gives this a run through, save often and don't rush in.

good job, I'll update again when I get a little further along.

#24
bealzebub

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sent you a PM so as to not give away any spoilers.

#25
Morbane

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hey epic fetus

im getting a texture issue in the beginning area - the walls show the "no texture" texture

admittedly, ive installed something wrong

but there are many files and without necessarily wanting to open your mod in the toolset ive followed your txt file but im not exactly sure if all of the files in the campaign folder (designated as such by the presence of the campaign.cam file) are supposed to be there - i tried some random experimentations but that only resulted in every campaign i have already as showing up a "file not present" in the list - including yours.

can you point me in the right direction plz?