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Module Release: The Darkening Sky: Prologue


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#1
ColorsFade

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http://www.nexusmods...ter2/mods/878/?

 

Is up at last on the Nexus. 

 

Brief synopsis:

 

The Western Heartlands have been beset by bandits. Roads are unsafe and caravans are being robbed and burned. There are also rumors of a strange necromancer cult lurking in the shadows. Dark forces are gathering...

 
You arrive in the small fort town of Triel looking for work, but before long you become embroiled in town's events. 

 

The Darkening Sky: Prologue is very much that: a prologue. It is not an overly long or complex module. Players should start at level 1 and expect to reach level 4 by the end of the prologue.

 

Some of the features that a player might expect from a larger campaign are not realized here (romancing companions, back-story dialog). This is the setup to the full campaign which will incorporate more of these sort of features.

 

For now, the prologue gets your character started (at level 1), introduces you to the starting town and people within, and propels you forward into the larger story. 

 

 

My thanks to the beta testers. You guys were awesome. I really valued your feedback. 

 

 

If anyone has any problems playing the mod, please check the readme.txt for my email address and contact me directly. I'm happy to help. And I welcome all feedback; I've already started work on Chapter 1 and will incorporate any feedback that fits the vision for the overall campaign. 

 

Cheers!

 

-Colorsfade


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#2
OfficerDonNZ

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Congrats on getting the prologue out the door :)



#3
Arkalezth

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Congrats. I've started playing and liking it so far.

 

BTW, you put it in "models" instead of "modules".



#4
Eguintir Eligard

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Do you have it going up on the vault 2.0? I don't recall my nexus name and now its bugging me to create a new one



#5
ColorsFade

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Do you have it going up on the vault 2.0? I don't recall my nexus name and now its bugging me to create a new one

 

I can try and get that uploaded to Vault 2.0 tonight. I can't upload right now; on  VPN for work and they frown on that kind of upstream bandwidth. 



#6
Arkalezth

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I think I've found a game-breaking bug:

 

*SPOILERS*

 

The bandits in the road to Mapleshade won't trigger a conversation (even if I click on them) nor attack. If I run past them and click on Mapleshade on the map, I get ported to the same area again. So in other words, I cannot get past that point.

 

Also, I cannot complete the quest about the kids in the caves, because there are no kids there. There's a "dead adventurer" loot container and a bear, but that's all.

 

A couple of other minor things I've found:

 

- The weapon rack outside the smithy says "armor rack".

 

- You need to click twice on door to get out of the inn, as opposed to the rest of the doors (and even the same one when entering).



#7
ColorsFade

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I think I've found a game-breaking bug:

 

*SPOILERS*

 

The bandits in the road to Mapleshade won't trigger a conversation (even if I click on them) nor attack. If I run past them and click on Mapleshade on the map, I get ported to the same area again. So in other words, I cannot get past that point.

 

Also, I cannot complete the quest about the kids in the caves, because there are no kids there. There's a "dead adventurer" loot container and a bear, but that's all.

 

A couple of other minor things I've found:

 

- The weapon rack outside the smithy says "armor rack".

 

- You need to click twice on door to get out of the inn, as opposed to the rest of the doors (and even the same one when entering).

 

Okay, thanks Arkalezth. I'll look at it and test it again and see if I can't figure out what's going on. 

 

I had a computer die between beta testing and release, and in the process it's possible something went awry. 

 

Oh, as for the door at the inn - that's somewhat intentional. After you have met more than one companion, the Roster GUI launches when you click on the door to leave the inn, just as it did in the OC when you left the Sunken Flagon. And so that door doesn't function like other doors. 

 

If I can figure out the game-breaking bug I'll post a patch asap. 



#8
ColorsFade

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Arkalezth, can you check the readme file and email me directly please? I might have to have you run a script or two with the debugger to check some things. 



#9
Arkalezth

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Sent. I had seen the readme but I had forgotten about the email.

 

Regarding the door, fair enough. I figured it was an overlook.



#10
ColorsFade

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Do you have it going up on the vault 2.0? I don't recall my nexus name and now its bugging me to create a new one

 

Here: http://neverwinterva...ng-sky-prologue

 

Vault 2.0 gives me trouble with the description formatting. My apologies. 

 

The only important stuff: 

 

1) You need MoTB and SoZ installed.

2) You need RWS All-In-One HAK installed. 

 

Let me know how it goes. 



#11
PJ156

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Well done on the release CF. I hope it downloads many times over and you get well deserved high scores and endorsements :).

 

PJ



#12
andysks

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Will play later today. Congratulations officially :).

#13
Lugaid of the Red Stripes

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Congrats!



#14
Lance Botelle

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Well done for getting this out the door ... It's good to see others are still working on projects like myself, so as to keep the community going!

Lance.

#15
ColorsFade

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Thanks PJ & Andy. And thanks for all your help! 



#16
ColorsFade

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Okay, so - there's some bugs. 

 

Long story short: the wrong version of the mod got published. 

 

The "final" version, the one the beta testers had last, didn't get published. Via a mix-up on my end, an earlier work got published instead. 

 

I have to make some updates to some areas in the mod due to the nVidia bug anyway, so I am going to be updating the mod with a completely new upload on Saturday or Sunday (depends on how much time it takes me to correct areas and ensure they aren't buggy). 

 

Those of you who downloaded the mod will have to re-download and start from the beginning. My apologies. I messed up. 

 

I'll get the correct (and nVidia-friendly) version out soon as possible. 

 

-C



#17
OfficerDonNZ

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What a PITA. That's got to be annoying as hell. Thought that'd explain why the gate guard didn't so much as bat an eye at my drow mage :)



#18
andysks

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I thought so, because the same bug Arkalezth reported happened during beta 1, but got fixed on the 2nd. It's a bummer... the extra work, so you have my sympathies. But it's something that could happen after the crash.

#19
ColorsFade

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The upside is, this lets me fix the nVidia bug in exterior areas. 

 

So sorry for the issues guys, but thanks for sticking with me on this one. 



#20
ColorsFade

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Okay everyone, files have been updated. 

 

Nexus DL: http://www.nexusmods...ter2/mods/878/?

 

Vault 2.0 DL: http://neverwinterva...ng-sky-prologue

 

As I write this, Vault 2.0 is completely uploaded, and Nexus is finishing the final files. 

 

There are now three archives: 

 

TheDarkeningSky_Prologue_Campaign

TheDarkeningSky_Prologue_Modules

TheDarkeningSky_Prologue_HAK

 

The readme.txt is included in each archive. Installation instructions are the same. 

 

You should delete the old files and folders before installing these new files, and do NOT try and play from a save-game. There were some serious bugs with that code from the initial release. I never intended for that code to get out into the world. It's just a quirk accident that it did. 

 

The files I've released today are the final files from the beta test with one change: All the exterior areas have had their tiles adjusted so that each tile has at least 5 textures. This will prevent the nVidia bug from happening. 

 

Have fun everyone! So sorry for the inconvenience with the file mix-up. 

 

-C



#21
kamal_

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Congrats!



#22
olnorton

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I just finished it & am eagerly awaiting more.

No game breaking bugs.

 



#23
Eguintir Eligard

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It won't start.

 

Can not load module. Missing required custom tlk table.

 

I assume I am just screwing something up, but I did erase my override folder and even cleaned out modules of all other products.



#24
Eguintir Eligard

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Ok nevermind I foudn a tlk file in the hak folder that I moved to the tlk and it loaded. BEGIN



#25
Guest_Iveforgotmypassword_*

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Congratulations on the release.


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