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Revised Module: Small Village Woes (1.24)


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#51
BortSonofBort

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Did a quick test during lunch break -- TRUE is read as 1 only.  In the test I got the following...

 

3 != TRUE

1 == TRUE

0 != TRUE

 

The last result is obvious but the first is not.  So the change I made above will fix your problem, I think.

 

So, I should change the " == TRUE)" portion of the script to "3 != TRUE"?

My apologies for the silly question. I stopped coding in 2002 to embark on a theatre acting and directing career, so there are still many cobwebs yet to be cleaned up in my memory of the aurora scripting language. :) And actually, editing my previous script examples with your code changes would probably be best for a big dumb jerk like me. ;)

 

Thanks for the follow-up assistance in advance!
 



#52
MagicalMaster

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No, the "change above" refers to this post.


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#53
BortSonofBort

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Thank ye!



#54
BortSonofBort

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Small Village Woes v1.30 Update | 7.1.04 [SPOILERS BELOW]:

Once again, most of my time today was spent focusing on the various merchants, but some other edits were made, too.

Merchant Fixes - Detail work.

a.) Witch Wizard/Sorcerer alignment discount error fixed. (Thanks, MM!)
b.) Fixed Willy sell-back items error. (*see below for more info.)
c. Fixed Brother Billy ACT 1 cleric/paladin alignment discount error. (Thanks, MM!)
d.) Brother Billy ACT 3 merchant dialogue options fixed.
e.) Capped merchant spell scrolls at Level 6. Removed higher level spell scrolls than 6.
f.) Witch now lists price of sellable undead parts.
g.) Witch and Billy reference not needing to cleanse undead parts before selling them.
h.) Increased price of Fireball Scroll, Decreased price of Sanctuary Scroll.
i.) Copied some formatting examples between all of the merchants to help make the system look more uniform.

ADDITIONAL NOTES -

a.) The merchant alignment fix came from deleting the "== TRUE" portion of the script.

(*Sell-back error: MM, I tested selling back the great ax and long sword, and both worked for me. Considering that you possibly meant the looted Br'ei ax and sword, I tested those as well. I was able to sell back all items except for the "Women's Clothing" that you mentioned.)

I'm very close to finishing up with these initial notes (mostly by MM). I'm very excited to release another BETA build soon for further review. Clearly, this module has never had this degree of polish.

#55
MagicalMaster

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Considering that you possible meant the looted Br'ei ax and sword, I tested those as well.

 

Don't know what to tell you.

 

SmallVillageWoes_zps621b99b5.jpg

Could only sell the crossbow.


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#56
BortSonofBort

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I love screenshots! I'll look it over again.

Your help stamping out these bugs is more appreciated than you might possibly know.

#57
MagicalMaster

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Is it possible you changed one of the scripts dealing with this?  It IS possible that your version works but my (older) one does not.

 

And perhaps, but I know firsthand how aggravating bugs are ;)  Trying to squash one right now in my own module.


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#58
Bort_Son_of_Bort

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Is it possible you changed one of the scripts dealing with this?  It IS possible that your version works but my (older) one does not.

 

And perhaps, but I know firsthand how aggravating bugs are ;)  Trying to squash one right now in my own module.

 

I think what's more likely is that I have two instances of the Br'ei Ax and Sword that I didn't realize were in the game, and I'm checking the blueprint res ref of the wrong versions. Unfortunately, I only have a MAC laptop at home, so I have to wait until I go to work tomorrow.

Oh, I'm sure you do know how aggravating they are. But it's not just bugs to me. It's more about putting in the effort to help me maximize the quality of this module twelve years later after its original release. My reason for bringing this back around was to maximize it in its current form so I could put it to bed, which as I'm experiencing it, would not be possible without your input.



#59
MagicalMaster

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It's possible about the instances -- those two are from the inn, if it helps.

 

And happy to help -- I'm not kidding when I say this game quite literally changed my life, shifted me from a future in law to "You know, this programming stuff is kind of interesting...maybe I should make a career out of it."


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#60
werelynx

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Just a question: if I have a halfling, would I be able to sell greatsword if I can't wield it?



#61
BortSonofBort

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Just a question: if I have a halfling, would I be able to sell greatsword if I can't wield it?

 

Yes. All classes can purchase and sell all available weapons in the module (...or will be able to once I fix a bug or two).



#62
werelynx

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Oh I read wrongly the word "unquipped as equipped. Sorry :P



#63
BortSonofBort

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Quick update:

I seemingly fixed the Br'ei weapon selling issue. Turns out it did have something to do with the instance of the weapons. After digging into the module's inventory, something became very clear to me: proper naming convention rules were clearly the last thing I was thinking of 12 years ago. The scripts function as they should, but good luck to anyone else that tries to open up and make significant changes to this module.

I also blew up the Spider Cave. Consider it removed!

Tomorrow I'm hunkering down with several shorter updates and one potentially large one: changing out the henchmen scripts with the defaults to some degree at the very least. Anyone know of a good resource I can read up on to help make this henchmen script transition as smooth and swift as possible?

Many thanks.

#64
MagicalMaster

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Does this help?  Mentions a specific script set in there.



#65
BortSonofBort

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Definitely. I found this earlier and installed it. Just gotta switch out the dialogue trees now.

I'm debating whether or not two henchmen would be overkill for this module specifically. My initial instinct is yes, especially since I've increased their strength/health a bit.

Thoughts, MM?

#66
MagicalMaster

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Without retuning the module then two henchmen would be considerable overkill, yes.  Obviously could make enemies stronger and allow two if you wanted but that would be more work -- though even doing something like just increasing everything's hit points by 60% would probably suffice as a rough job.

 

A minor idea, however, would be to allow a second henchmen once you find the elf at the end and so you can take her with you -- which would potentially only involve returning the demons (or could probably just even leave them alone).  Might make the ending slightly more climatic too.


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#67
BortSonofBort

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Update:

 

The latest BETA build of Small Village Woes is almost complete! I’ve re-touched nearly every layer to this module. Dialogue, encounters, triggers, merchants, henchmen; you name it. I’ve also even added some new content. A huge thanks MagicalMaster for his critical eye. I welcome everyone’s feedback, no matter how nit-picky it may seem to you.

 

All that requires finalizing in this latest update is to fix a Henchman Spell Casting bug, and I'll be ready to upload a revised build.

 

I’m very excited.



#68
BortSonofBort

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Greetings All,

I'm pleased to release the final BETA build of the latest Small Village Woes 1.30 module update!

Once I upload the 'official' non-BETA vault version, I'll be sure to post a history document detailing the module changes I've made since refreshing this project a few months ago. There is still a small bug or two that can be found in the module currently, but I figured while I continue trying to stomp them out, I'd give the possibly interested members of this forum an opportunity to playtest this final BETA build and provide feedback on their experience for potential implementation before I upload the official release to the vault.

Again, I want to thank everyone who has helped make this module the best experience it's ever been. I sincerely hope you enjoy yourself, should you decide to give this final BETA build a playthrough. Small Village Woes is a NW Vault HALL of FAME and REVIEWER AWARD winning module.

I welcome all feedback, no matter how slight.

SMALL VILLAGE WOES 1.30 | FINAL BETA | nwn_HOF.jpg-NWN_award.jpg

svw_cover.jpg

DOWNLOAD LINK: (Now removed until official NW Vault release upcoming...)
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#69
BortSonofBort

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Hi All,

 

Here is a semi-specific list of revisions to the Small Village Woes 1.30 refresh project since I began it a few months ago. I've written this list in a fashion to exclude severe spoilers.

 

- Reviewed dialogue/object descriptions for initial sweep of story edits, spelling, grammar, and action/highlight text additions.

- Expanded dialogue tree options.

- Deleted objects in areas to optimize usage of space.

- Made usable, inventory-less items narrate their description for the PC.

- Added new treasure scripts to various usable objects.

- Added experience point scripts to locked objects.

- Added extra treasure chests to game areas.

- Edited various sound objects volume.

- Edited various areas day/night volume.

- Added narrative triggers.

- Added Ranger-specific narrative triggers.

- Replaced old custom Henchmen scripts with HotU scripts.

- Edited Henchmen stats.

- Added additional SetFacing scripts to various creatures and area entry points.

- Edited prologue guards ability to fight wolves encounter.

- Edited lighting effects of most areas.

- Edited certain merchant items names, info, effects, prices.

- Edited encounter respawn rates.

- Edited Forest area tiles.

- Fixed stack overflow error toward end of module.

- Edited creature/mob stats.

- Added module Henchmen limits.

- Edited special camera transitions.

- Updated module guide and general information.

- Made Willy steal penalty permanent.

- Edited steps to reveal the largest module Easter Egg.

 

Additional Forthcoming Edits:

 

- Fix opening Willy dialogue tree.

- Fix Br'ei item sell back scripts.

- Fix end-of-game Henchmen transition bug.

- Raise Lynn level to 5.

- Remove highest end items from church merchant.

- Fix Lodge chest treasure script.

- Add Act 3 encounters.

- Remove Act 3 henchman summon option.



#70
Berliad

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Downloaded!  It's next in my queue, after I finish the mod I'm currently playing.  

-B


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#71
BortSonofBort

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Downloaded!  It's next in my queue, after I finish the mod I'm currently playing.  

-B

 

Just remember that this is the last public BETA release before the official 1.30 version is put up on the new vault, which will include a few more bug squashes.

 

Please feel free to give me whatever feedback you'd like on the above final BETA build.

When I put up the official release, I'm going to document what class/skills are not presently accounted for in the module.



#72
Berliad

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Any recommendations on a character?  I think I saw level 1-3, but is the expectation that players will bring in a level 1 character?  I do have a level 2 fighter/rogue sitting around looking for an adventure, but I don't want to be too powerful.  

 

I'd also be happy to play any classes that might get any kind of special attention (not that this is necessary!).

-B



#73
BortSonofBort

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The module currently has a script enabled that will delete all of your stuff except for what you have equipped. I'd suggest making a new character.

 

There are some benefits to certain classes:

 

Clerics/Paladins receive a discount at one merchant.

 

Wizards/Sorcerers receive a discount at another merchant.

 

Rangers/Druids are able to have special conversations with animals that reveal some secrets (which are more difficult to find than the cleric/paladin & wizard/sorcerer discounts).

 

Fighters/Barbarians aren't given a benefit because the module's entry level status makes it more playable by this class natively.

 

Rogue's prospective stealing skill can give them an upper-hand at a particular merchant's shop.

 

Certain classes will also have their level increased to 2 when accessing the starting loot bag.



#74
Berliad

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Sounds good!  I actually was just thinking about rolling up a druid, so I'll go with that!  Hopefully will be diving into this tonight.


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#75
BortSonofBort

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CaveGnome sent me a great email earlier about the final BETA version of Small Village Woes. I'm hoping he'll post some of it later, or write something else here for everyone. I'm VERY happy to see that there are people who still are dedicated to playing new modules on this forum. I know there are significantly less NWN players than there were in 2003, so I'm hoping the ones who still remain decide to give Small Village Woes a try. I think/hope you won't be disappointed!

 

Best,

Bort