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[Release] The Black Scourge of Candle Cove - adventure module


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#101
4760

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Just wondering: does exporting it and reimporting it clean the area files? Assuming it's in directory mode, does moving it to an empty module allow opening it again?



#102
Tchos

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Andy & 4760: That was a strategy I used for a while, but eventually that stopped working, too.  It was a gradual process over the course of a year or so.  When the crashing started, it was occasional.  Later I could only open it when the toolset was freshly opened.  Then only when no other programs were open.  Then only when it was a fresh reboot.  Then only when it was a fresh reboot and I used a process killer (Gboost) to shut down all unnecessary background programs.  Then all of the above except with all of the toolset's viewing options turned off, the resolution set low, and the viewing window made as small as possible.  After that, nothing would help, and I got tired of trying.

 

During the last few times I was able to open it, I took note of the tags of important items, and gave unique tags to things I thought I might use later, so I could access them by script, but there were many things I didn't check, and that's when I wrote scripts to find that information for me, so I could select them anyway.

 

I had tried reducing the number of objects in the area to save it, and converted many things to environmental objects, and even tried reducing the size of the area itself, but the smaller area actually crashed more, so I stuck with the larger one.

 

I also had exported the area as an ERF and tried editing it in a fresh module, but it didn't help.  The fresh module had to be attached to the campaign, of course, because there are many custom placeables that the area uses, which are campaign resources.

 

That said, I do have an earlier version of the area saved as an ERF that I can import and which doesn't crash most of the time, which I can use to check the positions of objects for precise spawning locations.

 

My assumption is that the area crashing is a memory issue, and it would open if I had more RAM, but my 32-bit OS can't access any more RAM, so I'm stuck until I get a new computer.  But in the meantime, I can do almost anything I need to do in the area with scripting.



#103
kevL

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an absolutely pristine MyDocs/NwN2 helps also (+module ofc)

#104
Vis

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Hey,

 

First off the module is just great, a bit hard on some encounters but a great mod nonetheless. The story the areas and that i am able to make my own party. But..

 

Its seams im at a dead end or i just dont have an idea of what to do next here.I am at the underwater temple area where there are 2 big locked gates that it seams i dont have the key for one of them, even though i am pretty sure i have cleared all the monsters and still nothing.

There is indeed a bag on the floor in which i suppose it may be a key but i can not interact whit that bag...

Here are a couple screenshots :

http://postimg.org/image/6p903kuxz/

http://postimg.org/image/h70piol7h/



#105
Tchos

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I'll bet that bag has the key, indeed.  It would have been found on the body of one of the kuo-toa priests, who were near that spot (at the top of the ziggurat).  I've heard that it's possible to have companions automatically pick up loot from the ground if you have Tony K's AI mod, and they can pick up things that even the player can't access (such as things that are below the floor), but I haven't tried it myself.  Do you have that mod?  If not, since you killed the priest and should rightfully have the key at that point, you can give it to yourself with the console.

 

Spoiler



#106
Vis

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I dont have that mod



#107
Tchos

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So then, I hope you find the other solution useful.



#108
Vis

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Ok , thanks!



#109
Dann-J

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You can set companions to automatically pick up items from the ground without any mod. There's a good chance it was part of the Tony K AI that was added in later patches.


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#110
Tchos

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Good to know.  I'll have to try it next time I see that behaviour occur.



#111
Arkalezth

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Bug?

Spoiler


Also... is it normal for Thalrissa to make cat sounds whenever I click on her, or is it due to a voiceset mod I'm using?

#112
Tchos

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It's definitely not normal for Thalrissa to make cat sounds.  Can you try it without the mod?  She uses a standard voice set, and I didn't make any alterations to anything that I can think of that would affect selection bark sounds.

 

I'll check and fix that reward repeating bug.

 

As for Jane's directions, have you installed the Halloween expansion?  In the current release Jane offers the player the option of activating the Halloween content whether or not the expansion is installed, and if it's not installed, the door will not work.  I have a patched version that prevents her from talking to the PC if the expansion is not installed, but I haven't released it yet because I'm working on some more content to include with the next patch first.



#113
Arkalezth

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Ahh, I had missed the Halloween expansion. I'll download it; thanks for clarifying.

The cat thing seems to be related to the mod, yes; I wasn't aware that it'd replace some of the existing voices. Interestingly, my main character was using one of custom (or hidden) ones, and he kept it even after removing the mod.

#114
Snowdog65

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Missing quest item.

 

Spoiler


#115
Dann-J

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Missing quest item.

 

Spoiler

 

I managed to find all the body parts, so it's certainly there somewhere.



#116
Arkalezth

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I did the quest just a few days ago, so I can confirm what Dann said.

 

Spoiler



#117
Snowdog65

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But I did it backwards. I cleaned out the level, picked everything up and then went back and talked to the quest giver, at which point nothing registered as being found.

 

Then I tried dropping one item and it registered, then after a save/load, the other items registered, but the missing one.

 

I am wondering if there might have been a trigger depending on having the quest first.

 

Either way I don't have it, and I have been through everything, with a fine tooth comb.

 

I am looking for some kind of solution, item code, etc...



#118
Arkalezth

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I can't give you a code, but I checked where to find it, as I had a save in the area.

 

Spoiler



#119
Snowdog65

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Thanks. I don't think there is any conceivable way I could have missed it then, it must not be there if you don't talk to the quest giver first... :(



#120
Tchos

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Since you were able to

Spoiler

 

In response to a report in the other thread about the value of the loot from the sahuagin, I looked into it in more detail, and I found that the probabilities were being compounded so that the items were dropping more often than I intended.  I've reduced the probabilities, and while I was at it I also lowered the value of some items and reduced the power and value of the crossbow.  These changes will be in the next release.

 

The fact that the monetary reward given by the questgivers is smaller than what you acquired in the dungeons was intended, but not by quite so much.  The quest rewards and the loot from dungeons, in both XP and gold value, were meant to add up to a more or less consistent and appropriate value in proportion to the challenge, with some variance allowed for random drops.



#121
Arkalezth

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Regarding those items drops: I guess I'm biased because I'm not a great fan of random loot, but why not eliminate the randomness and simply give one of each?
 
As for their power, well... I'd argue that they're not that powerful. A spear, a crossbow and a suit of leather armour? Not the best base items, to put it mildly, so making their enchantments a little stronger isn't necessarily bad or unbalanced.
 

... the monetary reward given by the questgivers is smaller than what you acquired in the dungeons...


*Shrug* For better or worse, this is the case in most modules and RPGs I've played. This module doesn't stand out in that regard.

#122
Snowdog65

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I found my missing item!

 

Spoiler


#123
Tchos

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Ark: I have been considering making those items drop once only.  I suppose it would solve the problem, since I do want the players to get at least 1, and the random element is served well enough by the rest of their lower-value loot tables.

 

I only reduced the enchantment of the crossbow by 1 because it was a very high magic item, despite that crossbows don't benefit quite so much from it.  The main issue at hand wasn't the strength per se, but how the enchantments added an excessive gold value to them, mainly when dropped in the unintended quantities.



#124
Dann-J

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In my current module I'm using a 'loot pool', which is a chest in an inaccessible tile in an indoor area. Certain creatures have an OnDeath script that randomly selects one item from the loot pool, duplicates it to their inventory, and destroys the original. That way unique items remain unique, however you never know what creature might drop them. It also means that if I want to add new unique drops to the module, all I have to do is put a copy of them in the chest.

 

Certain plot-related creatures are using that OnDeath script, as well as elite versions of creatures in overland encounters. That way only powerful creatures drop powerful unique items, preventing the sword-fodder from dropping anything untoward (unless the game's random loot generation happens to do its thing).

 

Here's the script:

Spoiler

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#125
Tchos

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Seems like a pretty elegant solution, and an efficient and useful-looking script.  Thank you.

 

Since I'm using the SoZ loot system already, I might have used their version, where I'd just need to set 2 additional variables on the blueprints of the creatures to tell them to only drop the special loot once -- as in yours, it could be dropped by any of the monsters that have those variables.  However, it would only be appropriate for this small set of creatures to drop this particular loot, and if the drop chance is too low, a player might kill them all and not get any of it.  Instead I can just select one particular instance to drop one piece of the loot, and the same for the other loot types, to ensure that one of each special loot drops once.

 

The creature spawning system I wrote, which spawns creatures at waypoints as most do, also includes the option to put variables on any particular spawning waypoint that adds inventory to the creature it spawns, so what I'll do in this case is to just add that variables to put the loot on specific sahuagin.

 

The sword-fodder you mention will never drop anything untoward in this set, since I control the loot tables at a creature-by-creature level.  That's why certain loot is only randomly dropped by specific types of the same creatures.  Each creature has two loot tables with different probabilities for each table.