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Haunted Halls of Eveningstar: Module Discussion Thread


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33 réponses à ce sujet

#1
Darin

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The Haunted Halls of Eveningstar

 

Campaign Folder: Version 1.03

 

Module(s):

haunted_halls_1

haunted_halls_2 (Beta)

 

Since it's no longer in Beta, here's a basic thread for it.  What do people want to see in future updates?  Are there issues to fix (you can message me if you don't want to do spoilers).

 

Where to next?  What NPC should get a focus for the next update?  What plots should be continued/expanded?



#2
Ubai

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I tried to download this from the vault, but the campaign portion will not extract. Is anyone else having this problem and is there anywhere else to get it?



#3
Tchos

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It won't open for me, either.



#4
Tchos

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A new copy of the campaign file was uploaded today, and it doesn't open either, whether in 7z or in WinRAR.



#5
Darin

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try now, also Dropbox in my sig



#6
Tchos

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The latest one on the Vault works.  Thanks!

 

I suspect it may have had something to do with the file naming.  Notice that when you download them, the filenames for the module folder and the campaign folder both show as haunted_halls_1.7z, and they have the same download count even though you just put the new one up.  Perhaps it would work better to name the files uniquely, e.g. "Haunted Halls campaign folder v1.0.7z", etc.



#7
Darin

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the file naming was weird, since I named the Campaign Folder "Haunted Halls.7z"; also, the download count for the override started off at 80-odd.  that vault is weird.



#8
rjshae

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the file naming was weird, since I named the Campaign Folder "Haunted Halls.7z"; also, the download count for the override started off at 80-odd.  that vault is weird.

 

I think if you pick a name that was already in use, it will pick up the download count for the existing file(s). The site is a work in progress... but at least it's there.



#9
Lance Botelle

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Hi,

Just a quick couple of things I noticed ...

1) You do NEED to place your override folder into your campaign folder for the game to start correctly. (I think you only suggest this in your readme.)

2) The nearest door automatically "unlocks/opens" when you return to a game after a break. E.g. I saved my game at the end of the corridor where a locked door blocked my way. Exited and reloaded the game and it was open... ???

Cheers,
Lance.

#10
Tchos

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2) The nearest door automatically "unlocks/opens" when you return to a game after a break. E.g. I saved my game at the end of the corridor where a locked door blocked my way. Exited and reloaded the game and it was open... ???

 

Sounds like an area's On Client Enter script designed to unlock doors that were unlocked from the other side in a different area.



#11
Darin

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Hi,

Just a quick couple of things I noticed ...

1) You do NEED to place your override folder into your campaign folder for the game to start correctly. (I think you only suggest this in your readme.)

2) The nearest door automatically "unlocks/opens" when you return to a game after a break. E.g. I saved my game at the end of the corridor where a locked door blocked my way. Exited and reloaded the game and it was open... ???

Cheers,
Lance.

It should work if you have it as a standard override as well, though if you have OTHER stuff in your override, that could be an issue (and yeah, it's better in the campaign folder)

 

2 - this is an OnClient on each area, thanks for the update, I'll edit it to check for unlocked status first (it was to make sure doors were opened/map pins enabled when you enter the area, apparently it auto-opens doors...)



#12
Lance Botelle

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It should work if you have it as a standard override as well, though if you have OTHER stuff in your override, that could be an issue (and yeah, it's better in the campaign folder)


Hi,

My override only contained your override and you cannot open/start your module via the campaign if setup this way (something weird happened - see image - and I could not start *any* campaign with your override in place) ... and starting it from the module this way starts in the dungeon but with no other people or actions at all. :( As soon as I moved your override folder into your campaign folder, all worked OK.

WEIRD.jpg
 

2 - this is an OnClient on each area, thanks for the update, I'll edit it to check for unlocked status first (it was to make sure doors were opened/map pins enabled when you enter the area, apparently it auto-opens doors...)


OK.

Cheers,
Lance.

#13
Tchos

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Perhaps because there's an extra campaign.cam file in the folder, and it's using the wrong one if you have it in override.  The sizes are significantly different.


  • Darin aime ceci

#14
Darin

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I had an extra campaign.cam in the Override.  Weird.



#15
Darin

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updated, fixed (i hope) a critical issue...and added another quest



#16
rjshae

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If I may suggest, you could also upload it to the Nexus so that your work gets more views. It wouldn't hurt to include more screen shots as well so people get a better preview of the campaign atmosphere. Some people also include a shot of the module cover.


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#17
Tchos

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I second both of Bob's suggestions.  I uploaded both of my modules to both the Vault and the Nexus at the same time, and the number of downloads for each are approximately equal.  You could as much as double the number of downloads you're getting.  Not to say that there isn't crossover with people using both sites and not caring which one they download from, but some people have definite preferences.


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#18
Darin

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So, thanks to two days of being forced indoors, I finally got a lot of playtesting in...and discovered that, as it stood, it was unplayable.  However, you should be able to play it now; major issues are resolved, though there may be minor issues I haven't fixed yet, so let me know (namely if doors either fail or lead to illogical places).

 

example: a secret door with no attached script, minor since I think you can just smash it.


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#19
Darin

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Added some more fixes and 2 new merchants.



#20
Darin

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I've noticed I have about 30 downloads since the last update, but no votes or comments.  I'm also about finished with a major update (new module) with a couple of new quests (and a finish to one that was partly done in the last update).  

 

Just wondering if people are playing it, and if so, what you think and, in future updates...

what you'll want to see,

who I should focus on next (last focus was Miior),

if I should add one more companion and, if so, who/what should it be



#21
Tchos

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I have it installed, but I haven't started it yet.



#22
Darin

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Campaign Folder updated, new Module added.

 

(noticed an issue, resolved)



#23
Darin

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Another update, a few errors fixed....some fairly major.  Everything should be working now, for the most part


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#24
Blackwerewolf

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Hi everyone

New to this, so please bear with me.  I have d/l and unzipped successfully.  Campaign starts OK with my PC alone in a dark cell, no-one else around.  I click on the cell door, get the usual NWN unlock bar and then a conversation box opens with "You rattle the bars..."  If I click "Continue", 5 goblins spawn just beyond the NE (open) door but then nothing else happens.  I have used the toolset and found the area, judging by the conversation script ( zd_cdoor1.DLG) there should be someone called "Axel" who talks to "Connor" next, but that doesn't fire.  I think there should be some sort of head goblin as well (Jerj???).   I have renamed "Override" to "a_Override" and ensured this campaign's override folder is at Campaigns\Haunted Halls\Override.  I notice that the instant I start NWN2 it creates a new Override directory (albeit an empty one) under the main Docs\neverwinter nights 2 directory, if that alters anything?  I've even tried copying this campaign's override into that empty one so there are two identical copies, but that has not helped.  I found another Campaign.cam file under Campaigns\Haunted Halls\Pain_RWS and renamed that a_campaign.cam.  That didn't help either... so I've obviously missed something - any suggestions?

Ta!



#25
PJ156

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ensured this campaign's override folder is at Campaigns\Haunted Halls\Override.  

 

Just put this override into your folder where the override folder is usually. If it is called override then a new one will not be created. Make sure there are no other override files around and you should find this will work.

 

PJ