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The Temple of Elemental Evil Unlocked


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15 réponses à ce sujet

#1
GCoyote

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Okay, I did it. I've uploaded my rebuild to the new vault <cringes> for testing. I still have a laundry list of things I'd like to change but I'm getting another PC next week and I figured if I didn't toss this over the fence now, it might never get done. (How the heck do you guys decide if something is 'finished'?)

 

http://neverwinterva...l-evil-unlocked

 

I don't know how this is going to go over but I want to thank/blame the regulars here for all of the help and encouragement they have provided. 

 

Thanks guys/gals,

 

GCoyote

 

 


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#2
Dann-J

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I know that I'm finished with a project when it has a start, an ending, a half-way coherent story joining the two, no major game-breaking bugs, and I can't stand the thought of spending one more second niggling over minor details that no-one else will probably ever notice.

 

Once that last condition has been reached, I couldn't care less about minor bugs or cosmetic issues. A tree levitates slightly above ground level? It must be a magic tree. The word 'phenomenon' is misspelled in a conversation? That's a little-known spelling variant used in the Nelanther Isles. A non-critical journal entry fails to update? The main character's pencil probably broke while trying to write it.


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#3
PJ156

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Good work GC, I have DL'd it for the weekend.

 

PJ



#4
rjshae

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I've said it before, but I think it's a good idea to fix up and improve some of the existing modules that have untapped potential. Thanks for posting this.


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#5
kamal_

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One of your notes is "It might be fun to completely replace the current scheme with a Storm of Zehir style party creation system. If you know how to do that, be my guest."

 

Implementing SoZ party creation is pretty straightforward if you wanted to implement it for a 1.0 release. It's a couple of scripts iirc, which you could just copy over. Or you could add Kaldor Silverwand's "Deck of Trumps" item.


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#6
GCoyote

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I remember one of your earlier comments that the SoZ system itself was not hard to implement. The actual sticker would be rewriting a number of convos that are linked to the pre-set names of the party members. My conversation writing skills have to improve for that.

 

I still might try it after I get the play balance where I want it. Fighting Demi-Gods should be a little more challenging I think.  However I have a ton of RL stuff to tackle before can spend more time in the tool set.


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#7
OfficerDonNZ

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Been playing this and enjoying it so far. Having to craft stuff takes a bit of getting used to as there's no real need for that in the OC or MotB.

 

Anyway went to the old battlefield for the priest of St Cuthbert and all the monsters in that area are neutral to me. WTF? that can't be right!



#8
GCoyote

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Been playing this and enjoying it so far. Having to craft stuff takes a bit of getting used to as there's no real need for that in the OC or MotB.

 

Anyway went to the old battlefield for the priest of St Cuthbert and all the monsters in that area are neutral to me. WTF? that can't be right!

Have you killed anyone yet?



#9
OfficerDonNZ

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In the area of the old battlefield, no. However I had cleared out the druid's grove of beasties before going to the battlefield.

 

Also I've since cleared out the old moathouse dungeon (the respwaning spiders in the tunnels were a pain the behind) but that made sense once I reached the drow priestess (who's still alive) Also an area transition directly back to the drow priestess if you run her little errand would be a good idea (maybe in the conversation with the barman?) It just seemed really pointless to have to back track like you do.


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#10
GCoyote

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Keep going. You will get a choice of who to kill.

 

And I agree on a transition for the Lareth - Rentsch convo. Already added to the to-do list.

 

Thanks for the feedback.



#11
Tchos

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I reached the drow priestess (who's still alive)

 

Lareth the Beautiful?


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#12
GCoyote

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Lareth the Beautiful?


IIRC Lareth was a man in Troika's version but Crichton reset the module in the Forgotten Realms and changed the dieties accordingly. So Lareth became a female drow.

#13
andysks

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Ah, and I got so confused when I read OfficerDonNZ's comment. I was like... drow who?

 

One question, did you remake his mod more to the standards of the original, or did you fix his version script and balance wise? For example I read a comment on the vault that in the previous version you didn't have to look for clues in order to open up world map points. Are such things kept like that, or did you change them to fit the original?

 

(The person who made the comment was not sure about it, so in my turn, I'm also not sure :D)

 

In any case, I'd like to add something here. I've played ToEE more than 15 times through, making it the most played game for me. I know your devotion to NWN2, and I'm certain this is good job going on here. So I will download it and try my favourite game in my favourite engine. Thanks for the time you took to make this happen. I'm sure it wasn't easy.



#14
Tchos

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IIRC Lareth was a man in Troika's version but Crichton reset the module in the Forgotten Realms and changed the dieties accordingly. So Lareth became a female drow.

 

I see.  He's a man in the pen & paper source, too, but I guess it makes sense in the change from Greyhawk to Forgotten Realms.



#15
GCoyote

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Hi andy,

I never played the p-n-p original but you can see from the way Crichton layed out the areas that it was his major inspiration. I played Troika's version two or three times and enjoyed it very much. The plot for this mod was broken in a couple of places and there were some obvious discrepancies between what the NPCs told you in conversation and what the player could actually see and do in each area. Considering that a player can have up to four possible paths at one point, he still did a remarkable job IMO.

A live DM would be able to finesse the party through based on playing style. I modified things like stores, loot, convo options, and area contents to make the areas better match the story.

You will collect some clues as you progress but for the most part any branch of the plot you follow will get you to the Temple. The few side quests that are truly peripheral can be done at any time as all areas remain accessible once uncovered. You should be around level 10 when you first reach the Temple and I don't want the player to get there before that or it might be too tough.

There are still things I feel need improvement in balance and game play options but I still have a lot to learn about the tool set. So I figure to get some feedback first, then do a solid build for the vault.
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#16
Tchos

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Well, I agree with others that it's a great thing that you polished this up.


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