Title | the HeX coda 02 (Incomplete Yet Finished Release) |
Author | Stefan Gagne |
Submitted / Updated | 10-11-2005 / 02-03-2007 |
Category | Roleplay |
Expansions | Requires Both Expansions (SoU & HotU) |
Language | English |
Tricks & Traps | Light |
Roleplay | Heavy |
Hack & Slash | Medium |
Scope | Part of Series |
DMNeeded | No DM Required |
Single or Multiplayer | Single Player |
Max Character Level | 12 |
Max # Players | 01 |
Min # Players | 01 |
Min Character Level | 12 |
Content Rating | Teen |
Gameplay Hours | <1 |
Description | |
...the HeX coda 02 has unfortunately been cancelled. However, half the game is here in playable form, and a detailed story synopsis with dialogue and plot notes is included so you can enjoy the remainder of the twists and secrets of the series. Thank you for your support! |
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I hope someday it's get finished(or complete :p) :)
Maybe even HeX coda 3? If that's not hopeless..
- "wnat" - typo in Pandy's first conversation
- Kith on board of the hex flyer has the same conversation as the first one
- undead archer should summon undead badger, not an alive one
- can't really swap Oxy with any other member aboard the hex flyer
Voted 9.
It seems I have experienced an irritating game breaking bug. In short: I cannot challenge Shorty, as conversation breaks on challenging him. On my very first visit to Undahill, the journal updates as if I have already had conversation with Shorty about challenge and the rules. Then, on first interaction Shorty addresses me with the words “Are we havin’ fun yet?”. The problem is such words should be triggered AFTER first conversation, not BEFORE. I found this info on Stephan's blog, here:
Anyway I managed to avoid this bug , by walking around (inDebugMode) an active area that trigger this journal update. But even though Shorty recognizes me properly, and the flag 2 is set only after our conversation, this does not help. On challenging Shorty the conversation breaks all the same.
So... it seems that in order to proceed I need to somehow make this challenge happen or set a proper variable that would convince the game it happened. Werelynx, did you experience somehting similar? From your message above I imply you actually finished the module?
Nope, haven't experienced that. If you open module in toolset and open conversation you should be able to determine what variables need to be set.
Will opening the module in toolset not break the game on re-loading?
Don't open save, open the .mod file in modules folder.
It won't break game. If you save module and make some changes than it might break future "new" games (not loaded ones), but to get information you don't have to save the module at all.
Eh... so in the ToolKit I found the problematic sentence after which the conversation breaks (this conversation should have made it possible to confront Shorty on the arena). But I cannot figure out how to type-force this into the game with the use of DebugMode. I give up unless somoene can help me :(
I will try to look it up when Im on my NWN machine.
It is really weird, the story says that there should be 4 groups you have to deal with in order to challenge Shorty
However, in the Undahill area (both in the game and opened in ToolSet) there are only two groups (Rollins and Oldschool) present, with the remaining ones lacking. Could this be caused by CEP installed or other things? My Override folder is empty? Anyway... It seems that Undahill is one of the last locations in Hex Coda 2? Maybe the whole issue is not worth fixing, considering it is almost the end of the module :/
that's my creature list in toolset.
Have shorty shouted at one point "'HEY! You ain't goin' anywhere until we talk, Hex Coder.'" and initiated the conversation?
You could try setting integer (INT) on shorty to 0 (initil conv.) or 1 (2nd conversation?) or 2 ("having fun") Variable is called "state".
Thanks for help. Unfortunately something still seems to be broken here... I have decided to read the synopsis of the story instead. I will try to focus on Udasu's modules now, following your recommendation. Greetings.
I played and reviewed chapter 1, but can someone tell me what "Incomplete Yet Finished Release" means? Does this mean the module is playable, but the ending is premature and sudden, or that at some point the questline just collapses in the middle of a quest and without any announcements?
It is finished up to a point and ends with cliffhanger. Author released the complete plot up to finale in short text form though.
Wonderful, so it is by all means worth playing, and reading the script with the remaining part of the plot afterwards. In a way it is a finishied release then, especially that the player ultimately gets to know the whole story from the script. Thanks!
An even better story than part 1. Sadly, unfinished.
If, like me, you find the parody sections a bit overdone, just scroll on. The big MacGuffins and original game mechanics beyond are worth it.
I had the same experience as greg. The story seems to peter out in Undahill, which, to be fair, is described in the Story Summary as "post-workstop", i.e. not (fully) implemented. I managed to get the clothes and the music, but the two gangs who are supposed to make LARA combat-ready and provide a unifying style are nowhere to be found.
Looking at Shorty's conversation in the toolset, I can't see any way to do a deal with him, or trigger combat. There are simply no action scripts, beyond the usual do-once flag setting. So, unless anyone can tell me otherwise, I guess that's the end of the module...
I had my fingers crossed before doing a search for this, hoping that maybe Mr. Gagne had a change of heart over the years, or perhaps some other intrepid person received permission to finish this, but oh well. :( I feel the mod cuts off right when everything is getting ramped up, too. However, what's here still deserves a playthrough. The humor and character development are as enjoyable as the first part, and Melee Maidens is a fun little side quest. I was most impressed by Pandy's and Daniel's dialogues. A lot of drama and interesting commentary between those two. The new companion teleport system is a neat addition as well. I found myself cycling through all the followers during certain convos to make sure I wasn't missing out on anything. Some goofy moments, some sad moments, even a bit of horror (icon of shame, anyone?).
From reading the plot summary, I'm sure the completed game would've scored a 9 or 10, despite some confusing and/or vague details. As is though, I think an 8 is pretty solid.