Ultima Reborn walkthrough, only italian, but maps have english words: http://tinyurl.com/ybvxmb9r
La soluzione del modulo: http://tinyurl.com/ybvxmb9r
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Ultima IV Reborn AeT 1.2.1
ENGLISH/italian version
List of changes from version 1.2 to version 1.2.1:
- Fixed the missing keys.
- Fixed the Blue Magic Orbs.
- Fixed attributes of the Wishing Well objects.
- Added a new Ultima monster: the Reaper. (model by Xenovant)
- Added the possibility to level up a character to level 14 in "extreme mode".
- Changed monsters in the last level to have less chaotic fights.
- Fixed the infinite "Mystic Arms" donations.
- Added more hints for some hidden stuff.
- Added the loss of Avatar status if you sell the Mystic Arms.
- Added the limit of three joinable henchmen.
- Added "Stone to Flesh" attribute to Ultima "Stone Skin" if used on someone already petrified.
- Added scrolls of "Stone to Flesh" to some vendors.
- Added red and blue effects for portal runes.
- Added gloves for monk class.
- Added new properties to Dragon's Blood.
- Changed some monsters and loots in the game
Note: The model of the Reaper and new scripts are by Xenovant (Thank you).
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I cambiamenti dalla versione 1.2 alla versione 1.2.1 sono:
- Ripristinate le chiavi mancanti.
- Ripristinate le sfere magiche.
- Aggiunto un mostro presente negli Ultima originali: il Reaper. (modello di Xenovant)
- Sistemati gli attributi degli oggetti del pozzo dei desideri.
- Modificati i nemici nei livelli finali per avere scontri meno caotici.
- Aggiunta la possibilità di portare subito il personaggio a livello 14 se si è Impostato la difficoltà estrema.
- Eliminata le possibilità di ottenere infinite quantità di vestigia mistiche.
- Aggiunta la perdita dello status di Avatar se si vende le vestigia mistiche.
- Messo un limite ai personaggi reclutabili, non più di tre.
- Aggiunta la facolta "Pietra in Carne" alla pergamena "Pelle Come Pietra".
- Aggiunte la vendita di pergamene "Pietra in Carne".
- Aggiunti più indizi per gli oggetti nascosti.
- Aggiunti effetti secondari alle rune dei vari portali.
- Aggiunti guanti per il monaco.
- Aggiunte nuove proprietà al "Sangue di Drago".
- Cambiamenti secondari a vari mostri e bottini sparsi nel gioco.
Nota: il nuovo modello del Reaper (Mietitore) e i nuovi script sono di Xenovant.
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- Italiano in fondo
Before everything let me say:
1) A big thank to XENOVANT, he helped me with the module, moral boost and he made/modified many custom models/textures/scripts you can find here. I'm not a modder/scripter/modeler, I just wrote and translated the texts and "made", "choose" is a better definition, some portraits and loadscreens.
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long story short:
This's the ENGLISH/ITALIAN version of (an improved version) of Ultima IV Reborn AeT 1.0.
Original link: http://tinyurl.com/z9222ly
The module is for a character level 0, and it can reach level 20. No race restrictions and enemies are fixed.
If you choose "extreme mode" enemies become stronger so you can use high-level characters (check the gipsy's mirror).
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The list of new content from the old U4R AeT is:
Everything fully TRANSLATED into middle-age-sque-sort-of ENGLISH
Ultima appearance for many monsters. (now cyclops look like cyclops)
Custom portraits for almost all the NPCs which fit their new personality.
Custom icons for books and quest items.
Custom loadscreens for all the locations
Various secondary changes to increase the Ultima style of the module.
Characters present both in Ultima IV and Ultima V share the same portraits of Ultima V Lazarus.
Added books with the original dialogues and original gipsy questions from Ultima IV for comparison.
Added some runes and scrolls of teleportation for remote locations and dungeons.
Added "extreme" difficulty and automatic level-up for henchmen. (thank you, Xenovant)
Added new summoning and recall henchmen scrolls (always by Xenovant)
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EXTRA BONUS
If you want an Ultima GUI for your Neverwinter Nights copy I recomend this link: http://tinyurl.com/z6stdj6
(Xenovant has helped with the custom launcher, loader, icon and main HUD.)
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Note: The screenshot "I want to believe" is (sadly) a joke.
Instead the last screenshot is an in-game screenshot from an Ultima IX mod for Morrowind. Here's the link: http://ultima9.ultimacodex.com/ultima-ix-redemption/
Just a reminder because I've always thinked that Oblivion would be perfect to host a Britannia mod.
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E sul fronte italiano?
(ATTENZIONE: non create personaggi femminili o avrete i dialoghi con un MISCUGLIO di inglese e italiano!)
Ho cercato di correggere l'immane mole di errori, parti mancanti e problemi di visualizzazione del testo nella prima versione.
Ho aggiunto le voci al femminile, inoltre adesso ci sono dei libri con i dialoghi originali tradotti in italiano di Ultima IV, se si vuole fare un confronto con quelli modificati. (In pratica ho tradotto Ultima IV originale).
Infine sono stati messi modelli modificati, scripts, icone, ritratti, oggetti per agevolare il gioco e dare carattere all'ambientazione. Tutto questo, tranne i ritratti, grazie all'utente Xenovant.
Il modulo è per un personaggio di livello 0 e può arrivare fino a livello 20. I nemici sono "fissi". Non c'è nessuna restrizione di classe.
È stata aggiunta anche una modalità "estrema", impostando tale modalità tutti i nemici vengono potenziati e perciò si possono usare personaggi di alto livello. (cliccate lo specchio della zingara)
L'utente Xenovant ha modificato/fatto tutti i modelli, script e le texture personalizzate, inoltre mi ha aiutato in ogni aspetto tecnico del modulo.
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Se volete un menù alla Ultima vi raccomando questo link: http://tinyurl.com/z6stdj6
Anche qui, l'utente Xenovant ha fatto il launcher/loader e ha sistemato l'immagine del menù principale.
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(Se volete i dialoghi originali, sono nel castello di Lord British, ma avete bisogno di due chiavi: una è nel suo castello al secondo piano e l'altra vicino alla pietra bianca verso la fine del modulo).
(if you want the books with original dialogues, you need two keys: one in the second floor of Lord British's Castle and the other near the white stone towards the end of the module)
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Credits:
- Italian and English Texts
DanCar
-Portraits
Various NwN packs, Ultima art, some Google images and games.
- Ultima Models/Uniform/Clothes
Many modified by Xenovant. (Thank you, really. You are awesome.)
- Scripts
Many made/implemented by Xenovant. (like above)
- Heads
NwN Kotor pack and NwN Baldur's Gate hak (and some from Xenovant)
- Squared Moongate
From NwN vault, aka Carcerian and his moongates: https://neverwintervault.org/project/nwn1/model/new-moongates
Plus old credits:
Richard Garriott, Devi, Glastenel Dragon etc.
Attachment | Size |
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![]() | 12.26 MB |
![]() | 34.68 MB |
![]() | 2.84 MB |
![]() | 25.87 MB |
![]() | 73.33 MB |
Sheep and Stone |
93.3% |
The Crystalmist Campaign Chapter 2: The Lichway |
85% |
FRW Character Creator |
98.6% |
The Gathering Storm |
84.4% |
UNDERMOUNTAIN- Maddgoth's Castle |
82.5% |
Trial and Terror |
83.3% |
A Fairy Tale |
80% |
Winds of Change |
78% |
The Darkening Sky - Prologue |
87.5% |
Nihil Trilogy: Awakening |
92.5% |
I did it following your indications and/or artworks, so the "big thank" should be smaller :P
(Since I have been involved on the project, I won't vote)
Regarding the cyclop, Xenovant didn't exactly made the model, but on my request he took the head from a cyclop model from the vault and added on the half-ogre model always from the vault. (if I remember correctly)
I have a question. With reference to the extreme mode, it is said that:
"If you choose "extreme mode" enemies become stronger so you can use high-level characters (check the gipsy's mirror)."
Precisely, what would be the recommended starting level for characters if I choose the "extreme mode"?
P.S. Grazie mille per il modulo! Ho scritto in inglese perchè la risposta può interessare anche altri...lo proverò a breve, anche se al momento sono indeciso se giocare alla versione italiana o inglese...
-Precisely, what would be the recommended starting level for characters if I choose the "extreme mode"?
I would say levels 12-14, but it depends on class, gear and how many and what kind of henchmen (leveled or not) you choose. You can recruit up to 8 party members!
Wow, splendind, congratulations for the hard work. Never played original Ultima, but can't wait for first reviews of this one. What is an estimated length of the gamemplay? Any suggestions as to classes that work best with this module?
- Wow, splendind, congratulations for the hard work.
Thanks.
-Never played original Ultima, but can't wait for first reviews of this one.
I dare to say this module could be a good starting point because you have the Chronicles of Sosaria with the lore from the beginning until Ultima IV, plus it's focused on the Avatar/Virtues/Shrines system which is the cornerstone of the Saga.
- What is an estimated length of the gamemplay?
Probably 10+ hours, but it's based on different factors (difficulty, use of invisibility potions, leveled party and so on)
- Any suggestions as to classes that work best with this module?
Maybe the best class is the paladin, but with a full and "leveled" party you can choose what you want. Moreover any class can create (and use) magic scrolls with the reagents and the alchemic desk.
Well, I have to say, congratulations DanCar and Xenovant! When I last updated this mod, years ago, I never thought someone else would keep on improving it. The changes you've made look awesome! I'll take a closer look at the mod to check all the cool stuff you've added. In any case, keep up the good work!
@ Glanestel Dragon
Thank you, there's a statue in the British Castle dedicated to you. (and one for Devi)
Hey, nice, thanks a lot! It took me a while, but I found it. Nice room you have back there :) I'm just getting started but I already love the changes you've made. Thanks!
-It took me a while, but I found it.
Yes, in the room with the locked door there's a placeable (candelabra) with a hint, but I disabled it by mistake. -___-
A nice module, set in the world of Britannia. I haven’t played the original game, so I don’t know which are the differences between it and the module, however in order to solve some riddles I used the walkthrough of the original game. Remember to speak with all NPCs, in order to get the most from the module!
I have played the "Italian" version of this module, and I’m going to give a vote 8,5 (considering also the cons of the module, explained below). The fact that an Italian version has been provided makes me round up the vote, so 9 is the final vote.
Only good characters are in line with the goals of this adventure.
However, I really liked it, its greatest (and original) features are:
Avatarship method: in the first part of the game your goal is to become an Avatar of all (8) Virtues (for example, Honor, Compassion, Valor). You have to comply with the requirements imposed by each Virtue, and obtain the rune and the mantra in order to pray at the sanctuary: however, beware to behave appropriately when you are the Avatar, as you can lose your status and, so, have to pray again at the Sanctuary of the Virtue!
As an example, my PC lost its Avatarship in Honor, after fleeing from some battles….
Henchmen: the module provides 8 henchman, each one represents a Virtue. Their stories are told in books, which you can find during your adventure.
Open world: you have to pay attention to enemies, especially the ones in the labyrinths. I’m used to closed worlds, so it seemed a bit confusing, for me, but in the end I have really appreciated it.
Portraits: both PCs and NPCs are characterized by their own portraits, and it “helps” to become familiar with the world of Britannia.
Battles: sometimes they are very difficult (especially some stages in the most important labyrinths).
Secret passages: examine the bubbles arisen from the floor!
Language: I have appreciated very much the effort for providing (even in the names of some enemies, magic scrolls and all books) a “middle-age” language.
Here are some improvements that, in my opinion, can be made (includes spoilers!):
Considering the open world, it would be a nice idea to provide a simple map, with the connection between the areas. It can be filled in by the players, as long as they proceed into the module;
The author can provide the player with a document which provides a brief description of the module and a spoiler section, with the secrets (as the module is full of them);
When you are Avatar of all Virtues, you can take advantage of the Mystic Weapon and Armor. I found that they can be sold and, if you return to the place where you have obtained them, you can have another copy. Consider to avoid it in order to increase the difficulty (moreover, to sell a Sacred armor/weapon is against the Virtues and, in some cases, the alignment. At least, you could think about losing the Avatarship in all Virtues.
I didn’t want to use the mystic weapon, but the game only provided +2 and +3 weapons. You can increase the range of weapons to be included in shops.
I have bought one item at the “Well of the desires”, a shield which had many “+1” shield bonus (many rows). Are these errors? NWN recognized me as +1 shield, are they meant to be more powerful items? Consider to revise them, because some items are really expensive.
There are very few "typos". The only one I can remember is the journal entry related to the entry "Avatar: Honor", which states that, after that you have obtained the Avatarship in Honor, you have become the "Avatar of Compassion".
Thank you very much your efforts!
Thank you Aquarius 233!
I want to say that I have to release a new version because there are some issues (missing keys and blue orbs) that must be fixed and we must balance the last levels because they are a nightmare. I'm going to release a walkthrough as well.
(of course I took note of Aquarius' suggestions)
Grazie Aquarius 233!
Informo che devo rilasciare una nuova versione perché ci sono cose che vanno sistemate assolutamente (chiavi che mancano e le sfere magiche) e bisogna bilanciare gli ultimi livelli che sono un incubo. Scriverò anche una soluzione.
( ovviamente ho preso nota dei suggerimenti di Aquarius)
I just finished downloading all of the necessary files for playing this interesting looking module! Not too many required files, which is nice. It is great to see a new finished Ultima project for Neverwinter Nights. Me, I was working on an original Ultima story for Neverwinter Nights for like practically years... and for the most part my module would have been a sequel to Ultima IX but I got busy with my poetry projects and my fashion modeling job that I do on the side, and I just plain never got the chance to finish it up. I created my own scripting system for it that was super efficient and which had master scripts which pretty much contained (neatly organized) all of the scripting that the game would require to be processed, and it made editing and processing a lot easier than having hundreds of separate smaller scripts. I had the story totally written out, and finished designing the game all the way up to the endgame itself and placing the spawns for all the monsters, animals, and encounters in the overworld. Every dungeon except like one or two and one remaining town were totally wrapped up. But I never deleted my project and still keep it on my hard drive in case I ever do get the free time to finish it up, at which point I will have very little left on it to do. So yeah, it IS super hard to finish a project like mine and like yours primarly because creating a fully living, breathing Ultima world takes a LOT of time more than anything else, and more than a bit of playtesting to make sure everything works well. So I totally appreciate the effort that must have gone into this module's making! Having played the original, I am looking forward to starting a game of this newer version, which looks WAY better by far... once I've played it all the way through and beaten the game, I'll post back to let you know my thoughts on it. It looks to be a lot of fun though, that is for certain! *Smiles* :)
Good work on updating the module, this is will definantly be my perfered way to play Ultima 4. Now, do you think you could remove the party size limit, or if anything, remove it from the non extreme mode? I ask this because this is how it was in the original and it made sense because these characters are the Avatar's desciples who accompany him on his adventure establishing the relationships that carry into the later games, it would be hard to do this with the current party limit. I understand the need for balance, I just prefer the company. Maybe you can just tell me what scripts to change. Other than that, thank you for improving the module and translating it into english so that I can enjoy it.
- Maybe you can just tell me what scripts to change. Other than that, thank you
Welcome,
about your request: "For changing the number of henchmen you should edit the script "ut_custom_load" and change the line #171 (SetMaxHenchmen...) to the desired number. You'd also need to edit the script "ult_ch_action_13", line #20 (if(GetHenchman...) and change the number there, too. I guess that should be enough, unless there is somewhere something hidden".
Thanks for the reply, I figured out the SetMaxHenchmen part, but was still looking for the GetHenchman line. I'm assuming that's all I'm needing to change since the module originally supported all the henchmen. I think I'll have to play your Extreme mode in order to make up for the challenge. Thanks again.
In theory you have another option: you set "no (instant) level up" for henchmen, so they don't automatically level up when your character does. Like this, they will die a lot, and I mean, a LOT, but if you use the (Ultima AeT) "Recall" scroll made in the alchemic desk with the reagents, you can call back your party wherever your character is located.
In theory (2) it would fit better the idea of the "Avatar", the legendary hero of Britannia, but I never played the module like this, I've always preferred to play solo or with a party that increase level when my character does. In the original module henchmen had no instant level up at all.
I played the original Ultima IV Reborn and that was like an 8 for being a faithful adaption, a little too faithful though. The AeT update makes this the perfect remake and a strong module on it's own.
Thanks, but I think the AeT version should need text corrections from some english native speaker. Writing using your mother language is difficult, writing using a foreign language is even more difficult, and writing using a sort-of-old foreign language is a nightmare.
Well, in between all kinds of craziness going on in my life, I finally got the chance to play this pretty much all the way through.... and I must say it is most excellent! It is basically containing everything the old module did only more, updated, and done better all the way around. A lot of little things (and many big things too) that add up to a great playing experience! By far, this is the best of all the Ultima IV remakes for the original Neverwinter Nights. I played the bulk of my playthrough with this module on the Neverwinter Nights Enhanced Edition game and with all the new graphics options and features that adds, it just made everything even more awesome. The work that clearly went into this Ultima project was quite extensive I'd say, and as a lifelong fan of the Ultima series I totally appreciate the dedication that must have been required to keep things true to the classic game while updating it for this engine. Totally faithful, and totally a blast from the past! Reminds me of the work that was put into Ultima V: Lazarues for Dungeon Siege... another high quality remake I am massively fond of. Thanks for updating a classic game for the modern Neverwinter Nights experience... keep up the great work! *Big Smiles* :D
Thanks a lot for your review. I'm really glad you enjoyed our version of the Ultima module :)
Some time ago, I send a private message to ChaosQueen_Kara_8 asking a comment about the dialogues, she was so kind to reply back and then I asked her the permission to post the comment. She agreed, so here you are:
Hello there!
The conversation system itself was done quite well... it was more developed than the simplistic “Name, Job, Health, Bye” choices of the original Ultima IV back in the day. All the dialogues went quite well in depth, and although there were a few minor spelling mistakes they were nothing too detracting from what was being said. English translation-wise I found this was not too bad at all...
I could follow what was being said quite well, and although it was not precisely how the dialogues went in the old game I still felt that I was in familiar territory and liked how the conversations attempted to go beyond the old game's limited dialogues. I saw this mostly as a re-imagining of Ultima IV as much as a remake. It was different enough to stand on its' own, yet tread familiar enough territory that I knew exactly where to go to find things in the game just by memory of having played Richard Garriott's original.
That is how closely this game followed the layout of things, and that is how it should be. For the most part, I think fans of the old game should feel right at home in your take on it... but a little bit more work on some elements of translation could certainly not go amiss. Like I said though, the spelling errors were minor such as with Buddha where it mentions the peasants being mesmerized by his words but it says in the game: “presents”, instead of peasants. Stuff like that.
As I said, I was able to follow what was being said and the meaning of what was going on quite well, but of course there were areas that can always use improvement such as that one. All in all, this was quite the effort and a lot of fun to play through. The custom portraits were a super cool addition too! Good choices for them, as well. I hope I was of some help with my advice in this message.
One thing I am quite glad of, is that your project was released... there have been many promising-looking Ultima projects in development for Neverwinter Nights, but most of them ended up never being completed. So, getting to play one like yours is always a welcome experience. Keep up the good work with this module... it is well on its' way to becoming the definitive version of Ultima IV for Neverwinter Nights. In closing... I am happy this project did not go the way of the one called Avatarship! In that version of the game, the author took too many liberties to the point where the game had very little in it that was recognizable as Ultima. Whereas yours is, as I said, extremely faithful and if anything expands on things more.
Hello there!
The conversation system itself was done quite well... it was more developed than the simplistic “Name, Job, Health, Bye” choices of the original Ultima IV back in the day. All the dialogues went quite well in depth, and although there were a few minor spelling mistakes they were nothing too detracting from what was being said. English translation-wise I found this was not too bad at all... I could follow what was being said quite well, and although it was not precisely how the dialogues went in the old game I still felt that I was in familiar territory and liked how the conversations attempted to go beyond the old game's limited dialogues. I saw this mostly as a re-imagining of Ultima IV as much as a remake. It was different enough to stand on its' own, yet tread familiar enough territory that I knew exactly where to go to find things in the game just by memory of having played Richard Garriott's original. That is how closely this game followed the layout of things, and that is how it should be. For the most part, I think fans of the old game should feel right at home in your take on it... but a little bit more work on some elements of translation could certainly not go amiss. Like I said though, the spelling errors were minor such as with Buddha where it mentions the peasants being mesmerized by his words but it says in the game: “presents”, instead of peasants. Stuff like that. As I said, I was able to follow what was being said and the meaning of what was going on quite well, but of course there were areas that can always use improvement such as that one. All in all, this was quite the effort and a lot of fun to play through. The custom portraits were a super cool addition too! Good choices for them, as well. I hope I was of some help with my advice in this message. One thing I am quite glad of, is that your project was released... there have been many promising-looking Ultima projects in development for Neverwinter Nights, but most of them ended up never being completed. So, getting to play one like yours is always a welcome experience. Keep up the good work with this module... it is well on its' way to becoming the definitive version of Ultima IV for Neverwinter Nights. In closing... I am happy this project did not go the way of the one called Avatarship! In that version of the game, the author took too many liberties to the point where the game had very little in it that was recognizable as Ultima. Whereas yours is, as I said, extremely faithful and if anything expands on things more.
You think in make a music patch someday? I've tried to play the old version of this module before, but without the right music disrupts immersion. I've feel the same about some other modules, like the Pool of Radiance from NwN version. I'm know that the old game don't have music, and if have (like a music patch from dos version, or the original version from sega master system), is not too better, but if make a remix or choose the rights musics (maybe from sites like royality free, if you think have Ultima aura), this will be the best NwN module \o/
Hi Manisan,
thanks for your vote. Alas, we are not planning to make a music patch, but if someone wants to do one, he's welcome.
Try to contact this men: https://www.youtube.com/watch?v=OXkOHMDiEPE&index=3&list=PLe4GPzW9S9fM8H...
I liked this version.