Planescape: The Shaper of Dreams |
94.3% |
A Fairy Tale |
80% |
The Cursed Land |
82% |
From This Comes Strength |
98.9% |
Night Howls in Nestlehaven V1.17 |
93.3% |
Lanterna |
75% |
Dark Avenger Chapter 2 |
91.7% |
SoZ Trade System Demo and Documentation |
100% |
Winds of Change |
80% |
Ravenloft: Dreamscape |
75% |
Okay, i finished my first playthrough. Here is an extensive personal review, with spoilers, of course.
* the general mood more accurately reflects an occupied city than the previous iterations by Valine, and the "guild" operates more like it should probably in those circumstances.
* the optional food/rest system is tedious, but it's optional.
* the beauty salon options seems a bit weird. For example, i can pay for an hair color change that will last forever, even if i go underwater, go outdoors,etc, while shaving my pussy means regularly having to do it again (or else, there is something that sometimes misfire when you have to change clothes or skins, and the nude skin reverts to the default unshaved skin, as it seems more tied to the fact i switch from stealth/combat clothing to dresses when i leave houses/dungeons to cross streets).
* the dhorn patrols are bothersome, which is believable in itself (and apparently tied to what kind of clothing you wear), but still, a few hours in the game, i just hit ESC and ignored them when they repeatedly accosted me and apparently were able to spot the most minute stolen potion or pairs of panties, as if by magic ;)
* the new quests are nice, and most of the reworking of previous existing quests also. For some reason (unless it's intentional ?) some new locations don't have a minimap, and it's quite frustrating, even though it's not really problematic.
About some quests :
- the Kingdom of Shadows : i choose to give the book to the priest on the Isle of Dead, and it was kind of anticlimactic, although, it's a closure of sorts. I wonder if you had something in mind in case the princess kept the book for herself.
- Missing citizens : i never found out what happened to them (i thought for a time this might be Reyne and his pal, who have their own little private dungeon and are just homicidal sadists, but nope, wasn't them).
- the carpenter who betrayed the guild : it seems something is missing for this quest, as i'm not the first player to say i couldn't complete it. Or else, there is some clue/dialog in a place i didn't thought about.
- Behind closed doors : i destroyed all the devices and workbenches and killed everyone in the Steel factory, by using explosives i stole from Felgen, but the quest never updated. Retrospectively, i guess i was supposed to sabotage the devices after dispatching the people here, but i'm not even sure it would have worked. Anyone managed to complete this one ?
- Castle Crossing : probably the only disappointment for me. After the baron died, and i surrendered my weapons that i never found again, i kept visiting people being killed in their own rooms. I managed to kill the Kraken, explore all the secret passages and find the boat, i learned about the hostages,but couldnt meet them or speak about them to anyone, and when i was caught in Castias' room (the dialogs says he's dead, but you must enter the room to fire this part, and there is no body that i could see), i fought my way through Terek and the guards, then, decided i had nothing more to do and simply left the place. Apparently, i missed the "true" resolution of this quest but i don't know what clues i overlook or if it was time-sensitive. Also, i never found Terek and his paramour, together or alone, once i was out of my cell.
All things and little frustrations being said, it's a really good job you've done, and i hope you'll provide us with a Part Two with more ties to your new Part One than the latest Valine iterations.
Keep up the good work :)
spoilers:
"behind closed doors" you probably missed one of the items to destroy. Workbenches, tubes, etc. <TAB> to see if you are missing anything. Once all devices are destroyed, you will get a message you are complete.
Castle Crosssing: Your gear is stored in a room near the dog pen,near your cell.
*spoilers* Also, regarding "Behind closed doors": if you wait 'till nightfall, the old steel mill is empty except for one guard. No need to kill civilians…
OK, I shamefully admit that a couple of quests have me stumped. Perhaps the Vault hivemind will be able to shed some light on these matters? Just a tiny nudge in the right direction…
Still love the new content!
Missing citizens are all in one tower.
Punisher - one your find plying her trade in a hostile zone in the merchant quarter, the other one has already been dispathed by the authorities, but you can pick up the head if you break into a prison.
My gratitude know no bounds. Expect at least a Knighthood once I'm the rightful Queen of Betancuria.
spoilers:
missing citizens: look on the isle of the dead. (not out in the open,)
Hello,
Playing through the mod and got few questions about quests.
SPOILERS!!!
1. This is a more generic one about the structure. In previosu version, after you go after Pia, the story railroads you in a sense as a lot of quest related NPCs disappear. Is the situation similar now as well? Asking as I am at that point and have several unfinished quests.
2. I can't find Vald. He seems to never be home, he isn't at the Arena either.
3. About the missing people. I am looking at the tower in the Isle of Dead, but it is empty for me. Am I missing somehting?
4. Can't find the Carpenter's head. I saw people mentining it is in the prison area. Ther is a corpse there, but no head inside.
5. About Dhorn Slayer. I killed one of the generals (the one in the same house as Norah). There is another "fancy house" (at least that is the name of the zone when it loads), but there is no general in it.
6. After Caron's funeral, Trissa disappeared. Is there any follow up with her?
Thanks!
3.) You need True Sight on to enter the real tower. You should be able to get that from a young man in the same area.
SPOILERS for @telgi4 :
For the second dhorn general and Vald, there are secret passages in their respective homes, you'll only find them once you've found those passages.
Thanks! Found both of them.
Haven't played through the whole thing yet, as I am a slow player. First things first, great update to the mod, V. A few issues - in the Nightengale quest, Fino gets the clothes off the beggar, then says to meet him at his home, then immediately gives her the first job. Kind of weird. White floors - In the warehouse where the princess can conduct "business", in Glolis shop (dwarf shop in Old betancuria) and also in the back entrance of a tavern in the harbor district. There's an exploit in the crafting system that can give players unlimited gold - electrical traps made from the mining company sell for huge amounts of money. This is carried over from the previous version, so I don't know if it is a system issue, but my recommendation would be to take the quartz crystals out of the things Felgen's can sell
- White Floors: Conflicting custom textures are the reason for white floors. I had the same issue, in my case I'd the CEP installed via Steam Workshop. There is tileset which used by CEP and the third hakpack of ADwR, they seem to overide each other. Unsubscribing the CEP in Steam solved the problem for me, since then all tilesets are fine in the module.
I am having an issue getting through the sewers. I have met with Tony, found the family hideout and have pretty much gone everywhere that I can go without a key. The problem is, every exit, or ladder, I find only allows me to go back to the sewer hideout, or stay. Is this a bug or am I missing something?
If you pick "Stay", you can use the ladder to exit the sewers. Most of the times that exit will then be added to the S.A.R.T.*.-list. E.g., suppose you use the ladder that takes you to the exit in Old Town (Betancuria North). Now, the next time you hit a ladder in the sewers, you'll get the options to either stay, fast travel to the Hideout or fast travel to Betancuria North.
Hope that helps.
*) Sewer Area Rapid Transport
Thank you so much! I didn't think to try and interact with it again after hitting "stay" - that worked perfectly. You are a lifesaver!
Just fight the hordes. Be prepared.
As an alternative to fighting the skeletal hordes, might I suggest either (a) the use of Potions of Invisibility or (b) having you companions stay put on the long stairs while the Princess sneaks past the skeletons? (Although I have to admit that option b. is somewhat of a cheat; your companions will instantly join you after the transition to the new area; apparently, they're better at sneaking if the Princess is not around…)
Silly skeletons.
Well, fighting the undead priests can be avoided using the potions and/or 'transition cheat' as well. The same goes for the area after the Bridge, I guess. Really, Invisibility is your friend here.
I also had to fight the skeletons. One of those occasions you quaff boosting potions and give some to the NPCs. In general, many players underestimate the boost potions provide, and the fact you can make npcs drink them.
Before though fights, those can help a lot :
- Barkskin improves the drinker's AC
- some potions give a d4+1 bonus to one stat (no matter which class you use, these can be useful : Bull's strengh = Strengh, Owl's wisdom = wisdom, Cat's grace = dexterity and Endurance = Constitution). 1d4+1 means you always get at least a +1 bonus for all rolls tied to the stat. Endurance potions means you also gain some Hit points. And since your PC is a rogue or multiclassed rogue, chances are you're using light armor, so, Cat's Grace can give you both some AC points and attack bonus for missiles (and some melee weapons if you took the Weapon Finess feat).
The most useful thing about these potions is their long duration, so, you can drink them a bit before going into combat. And those are among the most frequent potions i saw in modules, both official or not. I tend to keep a few of each handy.
Aid or Bless potions are also useful, but do not last as long. And Clarity potions, if you find some, are a must when facing foes dealing mind-affecting attacks (fear, mind blast, dominate and many other things) although these have the shortest duration.
Also, when surrounded by foes not having area attacks (like Fireball for example), use the "Guard Me" command, so the NPCs will stay grouped near you, and somewhat prioritize foes attacking you. It allows you to switch foes in combat (for example, an NPC is having trouble and one of his opponents is nearly finished, so, give him a hand...), or to give some healing potion, or to have an NPC attack one of your foes. So, you can support each other a bit more than when everyone goes hunting for the nearest foe available and get killed alone in a corner of the room.
Hope this will help ;)
Hi, I have an issue when it comes to Chella's lesson: I have sturdy clothes and 50 gold the beggar asked for, but when I speak to him. I don't have the option to give them to him.
I looked quickly through the dialogue tree and option for that exists. (var "Beggartalk == 2" is requried) That value is set when he makes the offer to you. After taht though the mod is supposed to Spawn Fino (if you refuse the beggar's "other offer"). If you accept, it will lead to Fino eventually again. Did that happen to you?
Yeah, it spawned him, but I avoid him since I don't intend to take his offer and then I 'm gonna lose those clothes for good.
Bug report: when playing dice in the hideout, I get chips instead of gold, but lose gold whenever I call someone on their bluff.
I can't seem to find Vald anywhere. Whenever I enter the Arena (when it's opened) there is never a ticket vendor. I have tried saving, and relaunching from inside the arena when it's open and still the only person that spawns is the guard. I can't move forward with several different side quests until I get Vald's key - so I would really appreciate some help.
When at the arena you could activate DebugMode (enter ##DebugMode 1 into the chat line) and then press the period key ('.') to bring up the 'choser'. You should see a list of all the areas. Double click 'Arena of Betancuria, Entrance' (should be the current area) (or click the '+'), then double click 'Creatures' (or click the '+'), then search for one of the ticket vendors and click the 'Jump' symbol and click on the ground to jump the selected vendor to that location.Deactivate DebugMode (enter ##DebugMode 0 into the chat line) and talk to the vendor.
The mod is as fun as ever, and I'm enjoying the improvements. Everything looks a lot better now. So thank you very much for version 2.0. I know part 2 needs much more work, but I hope you'll find the tme and energy to update that too.
Feedback so far (I didn't listen about to the adivce about the override folder, and halfway through the game an annoying bug making "IndependantFaction" hostile is forcing me to restart):
Edit2:
Some additional feedback:
A note on recovering traps: NWN handles the recovering of traps on floors differently than recovering traps on chests, doors and other placeables. Hence, you'll only receive XP while doing the latter. Sadly, not even Valine / 2acornupper can change this fact
.
Silly traps.
About the Kena's tower quest, I went to the top of the tower and there is nothing there, and the quest giver isn't where he's supposed to be, either. How do I finish this?
Edit: Nevermind. For those who are wondering, go during the night, you'll find out why after you see it.
Another thing: I keep hearing about a scene between Terek and Claire in the basement. Where? Immediately after escaping prison, I found the secret door in Claire's bedroom and went all the way to the tower, but there is no scene.
It's in the 'basement' (that's the name of the area). It's reachable from the prison area through a secret door.
With regards to the Punisher quest, I went digging into the toolset. Looking at the conversation with Jacia, the Carpenter's head has tag CarpTraitHead, but from what I can tell no such item has been placed somewhere (I could find Betty's Head with Find Instance as BettysHead, though it doesn't show in the palette) nor it exists in the palette. From what I remember, the only way to fix this would be to start a new game after creating an item with the tag CarpTraitHead and place it in a corpse in some dungeon as the story suggests, or simply spawn it when you get to that point...
Alright, just finished, and I loved it. I know making a module is a lot of work, but I'm really hoping you're going to rework part 2, as well. A couple of things I noticed:
1. The Punisher quest was already mentioned, but I thought I should mention that there is no way (as far as I know) to get Carpenter's head.
2. Undertow: Is there any way to finish this? I thought to wait after I get the wand of oblivion and then go after Kena (since she's unkillable and extremely powerful with her spells) but she's not there anymore after I finish Missing Pia quest.
3. After leaving Castle Crossing with a boat Pia initiates conversation twice, so I can't finish the unique conversation for that event.
4. Not game breakening but when sleeping in the mermaid for the second time, there is a "Initiate: Pia sitting" or something ike that in a conversation instead of, you know, having Pia sit.
5. Am I missing something with Bran and Norah? I rescued them from imprisonment and the next time I see them, they're on Santa Maria. No idea if there is something in between.
woohoo!
\o/ Woohoo! \o/ *ahem* That is all.
Question about Castle Crossing (spoilers) :
Since there is apparently something time sensitive with this quest, or some actions that need to be taken in a particular order, would someone mind providing a bit of explanation ?
What happened with me while playing this :
- i got emprisoned after the baron died, got out of my cell, met his son who invited me to dinner, found the Kraken and all secret passages underground, and the escape boat.
- i never found Terek and Claile meeting together and met Claile only once (just after arriving, when everyone is in the main hall and still alive). Terek was never in his tower and i met him only one more time after our initial meeting upon arriving.(see below)
- i found about the hostages and where they are, but never managed to meet them. Maybe i was supposed to report to the Dhorn envoy ?
- When i found Dana's brother killed in his own room, Terek and some guards rushed me and attacked. Terek soon teleported away, we killed the guards and everyone turned hostile, so i decided to cut my loss and use the escape boat.
- never managed to find what was supposed to happen with the adventurers at the inn.
Sooo... how did you do this quest, and how did it turn out for you ?
*** SPOILER ***
Order is important (especially you have to find Terek&Claile before you talk to Castias)
- escape prison (unlock door yourself or rest)
- find Terek&Claile in the 'basement' (search the prison area - this explains what happens at the castle)
- talk to Castias (you get invited for dinner the next day)
- come back the next day
- you get attacked by Terek, the baron's brother and some guards
- talk to the dhorn emissary, tell him you may have convinced Castias to hand over the castle
-follow the dhorn into Castias room (prepare for a fight)
- revive Castias (+ Dana + Baron)
- get Claile (only possible if you had found Terek&Claile in the basement)
- find Terek
- leave the castle
The three adventurers are there to help you in the fights. Be careful where you take them as they may leave or turn against you. Also they may influence how you leave the castle.
Thank you Kamiryn, i'll try to proceed this way next time :)
Thank you for this great overhaul. I believe I found an exploit. When enchanting both armour and weapon, if you do not have enough gold, an item will still be created and stored in the inventory of an NPC, which you can steal and sell in the guild, giving you basically an indefinite amount of gold.
Hi
Many thanks for this latest version.
I just tried to play, but at the very start when we get to the pub, the cut scene hangs and nothing happens. I had to kill NWN via the Task Manager.
Is there something I have done wrong or is there a workaround for this problem? Also, in case it is relevant, the start of the cut scene in the castle, everything shakes.
Any help or suggestions will be very welcome.
I just tried it again and found that the issue is with camara positioning. I changed the view (zoomed out) during the Vico scene and now when I get to the pub I can see the conversations that are happening. So all is working.
Seems like some automated view when you get to the pub could resolve this problem.
Is this necessary to play the module on the Enhanced Edition? Also, a list of the changes made would be greatly appreciated!
Let me first say to Valine that this is one of the best RPGs I've ever played -- and I've played a lot! The pacing, setting and story are all fantastic, and the whole thing is refreshingly different from the typical AAA RPG. I rarely replay RPGs but I went through the original ADWR twice and was delighted to see an updated version posted. Thanks so much for all your work!
Second, a question for anyone who might be able to help... (Spoilers follow, highlight to reveal)
I've played through the quest "Kingdom of Shadows" up until it looks like I either need to sell the book to Jacia or give it to the priest on the Isle of the Dead. It seemed like the chaotic evil approach would be to hang on to the book, though -- Jacia intimated that to go through the process outlined in the fane way images I might need to summon a demon. So I held on to the book and continued on through the game, thinking that keeping it might trigger a story-advancing encounter later and/or it might come in handy when I went to Hyath's Temple.
I just wrapped up Hyath's temple, though, and the arc of the quest there seemed similar to the original version of the module: I spoke to the shadow at the altar, took the ring, then had the option of summoning Hyath in the inner sanctum. I tried going the "betray Chris and Myra" route, thinking that the ensuing conversation might advance the fane way storyline, but Hyath offered me the standard reward of XP/gold/etc. and that was that. I left the temple and returned to Betancuria without further incident.
At that point I broke down and checked the Toolset, and it looks like I did miss something. I was able to hunt down some scripts (like do_hyath) that I definitely missed, and it looks like LocalInt HyathTalk goes to "3" at the end of the Chalice Quest and I missed some Hyath-related actions that use it in the "2" state.
I'm not sure if it is possible to get from the toolset "what object/trigger/conversation is this script attached to?", because if that can be done I could probably trace out precisely what I missed. But as it stands I'm not sure how I can pin down where the scripts in question are supposed to come into play, and my undirected searching through the module hasn't yielded much insight beyond what I outlined above.
(end spoilers)
Any suggestions would be much appreciated!
Hello Lujan,
thank you for your feedback!
As it stands, there is no connection between the Temple of Hyath and the Kingdom of Shadows quest. The scripts you saw in the toolset are fragments of older versions.
Bad housekeeping, I know.
I understand completely -- thank you so much for the quick response! :D
First, thank you so much for revamping and revitalizing my favorite campaign of all time. However, I did find one particular bug, after winning at dice in the sewers hideout and leaving the table, Dara and Kenny just dissapear.
Now, after delievering the dead cat to Ters. Jacia is also no longer at the sewer hideout.
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