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Aielund Saga Enhanced Edition

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Comments

  • VariableParkVariablePark Member Posts: 2
    edited July 11
    Not sure this is the right place to get help but,

    My friends and I (6 men party, hooray!) plan to play Aielund MP. Two of us want to use Drow Matron appearance which is used as Valsharess in XP2 and Caladnei who appears in Wyvern crown module respectively. I tried using Leto, but it seems like the module only recognizes the initial elf appearance one made, ignoring changes. Of course, Caladnei case was the same. As I checked other options, I happened to know that somehow the char is fixed to the basic racial model no matter how I change the appearance using the editor. E.g. If I change the race into Orc, the appearance setting does not matter and I only get Orc A model. If I set it as Dragon, you really get a dragon even though I set it as a lich.

    I guess there must be some good reasons you set this setting as default. However, if there are some ways to allow using these appearances, please let me know. I thought about using SetAppearance, but guessed it won't work except the server host character himself. Then I tried to change some scripts opening the toolset, but could not figure out which is which.

    Regardless, tnx for making this masterpiece.

  • Savant1974Savant1974 Member Posts: 233
    Hi, I have a lot of custom scripts and .2da lists which likely exclude newer content. Wasn't done on purpose! I'd probably have to revise the appearance.2da file to allow newer things which I don't have time to fiddle with atm, sorry.

    VariableParkAndarian
  • VariableParkVariablePark Member Posts: 2
    edited July 12
    I still don't know what the principle is, but deleting whole Shayan's subrace system scripts somehow worked. Guess I only have to revive the journal part of OnClientEnter script. All the appearances added by CEP also work okay.

    Please tell me slashing the subrace system does not break the whole plot! ;) I only remember small figures being able to enter caves and dwarves having special dialogues.

    Post edited by VariablePark on
  • sykomanesykomane Member Posts: 1
    edited August 5
    I'm having an issue in Act 3 in Trinity village. My game keeps freezing in the loading screen every time I try to exit back to Trinity after going into a house. It happens with every tent/house/interior in the village. I load successfully into the interior, mind my own business in there and then when I exit I get stuck in the loading screen for the Trinity village. It's kinda weird, seeing how I could enter the village without the loading issue when I traveled there from the desert area with the mercenary halflings. Any help appreciated :disappointed:
    EDIT: nevermind, only two interior buildings freeze my loading screen. The two ambassador tents. The other interiors let me load out normally.

    Post edited by sykomane on
  • KaosWarMonkKaosWarMonk Member Posts: 33
    FYI - using the latest version of 7zip reports that it can't open the aielund_ems_finale_haks_v3_1.rar file from the vault - https://neverwintervault.org/project/nwn1/hakpak/aielund-hakpack-v301 All the other Saga files are ok.

    Thanks for sharing your work.

  • tabataba Member Posts: 1
    Hi @Savant1974

    First of all the aielund saga is superb and I really appreciate you making such a great mod.
    The thing is I encountered a bug in chapter 2 in the quest the Scepter of Transcendence. The quest updated normally until the Feybourne part but when I completed the dwarf part of the quest the quest didn't update even though war and other catastrophes updated and showed completed and when I go to the duke he says we were interrupted and go talk to sir Godfrey even though he isn't there.
    If you could find a solution to this bug it would be real helpful.
    Thanks in advance.

  • DwayneDwayne Member Posts: 67
    I don't think the author will be bug fixing for some time. He is working on a game for a company. I just wanted people to know since there are several requests for bug fixes. He posted about this on Facebook.

    Savant1974
  • Savant1974Savant1974 Member Posts: 233
    Hi, yeah sorry I don't have a lot of time for chasing down bugs anymore. :( I can do the little ones but bigger ones like that are a bit too time intensive. Perhaps someone can help you with a workaround :)

    BelleSorciere
  • Moira89Moira89 Member Posts: 1
    edited September 10
    Hi @Savant1974!

    Thank you for the great mod, it really made it worth to reinstall NWN again :)

    Could you please help me with Robert's romance subplot? I got his triggered conversation only once, south to Culdeny (This is where you killed me...), then none. I am getting close to the end of Act 3, but he never spoke to me again.

    I gathered that from browsing the forum that I need Criosa/Robert in the first 2 slots of the party (I did not pay attention to this before), and I also wear Armour of the Gladiator that gives perma-haste to my character - maybe that is why I missed the conversations?

    I started replaying Act 3 because of this, and now I'm almost at Highmarch - still no convos (I have the steam workshp version).
    What am I missing? It would be really helpful if you, or anyone else could tell me in which areas should I watch for his talks.

    Thanks in advance! :)

    Post edited by Moira89 on
  • KaosWarMonkKaosWarMonk Member Posts: 33
    edited October 10
    FYI - using the latest version of 7zip reports that it can't open the aielund_ems_finale_haks_v3_1.rar file from the vault - https://neverwintervault.org/project/nwn1/hakpak/aielund-hakpack-v301 All the other Saga files are ok.

    Thanks for sharing your work.


    If you hadn't already, pls ignore this, issue at my end.

  • Savant1974Savant1974 Member Posts: 233
    Thanks @Moira89 I'm glad you're enjoying it :) I'm pretty sure I fixed the issue with the romance triggers not working if the NPC is in 3rd or 4th place on the list, but maybe I didn't. It's a bit of a blur at this point! If the PC in question is too far from the player when you hit the trigger, it might not fire properly so being hasted could do that.

    There's a second trigger in the forest east of Bracksford, and another just south of Highmarch but they're near the entry point of the zone so they should be firing - but only if the first one goes off correctly. These triggers are a bit finicky ;)

  • ZaxaresZaxares Member Posts: 591
    I've been playing the EE version of this series for a few days now, and it's as great as I remember it. :) A superb blend of action, story, dialogue and exploration in all the right proportions! I also love the expanded system for companions/familiars that VASTLY improves their usefulness. Got a few questions though:

    1. At the end of the first module "Nature Abhors a Vacuum", the EE version doesn't allow you to re-enter the church where Celeste used to be. The (old) walkthrough seems to suggest that you used to be able to enter the church where Celeste has set up a make-shift hospital, so I'm unsure if this was removed in the EE or possibly the transition trigger on the church door was mistakenly removed. Just thought I'd mention it in case it's a bug. :)

    2. I'm currently running around Fairloch in the second module "Defender of the Crown" and I actually managed to pick up all four henchmen (the rogue, the paladin, the barbarian and the "druid") at the same time. It's been too long since I played through the original mods, so I don't remember if there was a henchmen limit. Four seems a bit excessive, but on the other hand, as a completionist gamer, I DO appreciate being able to have all the henchmen (and thus their dialogue) at the same time. :) Reminds me of the old 6-man BG-style parties, even if maneuvering all of them around in tight spaces can be a bit of a pain. XD

    3. Maggie Fairweather does not seem to have an assigned voiceset at all. (Talking to her does not play anything for instance, which is a dead giveaway since even monsters with their greatly limited voicesets have a "greeting" line.) It's been too long since I played the original modules, so I can't remember if this was present back then as well, but I just thought I'd mention it since it seems rather odd for a henchman to be completely silent.

    Savant1974
  • Savant1974Savant1974 Member Posts: 233
    Thanks for the feedback, glad you're enjoying it!

    Yes I enabled 4 companions in 2 onwards, it does make things a little easier I think, but it's very cool to have 4 at once so you don't miss their comments :smile:

    I believe I removed the church from the end of act 1.

    Maggie is indeed missing a voice set - I don't recall what the original was either. I'll fix it :)

  • ZaxaresZaxares Member Posts: 591
    Woah, I wasn't expecting a response that quickly. :o Thanks for the answers! Sooo... since I'm not THAT far into the module at the moment, I'm wondering if I should wait till Maggie gets a voice before continuing. In any case, thanks for all of your hard work and dedication in keeping this gem of a series updated, Savant!

  • Savant1974Savant1974 Member Posts: 233
    I still get notifications if someone posts :) I've put the new EE version up on steam, I'll try to get the vault version done soon. It's been about eighteen months since I've updated this and I'm a bit rusty!

  • ZaxaresZaxares Member Posts: 591
    Ah, I don't have NWN:EE on Steam, so I guess I'll have to wait for the Vault version to update. :)

  • Savant1974Savant1974 Member Posts: 233
    Just uploaded it, let me know if you have any further problems :)

  • ZaxaresZaxares Member Posts: 591
    Awesome! I'll definitely let you know if I encounter anything untoward. :)

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