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Aielund Saga Enhanced Edition

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  • Savant1974Savant1974 Member Posts: 312
    100% right Balkoth. For anyone removing EMS in some fashion just understand the Aielund mods will become significantly easier, but you do you :smile:
  • BalkothBalkoth Member Posts: 162
    Well, technically it depends.

    OVERALL, magic is stronger in EMS. A lot of spells are improved (including Greater Ruin/Hellball) and there's better scaling in the epic levels. There's also no friendly fire which is another big boost if you're playing on the standard "D&D Hardcore Rules" setting.

    But some specific broken spells have been adjusted to be more reasonable. Things like Harm/Heal, Time Stop + IGMS combos, stacking absurdly good damage shields (Mestil's Acid Sheath and Elemental Shield mostly), and to a smaller degree things like Flame Weapon/Darkfire being way too good for their level.

    But if you're a wizard flinging out Fireballs, Chain Lightnings, Horrid Wiltings, and Meteor Swarms...you'll do much better under EMS.
  • IseweinIsewein Member Posts: 586
    Savant1974 wrote: »
    I've sent an updated version of act one to Niv but haven't received a reply yet so not sure what's going on there. In the meantime you can do what rashkae says.

    It seems like that still hasn't been made public - in the meantime, why don't you update Act I on the Vault?
  • Savant1974Savant1974 Member Posts: 312
    I think I figured out what happened there - Niv has a new email address. I did communicate about fixing a problem in act 3 earlier this year. So.... I can't recall what this fix you're referring to was exactly. I've been renovating my house and I'm moving tomorrow so forgive my brain fade!
  • IseweinIsewein Member Posts: 586
    I know the feeling! I'm not sure either - I just noticed that the files on the Vault hadn't been updated. Good luck with the move!
  • Rev_VRev_V Member Posts: 5
    Howdy! I’ve played through up until act 2 ch3. When I get the cutscene in the throne room where I get knighted by the princess, it fades to black. And stays that way. I’m playing on an iPad, so I have NO idea about how (or even IF I can) edit my way around this. Anyone have any input on how I can resolve this?
  • Savant1974Savant1974 Member Posts: 312
    Well that's the end of the module, so if it doesn't auto load the next one you could probably just do it manually 😊
  • Rev_VRev_V Member Posts: 5
    I sorted that out, yeah, just started 3 from the beginning. Now, however….I’m jammed up on The Counts Lost Love. I talk to the count and the captain, go do the fort inspection, get the “she looks familiar” convo. I talk to her, she says come inside. And that’s where I’m stuck. I can’t get into the house, it’s boarded up. Lockpick and bashing are no go. I CAN open the cellar door around the side down the stairs, but there is nothing behind it.
  • Rev_VRev_V Member Posts: 5
    I’m about to delete and reinstall act 3 and see if that works.
  • Rev_VRev_V Member Posts: 5
    Nope, no joy.
  • Savant1974Savant1974 Member Posts: 312
    Just tested it; the door is supposed to open as soon as she appears. It's working at my end so I can only assume this is another quirk of EE interacting with modern processors, causing some scripts to fail. Try teleporting yourself to the waypoint SAF_SPAWN2, then walk to the door and she should spawn in on the same spot you appeared at. That's all I can think of to get around the issue.
  • Rev_VRev_V Member Posts: 5
    I’m playing the iPad version, I can’t really get into any folders to manipulate anything.
    Thanks for trying though, I appreciate it!
  • Savant1974Savant1974 Member Posts: 312
    You don't need to go into game folders; just access the console in-game. I presume the ipad version has that? It's usually under the ~ button. Then you can use console commands to teleport to that waypoint.
  • JidokwonJidokwon Member Posts: 413
    @Savant1974: Good day! I'm thrilled to see that you actively follow and reply to this thread. Are the versions for the campaign at the Vault the same that are getting buried in the sqlite3 format here? I'm hoping to do a complete run through the most current version, but I had also hoped to use the toolset, if it's still possible.
  • Savant1974Savant1974 Member Posts: 312
    The vault version should be the same as the EE version :)
  • nakkinakki Member Posts: 2
    Hey! Been enjoying this module in co-op with my brother, but we got stuck in Act 2 with what seems like a technical issue. We've got the Scepter quest and the 'War and other catastrophies' quest active, with the Scepter journal entry simply listing the three places to look for, and the other quest simply reading we'd hope to speak to the King at some point. Problem is, we've cleared Feybourne, and killed the Giants and delivered their king's head to the dwarves before getting the Scepter quest, and now we can't find any way to advance. We can talk to the dwarven king, but it seems like we're missing some trigger or item, because all we can say is we're just looking around.

    Are we missing something? If this is some sort of a scripting bug, is there some sort of percussive maintenance via DM tools or whatever that we could do to get things moving again? Searching around we could find other players having some issues around this part of the module, but mostly with getting access to the king, which we had no problem with. He just won't give us the next breadcrumbs to follow.
  • Savant1974Savant1974 Member Posts: 312
    Ah this old bug, it's been a while :smiley:

    Yes there's a little complexity to the scripts and plot in that section that I messed up, and occasionally we run into this problem.

    I think you'll need to set the 'plot' variable on the player to 9 (dm_setvarint plot 9) in the DebugMode and then talk to Sulinus. And you might need to do the same thing to King Sulinus except it'll be (dm_setvarint sul_partial 1) I think. Sorry, I'm quite rusty with all this! Let me know if you have any luck with that.
  • BalkothBalkoth Member Posts: 162
    And if you don't, I'll look into it some more (and I'll add this to the list of things I'm touching up on the saga for Savant).

    I do have a list of bugs/typos I'm working on, I'll try to get that organized and posted in the next month or two and post that here (probably as a google sheet, currently it's an Excel sheet) so other people can add to it.

    P.S. If you know of bugs/typos, feel free to post them here in the meantime, I'll check to see if it's already something I've jotted down.
  • nakkinakki Member Posts: 2
    Many thanks for the quick help! Setting the plot var on the player chars was enough to get us progressing, and we made it through the rest of act 2 today. The jump from the convo with the princess at the end straight to act 3 worked only for the host, though, so we had to do the old-fashioned export chars and host again from act 3's module.

    Frankly I'm quite blown away by how quickly you two responded! Definitely not the level of technical support I was expecting to get for a piece of free content over twenty years old at this point :grimace:

    Regarding typos, there were a couple cases of its / it's -confusion in act 2, but that's all I can think of off the top of my head. As for bugs, we had a weird problem in the swamps en route to Feybourne with some earlier characters, where my dwarf paladin somehow got completely stuck, unable to move or do any sort of actions. It was a while ago, but I think it had something to do with the whole mount system - after killing myself with DM tools and resurrecting, I got unstuck, but I was forever unable to get on my horse again. :pensive: We both had pretty messed up builds at that point anyways, and were still fairly early on in act 2, so we just started again with somewhat less stupid characters.
  • Savant1974Savant1974 Member Posts: 312
    Ah, well at least you got through it! Glad to help, I still get emails from here and I had a few minutes free, so you're welcome for the tech support :)
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