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Dark Dreams of Furiae - a new module for NWN:EE! Buy now
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NWN modules by Baldecaran [Prophet, Cave of Songs, Honor Among Thieves]

Comments

  • IseweinIsewein Member Posts: 260
    Thank you for this useful linklist! I had completely forgotten about the spoiler discussion at BSN; so glad it got saved!

    As for this series, I want to advertise it to more players, but I am at a loss for words by which to describe it which wouldn't give away the experience. This is one of those stories which really should be experienced completely blind. Even just mentioning the overarching theme would give something of the reveals away. But seriously, if you have an interest in exploring philosophy through Fantasy, if you enjoy Moorcock or Gaiman, this is the game for you. Much more of a spiritual (!) successor to Planescape Torment than Numenera will ever be.

    Aerakarmegamike15
  • megamike15megamike15 Member Posts: 2,315
    everytime i hear about prophet it's how it's story is just as good as planescape torment.. i'll get around to it eventually i still need to play the adem miller stuff and Tales of Arterra first.

  • The Prophet is absolutely worth the playthrough though an update to the current version of CEP would make it so much more accessible. As it is I have to play it on a dedicated install of 1.69 to work at all.

    Probably the best series on NWN and that's a tall order considering swordflight is out.

  • IseweinIsewein Member Posts: 260
    After some careful sleuthing, I found an interview with Baldecaran on the old NWN Podcast. It should be worth listening to, especially since the author originally mentions being inspired to write the Prophet as a proper Baldur's Gate III (it all makes sense now when you look at the themes of destiny vs. choice!).

    https://web.archive.org/web/*/http://nwnpodcast.com/episodes/NWNP-00139.mp3

    Aerakarmegamike15StummvonBordwehr
  • megamike15megamike15 Member Posts: 2,315
    edited February 9
    now i;m not sure if this is me or the last patch broke some modules. but prophet seems to be bugged atm. after you talk with the mayor your henchmen is supposed to walk towards the inn and your supposed to fallow him.

    this never happens he just stand there.

    this and my issues with tales of arterra i mentioned in another thread makes me think the latest patch may have messed with the scripts.

    edit: well atlest with prophet it turns out it was something in my override folder that messed with the scripts. after deleting everything except my ui mod and mod to make the font bigger it seemed to have been fixed.

    not sure if this fixed the tales of arterra issue.

    Post edited by megamike15 on
    rashkae
  • megamike15megamike15 Member Posts: 2,315
    so i just finished up the first 2 modules in prophet. so far i am enjoying it and the fact it's linear does not bother me as it makes the story more focused.

    and with out spoiling anything the planescape torment comparison is sound.

  • megamike15megamike15 Member Posts: 2,315
    looks like i had to drop prophet during chapter 3. i ran into a very common script bug that was broken even when using scripts from the module page
    you get a dream that reveals the vigil knows who you are. and your supposed to wake up in a grave. but that never happens and your stuck in the dreamworld. you can teleport to the grave site but that seen is completely bugged as isandra does not show up and is stuck where you rested.

    i think i'm just gonna hold off playing fan modules until the ee is patched. this is the 2nd time i had a script break on me.

  • megamike15megamike15 Member Posts: 2,315
    According to the comments on nwnvault, a solution was found: https://neverwintervault.org/project/nwn1/module/prophet-chapter-iii-which-destined?page=1

    i tried that but i was not working. i did finish the module anyways just with out a henchmen.

  • IseweinIsewein Member Posts: 260
    Just use the original game, its far more stable than the ee and you can replicate any of th ees functions using mods. :) I played through the trilogy fine last month on diamond

    megamike15
  • rashkaerashkae Member Posts: 150
    I previously played through Prophet on EE twice, with no issues whatsoever. I was unable to reproduce this glitch with the the latest patch. Whatever was going on here, I don't think its an EE compatibility issue. With the new fixes to pathfinding and performance, I think EE would be an exceptionally good choice for Prophet.

  • megamike15megamike15 Member Posts: 2,315
    rashkae wrote: »
    I previously played through Prophet on EE twice, with no issues whatsoever. I was unable to reproduce this glitch with the the latest patch. Whatever was going on here, I don't think its an EE compatibility issue. With the new fixes to pathfinding and performance, I think EE would be an exceptionally good choice for Prophet.

    well the issue i was haveing was after the December patch. and some modules have been busted due to whatever beam dog did with that patch. i have not test prophet again with the newest patch.
    Isewein wrote: »
    Just use the original game, its far more stable than the ee and you can replicate any of th ees functions using mods. :) I played through the trilogy fine last month on diamond

    i would but i have so many issues with diamond on my laptop. cutscenes don't play right and i get transparent ui elements. the ee actually runs for me compared to the original.

  • rashkaerashkae Member Posts: 150
    edited April 16
    I have to apologize, I was mistaken. I was able to reproduce the error with the henchperson 1/4 of the way through Chapter 3. I had to leave them behind to continue without them. (Note: you would be continuing without them in any case, but it's a great pity for the scene to be missing.) I'll try to have a peek, but this module is *very* complex, and probably beyond my ability to identify what is going wrong.

    Edit:

    This part seems much less complicated than I assume. All the commands in the cutscene appear to work perfectly, right up to this one:

    DelayCommand(fDur-0.5,JumpToObject(GetWaypointByTag("wpProphetsGrave")));

    It made no sense to me that something to basic would be completely non-working, but I think that particular waypoint is in an invalid location, and that's why the command now fails.

    If I try to jump to it with the dm client, I do not go into the grave where the Waypoint is located, but end up beside it. Can you try with the dm client in Diamond Edition? It's in an area called "The Lands of the Dead - A Prophet's Grave"

    It will take me some time to test my theory, but if I'm right, I'm really not sure how this could be fixed... It's not a matter of scripting, but of the custom tileset that includes the grave hole.

    Edit 2: A mistaken assumption on my part.. this is not any kind of custom tileset, but "Grave 2" terrain from the default Castle Exterior, Rural tileset. If my first assumption about the cause of the JumptoObject failing is correct, it should be possible to create a simple module that will reproduce.

    Edit 3: I have confirmed that the placement of the waypoint inside of the grave hole is the reason the transition stalls.

    Post edited by rashkae on
    megamike15
  • rashkaerashkae Member Posts: 150
    Edit 4: I have created a hotfix for this Module by simply removing the grave hole, (and raising the Z-axis of the waypoint to the terrain.) This kind of spoils the visual effect, but the cutscene plays out as expected. A complete playthrough test will have to wait a bit. Again, I don't really have a way to post this to the Vault where it might do some good... *shrugs*

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