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  #1  
Old 07-01-2009, 11:33 PM
seryn seryn is offline
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Default The Greypeaks

This is the thread for beta tester discussion on the module The Greypeaks.

MODULE INFO:

The Greypeaks is for level 1 PCs and it's set in and underneath the Greypeak Mountains. Like my other mods, it's mostly Forgotten Realms hack-n-slash, although I've tried to incorporate more RP options to this one, including more sidequests and puzzles than I typically do. There is an overall plot that threads through from start to finish that has to do with tracking down kidnapped travelers.

You can have up to 5 companions, and there are a total of 14 potential companions, which all have pretty developed personalities and more interactivity (as compared to my prior mods). During a single play through, you can encounter up to 8 companions to choose from. Just about every class and race is represented in the companions.

Your PC can reach level 9 or 10 by the end.

I tried to incorporate a lot of randomness into The Greypeaks (cdaulepps random treasure, NESS spawn system, random encounters). The way it's set up, you can't go to all the areas, do all the quests, or meet all the available companions in one play through.

I still need to add more placeables to several of the areas and beef up a lot of the conversations, but the module is complete and playable as is.

DL the Beta @ NWVault: http://nwvault.ign.com/View.php?view....Detail&id=374
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Last edited by seryn; 07-02-2009 at 04:53 PM. Reason: link
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  #2  
Old 07-03-2009, 12:50 PM
dwarvendervish dwarvendervish is offline
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In the middle of playing it now (for those who don't know, Seryn uploaded the Beta to the vault) and am liking it quite a lot. This feels like D&D damnit!

I like the random aspect of this a lot as well.

I did run (so far) into one bigger bug: upon meeting the Ogre Mage after the caverns (or the catacombs, I guess?) the conversation with him gets somehow screwed up and my character actually "talks to himself" - aside from looking silly there's nothing technically wrong about that, except... The Ogre never turns hostile. Since PvP and violence toward neutrals is possible in this mod I did get to stab him to death, but it wasn't much of a challenge as he wouldn't hit back.

Aside from that there's a few things that you might want to look into:

- The companions. I currently have the dwarf, the half-drow rogue, the human cleric and the halfling warlock, and I think all but the rogue have some strangeness concerning stats and or feats and skills. Too many feats or skill points, basically, and the dwarf has wayyy too low stats (of course that might be intentional - I just always prefer to see companions that are "legal.") I guess the characters somehow get stuff according to their packages, but then also additional stuff that you gave them. You might want to look into using the Incharacter-plugin - it lets you turn an exported bic-file into a creature blueprint - marvelous for ensuring that the stuff is correct.

- Equipment, specifically armor. I've come across a few of those cdaulepp's custom armors, and they are quite simply broken - getting a leather armor that does 26 points of divine damage when you are hit (and I got this as a first level character) is pretty horrendous IMO. On the other hand then, normal mundane equipment is quite hard to come by. I wouldn't necessarily want free full plate & tower shield for all, but it would be good if the dwarven merchant in the cave (for example) had some armor available. The cleric, if I recall correctly doesn't even have a suit of armor on her.
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  #3  
Old 07-03-2009, 01:37 PM
Rondo_GE Rondo_GE is offline
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Is this module at the Vault actually playable? I can't seem to leave the first area. I see no area transition. I'm already at level 2 after battling all kinds of respawns. Where is it supposed to be? I have searched extensively but it's always possible I just stink.
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Old 07-03-2009, 03:46 PM
seryn seryn is offline
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Quote:
Originally Posted by Rondo_GE View Post
Is this module at the Vault actually playable? I can't seem to leave the first area. I see no area transition. I'm already at level 2 after battling all kinds of respawns. Where is it supposed to be? I have searched extensively but it's always possible I just stink.
The area transistion can be a little hard to find. It is a cave that can be found along a narrow path northwest of the caravan leader. There is a popup window that says something to the effect of "You see tracks leading to the north." Note, there is also a similar popup to the east of the caravan camp, which is intended to direct you toward the caravan guards.

i.e, from Hollenbrook and the big blue tent, go west (turn left) past the tree stumps. The path is the directly to the north, near a big dead tree. Follow this north a ways, and then hang another left (west) to the cave. There will be some little blue fellows who will try to impede your way ;-)

Let me know if you still can't find it.

Thanks for trying it out!
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Last edited by seryn; 07-03-2009 at 04:18 PM.
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  #5  
Old 07-04-2009, 10:36 AM
Jet Truebow Jet Truebow is offline
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Quote:
Originally Posted by Rondo_GE View Post
Is this module at the Vault actually playable? I can't seem to leave the first area. I see no area transition. I'm already at level 2 after battling all kinds of respawns. Where is it supposed to be? I have searched extensively but it's always possible I just stink.
Spoilers++

Its in the mid north,

had the same problem at first

Look for Xvarts, then a cave
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Old 07-03-2009, 04:01 PM
seryn seryn is offline
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Quote:
Originally Posted by dwarvendervish View Post
... upon meeting the Ogre Mage after the caverns (or the catacombs, I guess?) the conversation with him gets somehow screwed up and my character actually "talks to himself" - aside from looking silly there's nothing technically wrong about that, except... The Ogre never turns hostile.

- The companions ... all but the rogue have some strangeness concerning stats and or feats and skills.

- Equipment, specifically ... cdaulepp's custom armors, and they are quite simply broken - getting a leather armor that does 26 points of divine damage when you are hit (and I got this as a first level character) is pretty horrendous IMO. On the other hand then, normal mundane equipment is quite hard to come by. The cleric, if I recall correctly doesn't even have a suit of armor on her.
Thanks for jumping into this so quickly dwarvendervish! Great info--I'll address all of your comments.

Regarding the Ogre, that's odd, as I know he worked fine in my tests. I guess that's why beta testing is so valuable!

I'll check the companions as well. The dwarf was a prefab I got from the Vault, but all the rest I made using Grinning Fool's Creature Creator Plugin, so that probably explains the descrepancies.

Regarding cdaulepp's program, I'm still tweaking aspects of it. He has some low-percentage bonus items built into it, which sounds like what you got with that high-powered armor. I'll try to find out where that function is and turn it off. As an fyi, I don't use cdaulepp exclusively for treasure. I have some chests with specifically-placed items, and some using another random system.

Anyhow, good stuff--thanks! I look forward to more.
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  #7  
Old 07-04-2009, 12:33 PM
Jet Truebow Jet Truebow is offline
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Quote:
Originally Posted by dwarvendervish View Post
In the middle of playing it now (for those who don't know, Seryn uploaded the Beta to the vault) and am liking it quite a lot. This feels like D&D damnit!

I like the random aspect of this a lot as well.

I did run (so far) into one bigger bug: upon meeting the Ogre Mage after the caverns (or the catacombs, I guess?) the conversation with him gets somehow screwed up and my character actually "talks to himself" - aside from looking silly there's nothing technically wrong about that, except... The Ogre never turns hostile. Since PvP and violence toward neutrals is possible in this mod I did get to stab him to death, but it wasn't much of a challenge as he wouldn't hit back.

Aside from that there's a few things that you might want to look into:

- The companions. I currently have the dwarf, the half-drow rogue, the human cleric and the halfling warlock, and I think all but the rogue have some strangeness concerning stats and or feats and skills. Too many feats or skill points, basically, and the dwarf has wayyy too low stats (of course that might be intentional - I just always prefer to see companions that are "legal.") I guess the characters somehow get stuff according to their packages, but then also additional stuff that you gave them. You might want to look into using the Incharacter-plugin - it lets you turn an exported bic-file into a creature blueprint - marvelous for ensuring that the stuff is correct.

- Equipment, specifically armor. I've come across a few of those cdaulepp's custom armors, and they are quite simply broken - getting a leather armor that does 26 points of divine damage when you are hit (and I got this as a first level character) is pretty horrendous IMO. On the other hand then, normal mundane equipment is quite hard to come by. I wouldn't necessarily want free full plate & tower shield for all, but it would be good if the dwarven merchant in the cave (for example) had some armor available. The cleric, if I recall correctly doesn't even have a suit of armor on her.
Had same problem with Ogre Magi , the convo prepare to die did not cause the ogre magi to become hostile.

Btw where is the rouge companion I missed that.

Great Mod ! I am thoroughly enjoying all the new features of this mod, All my companions are still alive.

Though I am wondering why I cannot dismiss the elf sorceror (bug?!) So I instead dismissed the monk for the bard.
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  #8  
Old 07-04-2009, 01:17 PM
seryn seryn is offline
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Quote:
Originally Posted by Jet Truebow View Post
Had same problem with Ogre Magi , the convo prepare to die did not cause the ogre magi to become hostile.

Btw where is the rouge companion I missed that.

Great Mod ! I am thoroughly enjoying all the new features of this mod, All my companions are still alive.

Though I am wondering why I cannot dismiss the elf sorceror (bug?!) So I instead dismissed the monk for the bard.
Thanks! I apprecaite all the help with testing.

I found the problem with the Ogre Mage and it should be fixed for the next version.

Regarding the rogue, you randomly either get the rogue or the bard, but not both. You can ask the bard to train as a rogue via dialogue, if you would like one in your party.

Also, there is another rogue in the next area you can get to join you.

Regarding dismissing the elf sorcerer, it is probably a script error. I will check and fix.

Thanks again!
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Old 07-04-2009, 02:06 PM
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sirchet sirchet is offline
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Hi Seryn,

I'm also finding your mod to be fun.

Randomness is a great feature.

I too ran into the dialog issue with the Ogre Mage, (player and owner are reversed).

What I do is I have a small tag at the start of each node to remind this old fart of who is talking to who. This can really be useful when you start having speakers turn to face who they're talking to and such.

Example:
{Ogre Mage -> pc} I'm the prettiest little Ogre Mage you've ever met, want to dance?

You get the idea. heh heh
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  #10  
Old 07-04-2009, 02:29 PM
seryn seryn is offline
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Thanks Sirchet--good tip! BTW, I like your avatar!
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