LucidMagic.net
Neverwinter Nights => NwN General => Archepelago PvP => Topic started by: Elessar Telrunya on February 14, 2009, 04:57:45 PM
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I'll post in here if I'm testing anything, and I'll give advance notice if I have it.
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Current Details:
I will be testing tomorrow (February 22) through the evening, updating things as I can. Here's the current module rundown, please note that some conversations are not entirely finished.
Please start with new characters. You'll be given enough experience to get to level 5 to start.
Areas
13 areas so far:
1 exclusive to monks (or it should be, haven't tried to enter with a non-monk yet)
1 partially exclusive to mages (arcane casters/bards don't count)
1 death plane
Not all doors in place lead to areas yet
Some areas still need encounters, so they are just explorable for now
Monsters
I think I've fixed the encounters with overpowered enemies by now, and I encourage group work because it will make the encounters easier to handle in general
Death
I need to see:
-if the corpse can be picked up and dropped properly and if the name follows as needed
-if the adjustments to Resurrect and Raise Dead are working
-if the corpse is deleted when in someone's inventory and a player chooses to revive at the cost of xp and gold
Known issues
-opening the magic items page of the mage shop causes me to crash, I don't know if this is universal, nor do I know why...
-one area with a chance encounter, the guards will sometimes turn on you if they get involved in the fight because of mind-affecting spells or if they get hit by an area of effect spell you cast
-horses don't return between log-ins yet...working on that
-mysterious inventory glitch where items are not visible sometimes
A variety of classes would be helpful, including arcane and divine casters, rogues, monks and melee-types
If I'm not around, just post here with any issues you find. I'll post again tomorrow when I get the server up with details and hopefully a working direct connect address
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I intend to put up the server for testing this Sunday, February 22 during the afternoon and evening EST. I'll post more details later this week.
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I intend to put up the server for testing this Sunday, February 22 during the afternoon and evening EST. I'll post more details later this week.
Somehow I missed your first post, but I'll be around this Sunday to help test.
-420
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I'll try to remember.
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Current Details:
I will be testing tomorrow (February 22) through the evening, updating things as I can. Here's the current module rundown, please note that some conversations are not entirely finished.
Please start with new characters. You'll be given enough experience to get to level 5 to start.
Areas
13 areas so far:
1 exclusive to monks (or it should be, haven't tried to enter with a non-monk yet)
1 partially exclusive to mages (arcane casters/bards don't count)
1 death plane
Not all doors in place lead to areas yet
Some areas still need encounters, so they are just explorable for now
Monsters
I think I've fixed the encounters with overpowered enemies by now, and I encourage group work because it will make the encounters easier to handle in general
Death
I need to see:
-if the corpse can be picked up and dropped properly and if the name follows as needed
-if the adjustments to Resurrect and Raise Dead are working
-if the corpse is deleted when in someone's inventory and a player chooses to revive at the cost of xp and gold
Known issues
-opening the magic items page of the mage shop causes me to crash, I don't know if this is universal, nor do I know why...
-one area with a chance encounter, the guards will sometimes turn on you if they get involved in the fight because of mind-affecting spells or if they get hit by an area of effect spell you cast
-horses don't return between log-ins yet...working on that
-mysterious inventory glitch where items are not visible sometimes
A variety of classes would be helpful, including arcane and divine casters, rogues, monks and melee-types
If I'm not around, just post here with any issues you find. I'll post again tomorrow when I get the server up with details and hopefully a working direct connect address
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I'll see if I can get on at that time, I might be at work while you do it though.
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Okay, the server is up.
Archipelagos under Action
mod: Archipelagos - Dev Mod
the IP as I read it: 24.147.103.152: 5121
pass: foxtrot
If you do not see it under action, try using the buddy list panel to see if I am online. My login is ElessarTelrùnya. If that still does not work, post here. I'll check every now and then until I know people can log in, and if I see something, we'll meet up in Smith Hold and try to work it out.
edit: fixed internal ip.....still checking up on status of my port forwarding for my router
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sorry to double post. I fixed my port forwarding and can now see Archipelagos in gamespy.
Direct Connect: 24.147.103.152:5121
Password: foxtrot
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Got in but was rejected. :/ need 2.2 downloading it now.
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rats! I got so excited when I saw you got in too! Oh well, at least I know you could connect to the server....gods, my 'o' key keeps failing on me....
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I seem to be at a loss for finding the correct tlk file. ive found a couple copys of 22_v1 but the message i get when i fail to enter is i need 22_v2.
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It should be in the most recent version of CEP, but I'll upload it here in case you have trouble finding it. I'm also having trouble finding a valid link to the CEP updater, which 420 suggested might fix one of my bugs.
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I seem to be at a loss for finding the correct tlk file. ive found a couple copys of 22_v1 but the message i get when i fail to enter is i need 22_v2.
22_v2 is only used to force players to use a specific revision of v2.2 of the CEP. Unless you are looking to restrict which revision of v2.2 you want players to use you should always use 22_v1.
-420
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fixed.
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Well after getting the tlk file I was still missing a few files, which it did not let me know the first time. Then after trying to dig them up from two locations and using the updater, (which failed to work) I was still missing files. I always have this problem with CEP mods, I just never can get all the pieces unless someone basically hand delivers it to me. I guess it just wasn't meant to be for me today.
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Well after getting the tlk file I was still missing a few files, which it did not let me know the first time. Then after trying to dig them up from two locations and using the updater, (which failed to work) I was still missing files. I always have this problem with CEP mods, I just never can get all the pieces unless someone basically hand delivers it to me. I guess it just wasn't meant to be for me today.
If one of the missing files is cep2_add_sb_v1.hak, then you probably have the file but also have a cep2_add_sb_v1.erf in your /hak folder that should be removed (or moved to the .erf folder).
For some reason, if you have a .erf file that has the same name as a .hak file in the /hak folder the game can't see the .hak file.
-420