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#1 qeylIS [Kahless]

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Posted 11 March 2005 - 05:00 AM

Greets again!

Some of our players would like to build a pure Drow Party and encoutered a problem / a question.

They all generated their heroes without errors / probs:
- CharBuliding @ NWN (Elves / Subrace: Drow)
- CharBuilding @ PRC
-> No Errors / No Probs

Then they entered the gateway and did some shopping.

After talking to he statues, they were sent in and entered
The Elven City and not the Underdark City

Question: is this intended or an error? Can someone imagine, wether it is a question of server-settings or an error of the mod?

We interpreted it at present as their first Quest: return home :P

#2 dingosatemybaby

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Posted 11 March 2005 - 06:08 AM

Greets again!

Some of our players would like to build a pure Drow Party and encoutered a problem / a question.

They all generated their heroes without errors / probs:
- CharBuliding @ NWN (Elves / Subrace: Drow)
- CharBuilding @ PRC
-> No Errors / No Probs

Then they entered the gateway and did some shopping.

After talking to he statues, they were sent in and entered
The Elven City and not the Underdark City

Question: is this intended or an error? Can someone imagine, wether it is a question of server-settings or an error of the mod?

We interpreted it at present as their first Quest: return home :P

View Post



After upgrading to v6, I created a gnome character and a dwarf in the db builder module. Then, after replacing the db builder mod with the 'real one', I entered the world with the character I made.

Both were either neutral or good...upon re-entering the world, the "Gateway to Nordock" screen loaded, but before it even appeared, I got automatically sent to "Tesla's Lab" (?) where the crafter there immediately ran up (hostile) and killed my characters. This happened for both my dwarf and gnome. After I left Nexus, I was sent to (I think) the correct start areas for those races.

Odd. An elf character created in the 'real' mod entered the Gateway, then was able to port into the Elven city just fine.

#3 GrapeApe

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Posted 11 March 2005 - 09:27 AM

I have created PRC drow and they all started in the Underdark as expected.

In an earlier version I did get ported into Tesla's when starting up with a good dwarf, but I remember seeing an errata note that Horred had fixed that in a recent version.

Maybe the PRC char gen pooched up. I've heard reports from my players that not all the feats they choose are showing up.

GrapeApe

#4 dingosatemybaby

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Posted 11 March 2005 - 10:06 AM

I have created PRC drow and they all started in the Underdark as expected.

In an earlier version I did get ported into Tesla's when starting up with a good dwarf, but I remember seeing an errata note that Horred had fixed that in a recent version.

Maybe the PRC char gen pooched up.  I've heard reports from my players that not all the feats they choose are showing up.

GrapeApe

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When I went from v5 to v6, I only removed/rebuilt the tables in the db, and replaced the v5 mod w/the v6 mod. Maybe I should have reinstalled all the pieces/parts and treated it like a new install...

I also have malfunctioning dicebags and DM wands/rings. DMFX wand doesnt work at all, DmHelper wand acts like an emote wand, emote wand and dice bag functions actually activate the wrong emote/dice roll.

I think I'll wipe everything and start over later on tonight or this weekend...

Site is strangely quiet today... :online2long:

Edited by dingosatemybaby, 11 March 2005 - 10:07 AM.


#5 udoh

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Posted 11 March 2005 - 10:19 AM

Site is strangely quiet today... :online2long:

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Maybe it's someone's day off .. hehehehe....

One of my characters is a Half-Elf, and when she starts, it seems to alternate between Benzor and the Elven city.

Now I know she's Half-Elf, you know, half human and half Elf, so one place one time, and the other place the other time, but still... it is defiently a pain... hehehe.

udoh :)

#6 GrapeApe

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Posted 11 March 2005 - 10:19 AM

I didn't wipe my DB, just installed the v6 module and restarted.

I too am seeing funky stuff happen with emote wands and such, i.e. emote wand actions are all off by 1, you select an emote and you get the next in list.

I'd be interested to know if a full reinstall (wipe the db too) fixes this, that would mean it's a db update bug most likely.

#7 horred the plague

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Posted 11 March 2005 - 12:26 PM

In the first case, sounds like the data was entered wrong. Elf--Subrace line set as Drow is still an elf. (The CRR subrace system has been removed). Use the PRC race Drow, Male or Drow, Female. Half Drow of Neutral/Evil alignment go to Drow central--Good go to Human or Elf city.

Not sure how to get around the bouncing of start areas for 1/2 races--it's a local location, so it resets (and reevaluates) at server reset. The faction data that is linked with this MUST be reset after server reset.

I'll have to take time and look at the wands--haven't checked them in while. They were fine before. But so many things that were fine aren't now, after the great import/export of Leutian's pirated files. Like the futniture I just fixed, for example.

Strangely quiet? Heh, for the first time in 3 days I finally got some sleep. Bad toothache and all.... :crying:

Edited by horred the plague, 11 March 2005 - 12:38 PM.


#8 -Guest_Leutian_*-

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Posted 11 March 2005 - 01:58 PM

In the first case, sounds like the data was entered wrong. Elf--Subrace line set as Drow is still an elf. (The CRR subrace system has been removed). Use the PRC race Drow, Male or Drow, Female. Half Drow of Neutral/Evil alignment go to Drow central--Good go to Human or Elf city.

Not sure how to get around the bouncing of start areas for 1/2 races--it's a local location, so it resets (and reevaluates) at server reset. The faction data that is linked with this MUST be reset after server reset.

I'll have to take time and look at the wands--haven't checked them in while. They were fine before. But so many things that were fine aren't now, after the great import/export of Leutian's pirated files. Like the futniture I just fixed, for example.

Strangely quiet? Heh, for the first time in 3 days I finally got some sleep. Bad toothache and all.... :crying:

View Post

EXCUSE ME , DONT GO BLAMING ALL YOUR ERRORS ON ME , nobody held a gun to your head an made you use those areas in the first place. lets not open THAT can of worms again, GRRR anyhow emote wands, dice bags is easily fixable take a look at the scripts the conversation options fire if they're off by one simple reset the script they fire in the actions taken and they will work fine.

#9 horred the plague

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Posted 11 March 2005 - 02:27 PM

It's only the truth, in this particular case. I've fixed a lot of things recently, that were working fine before.

But anyways....

I reimported the v1.07 DMFI package. I added my little bit of additions back into the PC Emote (Save, and save/exit). I'll see how it goes in a few.

Also done: moved the tinkering stuff over to a different wall in Benzor workshop. It was pretty cluttered in the corner like it was.

Fixed the SeaSide Inn so it takes your key upon exit.

And of course, Benzor city park and the player house fixes.

Maybe I'll upload version 7, after I test the DM wands.

Any other quick fixes anyone can think of, that need being done?

EDIT: I just fund the problem with Tetra's areas. While the blueprint resref was correct, the Area Tags were both set to Area001 (workshop and Quezena's). I changed these, so that shouldn't happen any more. I know a couple others I should check quickly.

Edited by horred the plague, 11 March 2005 - 02:31 PM.


#10 dingosatemybaby

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Posted 11 March 2005 - 02:56 PM

It's only the truth, in this particular case. I've fixed a lot of things recently, that were working fine before.

But anyways....

I reimported the v1.07 DMFI package. I added my little bit of additions back into the PC Emote (Save, and save/exit). I'll see how it goes in a few.

Also done: moved the tinkering stuff over to a different wall in Benzor workshop. It was pretty cluttered in the corner like it was.

Fixed the SeaSide Inn so it takes your key upon exit.

And of course, Benzor city park and the player house fixes.

Maybe I'll upload version 7, after I test the DM wands.

Any other quick fixes anyone can think of, that need being done?

EDIT: I just fund the problem with Tetra's areas. While the blueprint resref was correct, the Area Tags were both set to Area001 (workshop and Quezena's). I changed these, so that shouldn't happen any more. I know a couple others I should check quickly.

View Post



Well, since you asked...*puts on helmet in preparation for being bitchslapped* ;)

I was playtesting v6 with a friend...he was logged in as a player, I was in as DM. He died in one of the forests outside the elven city. Death corpse appeared, he went to nexus. DM raised him using Raise Dead spell. He reappeared on the spot, his death corpse did not vanish, and simultaneously, he was in the Nexus. Yes, I know, I sound like a doof, and maybe I am.

But I was standing there as the DM in the forest looking at his newly raised character, standing over his corpse. After 2-3 minutes of wondering why he wasnt answering me in conversation, I sent him a tell. He says he's trapped in the Nexus. I bounce over there and sure enough, there he is. I bounce back to the forest, and there he is again.

PLEASE just ignore me if this isnt news to you, or if I am not using the death system as its supposed to be used, but I thought I read the notes and how it worked, and I thought DM raise was OK.

Interesting sidebar: he was a Lawful Neutral elf. Some creatures appeared in the forests and immediately went hostile and started attacking him...when I (as DM) examined them, they appeared to be Chaotic Neutral. I guess that could be just inaccurate on that screen though...ANYWAY

....as ever, thanks for your efforts here :thumb:

#11 horred the plague

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Posted 11 March 2005 - 03:24 PM

It's only the truth, in this particular case. I've fixed a lot of things recently, that were working fine before.

But anyways....

I reimported the v1.07 DMFI package. I added my little bit of additions back into the PC Emote (Save, and save/exit). I'll see how it goes in a few.

Also done: moved the tinkering stuff over to a different wall in Benzor workshop. It was pretty cluttered in the corner like it was.

Fixed the SeaSide Inn so it takes your key upon exit.

And of course, Benzor city park and the player house fixes.

Maybe I'll upload version 7, after I test the DM wands.

Any other quick fixes anyone can think of, that need being done?

EDIT: I just fund the problem with Tetra's areas. While the blueprint resref was correct, the Area Tags were both set to Area001 (workshop and Quezena's). I changed these, so that shouldn't happen any more. I know a couple others I should check quickly.

View Post



Well, since you asked...*puts on helmet in preparation for being bitchslapped* ;)

I was playtesting v6 with a friend...he was logged in as a player, I was in as DM. He died in one of the forests outside the elven city. Death corpse appeared, he went to nexus. DM raised him using Raise Dead spell. He reappeared on the spot, his death corpse did not vanish, and simultaneously, he was in the Nexus. Yes, I know, I sound like a doof, and maybe I am.

But I was standing there as the DM in the forest looking at his newly raised character, standing over his corpse. After 2-3 minutes of wondering why he wasnt answering me in conversation, I sent him a tell. He says he's trapped in the Nexus. I bounce over there and sure enough, there he is. I bounce back to the forest, and there he is again.

PLEASE just ignore me if this isnt news to you, or if I am not using the death system as its supposed to be used, but I thought I read the notes and how it worked, and I thought DM raise was OK.

Interesting sidebar: he was a Lawful Neutral elf. Some creatures appeared in the forests and immediately went hostile and started attacking him...when I (as DM) examined them, they appeared to be Chaotic Neutral. I guess that could be just inaccurate on that screen though...ANYWAY

....as ever, thanks for your efforts here :thumb:

View Post



Great news---a toolset malfunction just erased ALL of my progress of the past two days. I'm back to square 1 on version 6. :crying: :crying: :crying:

I've got a lot of recapping to do now, a lot to fix up. I have to alter the hak pak in order to add this dmfi package properly. It messes with some prc scripts, and it was the overload (and the failure of making a backup) that put me in this boat in the first place. So, all of that plus eveything I already did awaits me. I'm so overjoyed...

What's all this BS about creatures in the forest about now? Heh, I'll spend the next 3 days of my life fixing all this crap, and then you can tell me what does/doesn't work, alright?

#12 dingosatemybaby

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Posted 11 March 2005 - 03:41 PM

It's only the truth, in this particular case. I've fixed a lot of things recently, that were working fine before.

But anyways....

I reimported the v1.07 DMFI package. I added my little bit of additions back into the PC Emote (Save, and save/exit). I'll see how it goes in a few.

Also done: moved the tinkering stuff over to a different wall in Benzor workshop. It was pretty cluttered in the corner like it was.

Fixed the SeaSide Inn so it takes your key upon exit.

And of course, Benzor city park and the player house fixes.

Maybe I'll upload version 7, after I test the DM wands.

Any other quick fixes anyone can think of, that need being done?

EDIT: I just fund the problem with Tetra's areas. While the blueprint resref was correct, the Area Tags were both set to Area001 (workshop and Quezena's). I changed these, so that shouldn't happen any more. I know a couple others I should check quickly.

View Post



Well, since you asked...*puts on helmet in preparation for being bitchslapped* ;)

I was playtesting v6 with a friend...he was logged in as a player, I was in as DM. He died in one of the forests outside the elven city. Death corpse appeared, he went to nexus. DM raised him using Raise Dead spell. He reappeared on the spot, his death corpse did not vanish, and simultaneously, he was in the Nexus. Yes, I know, I sound like a doof, and maybe I am.

But I was standing there as the DM in the forest looking at his newly raised character, standing over his corpse. After 2-3 minutes of wondering why he wasnt answering me in conversation, I sent him a tell. He says he's trapped in the Nexus. I bounce over there and sure enough, there he is. I bounce back to the forest, and there he is again.

PLEASE just ignore me if this isnt news to you, or if I am not using the death system as its supposed to be used, but I thought I read the notes and how it worked, and I thought DM raise was OK.

Interesting sidebar: he was a Lawful Neutral elf. Some creatures appeared in the forests and immediately went hostile and started attacking him...when I (as DM) examined them, they appeared to be Chaotic Neutral. I guess that could be just inaccurate on that screen though...ANYWAY

....as ever, thanks for your efforts here :thumb:

View Post



Great news---a toolset malfunction just erased ALL of my progress of the past two days. I'm back to square 1 on version 6. :crying: :crying: :crying:

I've got a lot of recapping to do now, a lot to fix up. I have to alter the hak pak in order to add this dmfi package properly. It messes with some prc scripts, and it was the overload (and the failure of making a backup) that put me in this boat in the first place. So, all of that plus eveything I already did awaits me. I'm so overjoyed...

What's all this BS about creatures in the forest about now? Heh, I'll spend the next 3 days of my life fixing all this crap, and then you can tell me what does/doesn't work, alright?

View Post


Argh! That blows! Sorry I cant recall more details about the creatures in the forest. Its not a big deal, just a curious point. The Wemics wandering around the main elven city also showed as Chaotic Evil when I examined them, but they were non hostile. I am guessing the faction on the creature was changed but the alignment wasnt...

#13 horred the plague

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Posted 11 March 2005 - 08:40 PM

Actually, not as bad the second time around. Everything was fresh in my memory, & I've not only recaoooed but reinstallled the DMFI package. Starting the server up now, I'll know in a bit if the fices held.

Oh, changed the wemics to CG...

#14 taza

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Posted 12 March 2005 - 03:58 AM

For sanity's sake, Horred... backup occasionally!

*returns to the toolset and blasts the %€&/€ script editor away*
Mods in progress: Telinport v5

#15 qeylIS [Kahless]

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Posted 12 March 2005 - 08:45 AM

In the first case, sounds like the data was entered wrong. Elf--Subrace line set as Drow is still an elf. (The CRR subrace system has been removed). Use the PRC race Drow, Male or Drow, Female. Half Drow of Neutral/Evil alignment go to Drow central--Good go to Human or Elf city.

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IŽll check the server on monday and talk to our players - maybe they made a mistake by eneterig Elf / Subrace: Drow.

We will act on your suggestion - Thnx for the info :thumb:

#16 -Guest_Leutian_*-

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Posted 12 March 2005 - 11:22 AM

It's only the truth, in this particular case. I've fixed a lot of things recently, that were working fine before.

But anyways....

I reimported the v1.07 DMFI package. I added my little bit of additions back into the PC Emote (Save, and save/exit). I'll see how it goes in a few.

Also done: moved the tinkering stuff over to a different wall in Benzor workshop. It was pretty cluttered in the corner like it was.

Fixed the SeaSide Inn so it takes your key upon exit.

And of course, Benzor city park and the player house fixes.

Maybe I'll upload version 7, after I test the DM wands.

Any other quick fixes anyone can think of, that need being done?

EDIT: I just fund the problem with Tetra's areas. While the blueprint resref was correct, the Area Tags were both set to Area001 (workshop and Quezena's). I changed these, so that shouldn't happen any more. I know a couple others I should check quickly.

View Post

umm actually no scripts etc from those areas shouldnt have messed anything up as they were actually much more up to date than what was in the PR you based this mod off of... trust me pub 1.70 is missing TONS of updates/fixes that the New PR has and that my friend is more than likely why these" areas" scripts etc broke your stuff. anyhow how are areas pirated if they are given to you to use in a module... as these were to me, ive already explained this crap once an im not going to do so again, so do me a favor DONT Mention it... ya know some people cant just let things go eh... ive had way more setbacks, etc than you can imagine with LK but i still keep plugging away at it and you dont see me ranting or complaining about any of it.

#17 -Guest_Leutian_*-

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Posted 12 March 2005 - 11:25 AM

It's only the truth, in this particular case. I've fixed a lot of things recently, that were working fine before.

But anyways....

I reimported the v1.07 DMFI package. I added my little bit of additions back into the PC Emote (Save, and save/exit). I'll see how it goes in a few.

Also done: moved the tinkering stuff over to a different wall in Benzor workshop. It was pretty cluttered in the corner like it was.

Fixed the SeaSide Inn so it takes your key upon exit.

And of course, Benzor city park and the player house fixes.

Maybe I'll upload version 7, after I test the DM wands.

Any other quick fixes anyone can think of, that need being done?

EDIT: I just fund the problem with Tetra's areas. While the blueprint resref was correct, the Area Tags were both set to Area001 (workshop and Quezena's). I changed these, so that shouldn't happen any more. I know a couple others I should check quickly.

View Post

umm actually no scripts etc from those areas shouldnt have messed anything up as they were actually much more up to date than what was in the PR you based this mod off of... trust me pub 1.70 is missing TONS of updates/fixes that the New PR has and that my friend is more than likely why these" areas" scripts etc broke your stuff. anyhow how are areas pirated if they are given to you to use in a module... as these were to me, ive already explained this crap once an im not going to do so again, so do me a favor DONT Mention it... ya know some people cant just let things go eh... ive had way more setbacks, etc than you can imagine with LK but i still keep plugging away at it and you dont see me ranting or complaining about any of it.

View Post

also on a side note taza is right set your toolset to make backups everytime you open the module that way if you lose something you can still go back to what you had before and not lose so much . because of a "toolset error"