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[DOWNLOAD] DSotSC v 216 - Release candidate

DSotSC Dark Side Beta Release

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#21 ScuD

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Posted 06 February 2012 - 03:47 PM

Installed fine now. One comment though - maybe it would be useful to put @echo off in the beginning of deldir.bat.

#22 Turambar

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Posted 07 February 2012 - 07:48 AM

Beta 5 uploaded.
It contains refinements for the fixes introduced in beta 4 and compression to reduce the size of searchmaps and similar

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#23 Anomaly

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Posted 08 February 2012 - 03:31 PM

I've tried to play the mod, and I encountered the following bugs :

Jet'Laya Quest (already reported earlier in this thread but you seem to have missedit) :
In DSC004, if you're interrupted in your sleep, you either get a swarm of zombies or a swarm of zombie lords. The zombie lords are neutral to the party.
Otherwise, all went smoothy.

Dark One :
All right.

Dragon Quest :
Critical : If you refuse Bardo Furfoot in your party, he will follow the group everywhere without attacking anyone, and when talked to, he will only say "Yes?".
Minor : Walkthrough says : "Upon approaching the dragon (east central area of the map), you will encounter numerous gnolls that do nothing but piss you off as you get ready to do serious battle. Try and kill them off without initiating the dialogue with the dragon.", but I only saw one speaking gnoll.
Major : This part of walkthrough never fired : "On the way a little girl will approach you. You have to be nice to her *evil character grimaces* and then the game goes on autopilot as everyone gets taken to the mayor's house. You now regain control of your game, enter the mayor's house, and talk to the mayor's wife about her missing child. Ask who had access to the child."

I could kill the dragon, take the relic, on the way back I met Torquil that was worried about the mayor, then Jeremy who gave me 2 reputation points.

Citadel Quest :
Critical : This part of walkthrough never fired : "Outside of the Nashkell Inn is a lady that tells you about a lost necklace just to the north. Help her out. On the way you meet CuChoinneach and his dog. He fills you in on the child/vampire issues, and the Citadel should now appear on your map."

I could get my new mace, get it enchanted by Elminster and blessed by the cleric (who I returned the relic), but now I'm basically stuck at that point.
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#24 i30817

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Posted 08 February 2012 - 06:52 PM

The girl takes quite a while to get to where you start in. She is north of the east entrance of the village (naskell? Can't recall), near the entrance of the manor.

If she was moved to the road, in front of where the party spawns, it would be harder to miss her.

#25 Anomaly

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Posted 09 February 2012 - 12:32 AM

Ok, with your post I found her, and I could play the girl sequence, and the lost necklace sequence. The new area appears on the worldmap, so I can continue.

I agree though that her position should be altered.
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#26 Turambar

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Posted 09 February 2012 - 01:06 AM

edit: new version uploaded: beta 6!

Fixes the following bugs and problems:

I've tried to play the mod, and I encountered the following bugs :

Jet'Laya Quest (already reported earlier in this thread but you seem to have missedit) :
In DSC004, if you're interrupted in your sleep, you either get a swarm of zombies or a swarm of zombie lords. The zombie lords are neutral to the party.
Otherwise, all went smoothy.

I'll check that edit: fixed by making the Zombie Lord enemy by default. In addition, he also suffered from the BP-scripts-bug, so, iven if he was enemy, he wouldn't have attacked...

Dragon Quest :
Critical : If you refuse Bardo Furfoot in your party, he will follow the group everywhere without attacking anyone, and when talked to, he will only say "Yes?".
Minor : Walkthrough says : "Upon approaching the dragon (east central area of the map), you will encounter numerous gnolls that do nothing but piss you off as you get ready to do serious battle. Try and kill them off without initiating the dialogue with the dragon.", but I only saw one speaking gnoll.
Major : This part of walkthrough never fired : "On the way a little girl will approach you. You have to be nice to her *evil character grimaces* and then the game goes on autopilot as everyone gets taken to the mayor's house. You now regain control of your game, enter the mayor's house, and talk to the mayor's wife about her missing child. Ask who had access to the child."

her position should be altered.

Could she spawn in fromt of the temple, approximately where you find the major the first time you arrive in Nashkell? IIRC, she spawns in the moment when you exit the inn, so she would take less time to reach you...
Perhaps, I should also give her a script which makes her move towards Player1, until he delivers the message.
I've also moved the spawn point of Jeremy inside the inn so that he's a bit easier to find

I'll have a look to Bardo's dlg and script.
edit: I did check that. Keep longbows, clerics, druids and bards out of his sight, and he won't follow you...
Seriously, he had a script which apparently is not suitable for a neutral/friendly thief; I've changde that.

Concerning the gnoll: I'll need to check if there were more gnolls in older versions of DSotSC, and either enable them or fix the walkthrough. But I'll leave that for a major update.

Edited by Turambar, 09 February 2012 - 07:17 AM.

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#27 Anomaly

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Posted 09 February 2012 - 08:01 AM

Could she spawn in fromt of the temple, approximately where you find the major the first time you arrive in Nashkell? IIRC, she spawns in the moment when you exit the inn, so she would take less time to reach you...

Well after you killed the dragon, you don't have to go inside the inn since Jeremy is outside and the cleric who asked first is in one of Beregost's inn. I think she is supposed to spawn as soon as you killed the dragon, so when you go to nashkel from the dragon map, you're on the south end on the road. I'll double check when I'll get more time.
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#28 TDouglas

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Posted 09 February 2012 - 12:30 PM

Yup, she spawns after the dragon quest, has an (annoying) cutscene and moves more slowly than molassas ... if you're going to do anything with that component try giving her a set of boots of speed :P ). As for Jeremy, he's inside the Naskell Inn the first time you visit (well, once you have received the quest anyhow) and outside after the dragon is killed (presumably to save you the trip).

One thing tho... concerning the dragon quest: If you have Edwin in your group you won't get it. I can't remember the name of the NPC who tells you about the cleric in the Inn (who gives you the quest), but he flies into a rage if Edwin is in the group. That one is both unexpected and unexplained ... I'd either give it some background (so the player is warned of possible trouble) or axe it completely :D .

#29 Turambar

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Posted 10 February 2012 - 05:42 AM

One thing tho... concerning the dragon quest: If you have Edwin in your group you won't get it. I can't remember the name of the NPC who tells you about the cleric in the Inn (who gives you the quest), but he flies into a rage if Edwin is in the group. That one is both unexpected and unexplained ... I'd either give it some background (so the player is warned of possible trouble) or axe it completely :D .

I checked all the dialogues which lead to the dragon quest, without finding anything regarding edwin. Actually, a content search in the whole dlg folder did not find a single reference to edwin.
I think that could be from another mod.
The NPC who first tells you is Blane (DSBLANE), the priest is jaren (DSJAREN) and the man in nashkel is jeremy (DSJEREMY). If your game has that problem, could you please change-log the relevant dialogue?

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#30 10th

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Posted 10 February 2012 - 09:48 AM

DSotSC spell issues:

DSSPWI42.spl
- level 4 spell with spell power 3 in all three damage entries -> blocked by Minor Globe of Invulnerability despite being a level 4 spell

DSSPWI51.spl
- should be a carbon copy of Melf's Minute Meteors, except with more damage and an exploding projectile. As it is now, the created item (DSMETEOR.itm) doesn't have an enhancement bonus of +6 as it should have, if it is like MMM. Moreover, it doesn't create a greater/lower number of meteors if you have high/low caster level like MMM.

In case DSSPWI72.spl is obtainable anywhere:
- level 7 spell with spell power 1 effect

DSSPWI73.spl
- damage ignores resistances, it should not

DSSPWI74.spl
- has spell power 0, should be 7
- damage ignores resistances, it should not

DSSPWI81.spl
- damage ignores resistances, it should not

DSSPWI83.spl
- damage ignores resistances, it should not

DSSPWI84.spl
- damage ignores resistances, it should not
- spell power 3, should be 8

DSSPWI91.spl
- spell power 3, should be 9

just in case the insane DSSPWI92.spl is accquirable:
- spell power 3, should be 9

DSSPWI93.spl
- all its effects should be spell power 9 instead of 6

10th

Edited by 10th, 10 February 2012 - 09:49 AM.

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#31 Turambar

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Posted 10 February 2012 - 10:10 AM

DSotSC spell issues:

I'll have to revise all spells for the next major upgrade, and that could also require modifying the level, power,... of some of them, so I won't implement these fixes in v216 (lack of time...). Thanks anyway for reporting; I'll bookmark this for next version.

In case DSSPWI72.spl is obtainable anywhere:

Do you mean that there is nowhere a scroll to be found? Anyway, my next version will use ADD_SPELL (so at least spells can be chosen by sorcerers or at character creation), and I'll try to change some enemies so that they do actually use some of these spells

just in case the insane DSSPWI92.spl is accquirable:
- spell power 3, should be 9

Which spell is that? Is it an overpowered spell or what?

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#32 10th

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Posted 10 February 2012 - 10:56 AM

DSSPWI72.spl's spell scroll is SCRLDS72.itm. I can't find it with NI, if I search for bcs, cre, dlg and sto.

DSSPWI92.spl and it's corresponding spell scroll SCRLDS92.itm also can't be found using bcs, cre, dlg and sto as a search filter. It is overpowered because it sets the damage to 9999, ignoring any resistances the target might have.

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#33 TDouglas

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Posted 10 February 2012 - 01:42 PM

I checked all the dialogues which lead to the dragon quest, without finding anything regarding edwin. Actually, a content search in the whole dlg folder did not find a single reference to edwin.
I think that could be from another mod.
The NPC who first tells you is Blane (DSBLANE), the priest is jaren (DSJAREN) and the man in nashkel is jeremy (DSJEREMY). If your game has that problem, could you please change-log the relevant dialogue?


I remember having looked through the code myself for it (and couldn't find it either). It's certainly possible some other mod was interfering with it, but seems like it would have had to change either the area script or the dialog file to do it. Strange.

Anyways I don't currently have any of these mods installed (I'm doing work on another mod right now), but will send a changelog when possible,

#34 Turambar

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Posted 10 February 2012 - 02:47 PM

I remember having looked through the code myself for it (and couldn't find it either). It's certainly possible some other mod was interfering with it, but seems like it would have had to change either the area script or the dialog file to do it. Strange.

Anyways I don't currently have any of these mods installed (I'm doing work on another mod right now), but will send a changelog when possible,

I also checked NTotSC and also BG1NPC, but could not find any reference to Blane and Edwin, either. Moreover, I've played DS with NT and BG1NPC and never saw that problem, and Edwin is almost always in my party in BG1.
Actually, I searched for blane the whole folders where I keep my mods... no match
I'll try with the priest himself next
I really don't have a clue of what mod it could be... Try posting in the mega-mod help forum, perhaps someone has some idea

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#35 Lisandro

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Posted 10 February 2012 - 05:17 PM

Well...

I'm testing DSotSC b6 and it works fine... But I see a lot of errors in typos, style, expressions, etc.

So, I've added lost female lines, corrected typos, grammar, etc.

These are the new tra's files for spanish...

¡Nos vemos!

PD: Don't forget send me the new tra's files of turambar fixes...!

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#36 Turambar

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Posted 11 February 2012 - 01:38 AM

Well...

I'm testing DSotSC b6 and it works fine... But I see a lot of errors in typos, style, expressions, etc.

So, I've added lost female lines, corrected typos, grammar, etc.

I still wonder how well the engine really handles female lines, but thanks anyway.

These are the new tra's files for spanish...

¡Nos vemos!

PD: Don't forget send me the new tra's files of turambar fixes...!

I'll replace the .tra files; I'll wait for something else to build a new beta

Turambar

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#37 Turambar

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Posted 24 February 2012 - 03:02 PM

The release candidate of DSotSC v216 is now available.
This version is now stable, as it has been tested and can be used without problems in BWP installations, provided you edit the .bat file as described inside the first post.
I encourage you to use it, and I still would like someone to test the installation process inside a BWP expert installation. Thanks in advance for any help.

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#38 Enkida

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Posted 04 March 2012 - 11:57 AM

Do we leave non-bug-related feedback here? Or are you not actually changing any mod content, just updating and balancing it?

For the record, my 2 feedbacks so far are:
- make additional spells optional add-ins as a separate component
- give Bub improved dialogue options. I couldn't tell at the first reading of three choices that asking him to randomly join my party was the only way to prevent him from leaving. I was operating under the mistaken impression that complimenting him on his skills would lead to a dialogue chain with the option for him to join, not result in him mumbling something about not being pretty enough and running away forever.

#39 Turambar

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Posted 04 March 2012 - 01:15 PM

I'll create a wishlist topic as soon as I release version 216.
Concerning the spells, I'll definitely offer a nerfed version of them, and use ADD_SPELL to prevent duplication; I'm not yet sure about completely removing them because I think it's a bit too unfaithful to the original mod, but I'll see (it has already been asked by others).

Dialogues with party members are really lacking; something like BG1NPC would really help. But I'd need a writer for that.

Edited by Turambar, 04 March 2012 - 01:15 PM.

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#40 Sanctifer

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Posted 13 March 2012 - 06:50 AM

- make additional spells optional add-ins as a separate component


I second that !
I played D/NSotSC a whiiiiiile ago and I really enjoyed the new quests, locations, even some items, but the problem with tose op spells, is that they're everywhere, and you can't really ignore them like you could ignore an item or even a character you dislike ; just have a druid or a cleric and you're screwed : their spellbooks are full of those spells
I mean, I always thought of this mod as a quest mod, and I can get that quest mods use new areas, new characters, even new items, but the problem with a spell is that it's more of a "rule change" in a way you can't really ignore :(


I'm not yet sure about completely removing them because I think it's a bit too unfaithful to the original mod, but I'll see (it has already been asked by others).


I think that making them a separate component is'nt removing them at all, it's just a convenience for those who only like the "quest aspect" of the content, the other ones (who want to stick to the original "spirit' of the mod) will still get them :)

I'll wait for the wishlist anyway :P

Keep up the good work !

Edited by Sanctifer, 13 March 2012 - 06:51 AM.

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