Author Topic: Aielund Saga Improvements (Need Input/Feedback)  (Read 12826 times)

Legacy_olnorton

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Aielund Saga Improvements (Need Input/Feedback)
« Reply #15 on: April 08, 2014, 04:14:16 am »


               

First problem I find is "Hak Missing"


Seems the linked Cep2.1full.exe doesn't contain the necessary cep2_add_tiles.hak



               
               

               
            

Legacy_MagicalMaster

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Aielund Saga Improvements (Need Input/Feedback)
« Reply #16 on: April 08, 2014, 06:45:03 am »


               

Yes, that's a known problem.  Think I should upload that file and link to it?



               
               

               
            

Legacy_simuseb

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Aielund Saga Improvements (Need Input/Feedback)
« Reply #17 on: April 08, 2014, 08:27:40 am »


               

I was refereeing to Stoneguard Mountains in ACT II btw '<img'>. 



               
               

               
            

Legacy_AndarianTD

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« Reply #18 on: April 08, 2014, 01:08:35 pm »


               

I never had time to get around to re-playing Aielund with the 2.0 update, so I can't comment on any specific issues that may have arisen with the addition of horses. That said, I'm with RogueKnight about how to deal with them: fix them rather than remove player riding altogether. From personal experience I know that the standard riding implementations can be a bit on the buggy side. I essentially had to re-write the system from scratch for Sanctum 2 when I added ridable pegasi, so I know it's possible to fix them up.


 


Of course, what really counts is what Savant wants. If he wants them gone, then that's the author's prerogative. If so then I may make a point to try to download the current version now to play eventually, before the new changes go in.



               
               

               
            

Legacy_MagicalMaster

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« Reply #19 on: April 08, 2014, 04:34:42 pm »


               


I essentially had to re-write the system from scratch for Sanctum 2 when I added ridable pegasi, so I know it's possible to fix them up.




 


I'm curious, what about them made you think adding them was worth the effort?


 



Of course, what really counts is what Savant wants. If he wants them gone, then that's the author's prerogative. If so then I may make a point to try to download the current version now to play eventually, before the new changes go in.



 


His point of view is that mounts would be nice to have, all else equal, but they cause more issues than they're worth and thus it's better to simply remove them.  NWN mounts are just not implemented well in general.



               
               

               
            

Legacy_Tchos

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Aielund Saga Improvements (Need Input/Feedback)
« Reply #20 on: April 08, 2014, 07:59:24 pm »


               

I haven't played Aielund Saga, but the mounts in Wyvern Crown of Cormyr were so frustrating to both use and control that it eventually caused outright anger.  That, however, may have been because using the mounts was required to progress through parts of the module.  If they were not required, I would have no problem with their inclusion.



               
               

               
            

Legacy_Pstemarie

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« Reply #21 on: April 09, 2014, 12:58:41 am »


               


I'm curious, what about them made you think adding them was worth the effort?


 


 


His point of view is that mounts would be nice to have, all else equal, but they cause more issues than they're worth and thus it's better to simply remove them.  NWN mounts are just not implemented well in general.




 


If you are using the standard BioWare mount scripts and haven't modified them it might be well worth it to look at the Krit's Alternate Horse Scripts package. I've found it improves the performance of the horses quite a bit and is worth including in any module that uses horses. 


               
               

               
            

Legacy_olnorton

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Aielund Saga Improvements (Need Input/Feedback)
« Reply #22 on: April 09, 2014, 06:56:16 am »


               

Problems so far.


 


If you tell either companion to used ranged weapons, they say "alright I'll use my magic & then rush in with melee"


They do in fact use their bows & crossbows but their reply makes it sound like you clicked on the wrong option.


 


The Squad Leader asks if you've seen the princess, & even though she is standing right beside you, the only answer is "Not yet I think there are more places to search in the base."


 


When you tell guard captain Deckhard  about Ronald Bartlett being involved in the plot to kidnap the princess, he says "Bloody Hell, do you have any evidence to support that" In spite of having the note found on Bartletts body (The one that say's "hold on to this it is evidence") My only option is to say "No I didn't bring any evidence with me unfortunately"


 


Before I killed Holister Wilson, he told me how Peridoc  from the thieves guild had set me up.


But when I go back to the thieves guild to have a word to him about it, there is no dialogue option at all.


He just says "good luck with the assassins guild, you'll need it."



               
               

               
            

Legacy_olnorton

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« Reply #23 on: April 09, 2014, 08:45:59 am »


               

When talking to the Devil in the library , I say " not so fast I want the hostages relased "


 


Duke Montague, when talking about kipper Bob says " I see. Sound like a colourful chap."


 


When you first speak to Nawen E'linfalen in the castle she says " Why it's cantered on Bracksworth and not the temple itself is quite puzzling to me however."  (must be the bloody horse scripts again)


And you first reply option says "I'm eager to know whether or not this creature is going to pose a problem for us or not." (Too many or nots)


 


I bought an Amulet of Power from Harold Webber (intending to give it to the princess) but I can't give it away. Is this a bug, or is it a plot item?


 


When talking to the princess about getting out amongst her people you reply " That merely reveals your lack of understand about your own people."



               
               

               
            

Legacy_MagicalMaster

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« Reply #24 on: April 10, 2014, 05:55:52 am »


               


If you are using the standard BioWare mount scripts and haven't modified them it might be well worth it to look at the Krit's Alternate Horse Scripts package. I've found it improves the performance of the horses quite a bit and is worth including in any module that uses horses. 




 


Technically *I'm* not using anything, I don't know what scripts Savant used off-hand, would have to dig into it.  But horses aren't even used in like 75%+ of Aielund and thus I find myself thinking it's not really going through a bunch of hassle to try to fix them.


Act I


Once you clear the forest I suppose you can use them to travel back and forth on the highway?  Not exactly a lengthy journey?  And maybe on part of the Barbarbian plains?


 


Act II


Heading south to Amalis, but again not a long journey.  And maybe in the Stoneguard Mountains but that's probably hard to navigate in.


 


Act III


Traveling west to Culdeny and then south to Highmarch, I guess, but you definitely don't miss the horses if you don't have them.  Busy fighting stuff or talking to people along the way, not really any big travel segments.


 


Act IV Part I


Are there even mounts?


 


Act IV Part I


Are there even mounts?


 


Act IV Part I


Get mounts right before the Eternal Battlefield...so you literally use the mounts to ride through 2-3 zones and then you lose them.


 


Act 3 is the only act where I can sort of maybe kind of see how people might find mounts useful.


 



Before I killed Holister Wilson, he told me how Peridoc  from the thieves guild had set me up.

But when I go back to the thieves guild to have a word to him about it, there is no dialogue option at all.


He just says "good luck with the assassins guild, you'll need it."




 


Odd, never had that happen.  Ever.  But I'll look at that and the others.


 



The Squad Leader asks if you've seen the princess, & even though she is standing right beside you, the only answer is "Not yet I think there are more places to search in the base."


 


Never had that problem either but I'll check the script.



               
               

               
            

Legacy_simuseb

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« Reply #25 on: April 10, 2014, 07:38:07 am »


               


I haven't played Aielund Saga, but the mounts in Wyvern Crown of Cormyr were so frustrating to both use and control that it eventually caused outright anger.  That, however, may have been because using the mounts was required to progress through parts of the module.  If they were not required, I would have no problem with their inclusion.




 


That's my stance. Players should be warned that the whole system is clunky and may cause some issues, but unless these issues are game breaking than they should be left optional. I mean, it's not like the game throws them in your face. I didn't even realise there were mounts in Act 1 until I randomly stumbled upon them. In Act II, they are simply mentioned briefly that you may obtain them from the stables if you so please. I'm more then happy to put up with the issues just so I can use mounts (and already am doing so). 


Since they are optional, I'd prefer they'd stay '<img'>


               
               

               
            

Legacy_olnorton

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« Reply #26 on: April 10, 2014, 08:33:49 am »


               

After saving Mona & she's talking to Dante, she says "What exactly are you tring to say here?"


 


When talking to Saffron, about the cleric, she says "I could not seem much of his face"


 


When talking to Sahir, you say "I'll se you when I return with the final piece"


 


Nellise  at the Tusone military camp, to the Aielund knight commander " That was NOT they were told! They're making it up."


 


Talking to the princess at General Duquesne's camp she says "No less than the future of two countries. And we're only going to get once chance at this too. "


And at the same place you say to Nellise " But I'm eager to meet with this General we've come so far to see. You want to come with? "


 


Samantha Holland in the crypt. " I shoud probably look around for a bit of armour though."



               
               

               


                     Modifié par olnorton, 11 avril 2014 - 11:49 .
                     
                  


            

Legacy_MagicalMaster

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« Reply #27 on: April 10, 2014, 09:00:22 am »


               


Since they are optional, I'd prefer they'd stay '<img'>




 


Problem is that they can break triggers for people at a minimum and possibly cause other problems.  Would have to make sure all of the other issues are fixed and whether that's worth the time/effort for such a broken system.  If they were completely neutral and had no negative impacts then it wouldn't be an issue.



               
               

               
            

Legacy_AndarianTD

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« Reply #28 on: April 11, 2014, 11:44:10 pm »


               

AndarianTD, on 08 Apr 2014 - 08:08 AM, said:snapback.png




I essentially had to re-write the system from scratch for Sanctum 2 when I added ridable pegasi, so I know it's possible to fix them up.






I'm curious, what about them made you think adding them was worth the effort?


 


His point of view is that mounts would be nice to have, all else equal, but they cause more issues than they're worth and thus it's better to simply remove them.  NWN mounts are just not implemented well in general.




 


There were a few reasons, but the main one was that they were important to the plot. The mods are is based on a story that I've been novelizing, and I felt that preserving the role of the pegasi in it was important. I wanted to make that element of the story a part of the module experience as well (in other words, I wanted to be able to do this).


 


It was a lot of trouble, though, and to be candid it does work a lot better in the open areas for which it was designed, where they don't have to crowd around ground objects and terrain. I also used the horse scripts and variables to restrict them only to relatively open areas, such as the sky terrains and the "takeoff" areas that led to them. Sanctum also uses a system that makes it impossible to fully break triggers (if that happens they just get queued), so I didn't have to worry about that. So while it can be done, I can also see that retro-fitting features into Aielund that would make all of that work more smoothly would be a lot of effort. So I'm definitely sympathetic to the decision to just take them out instead.



               
               

               
            

Legacy_MagicalMaster

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« Reply #29 on: April 12, 2014, 03:23:49 am »


               

Ah, yes, that's some impressive work done with the pegasi and the sky traveling.  There's nothing like that in Aielund, though, the horses were never originally envisioned and they were put in basically because "Eh, why not?" -- but then that wound up causing issues and being a pain.  Hence Savant preferring to remove them.  Definitely understand how they would be useful in other modules.


 


OlNorton, could you please not edit your previous posts and add stuff into them?  Luckily I happened to notice you edited your post but otherwise I would have missed some of those typos.  Just make a new post for the typos you find so I don't miss any.