Author Topic: Revised Module: Small Village Woes (1.24)  (Read 4267 times)

Legacy_BortSonofBort

  • Jr. Member
  • **
  • Posts: 87
  • Karma: +0/-0
Revised Module: Small Village Woes (1.24)
« Reply #60 on: July 02, 2014, 05:27:20 pm »


               


Just a question: if I have a halfling, would I be able to sell greatsword if I can't wield it?




 


Yes. All classes can purchase and sell all available weapons in the module (...or will be able to once I fix a bug or two).



               
               

               
            

Legacy_werelynx

  • Hero Member
  • *****
  • Posts: 1110
  • Karma: +0/-0
Revised Module: Small Village Woes (1.24)
« Reply #61 on: July 02, 2014, 08:09:51 pm »


               

Oh I read wrongly the word "unquipped as equipped. Sorry '<img'>



               
               

               
            

Legacy_BortSonofBort

  • Jr. Member
  • **
  • Posts: 87
  • Karma: +0/-0
Revised Module: Small Village Woes (1.24)
« Reply #62 on: July 03, 2014, 02:26:09 am »


               Quick update:


I seemingly fixed the Br'ei weapon selling issue. Turns out it did have something to do with the instance of the weapons. After digging into the module's inventory, something became very clear to me: proper naming convention rules were clearly the last thing I was thinking of 12 years ago. The scripts function as they should, but good luck to anyone else that tries to open up and make significant changes to this module.


I also blew up the Spider Cave. Consider it removed!


Tomorrow I'm hunkering down with several shorter updates and one potentially large one: changing out the henchmen scripts with the defaults to some degree at the very least. Anyone know of a good resource I can read up on to help make this henchmen script transition as smooth and swift as possible?


Many thanks.
               
               

               
            

Legacy_MagicalMaster

  • Hero Member
  • *****
  • Posts: 2712
  • Karma: +0/-0
Revised Module: Small Village Woes (1.24)
« Reply #63 on: July 03, 2014, 07:09:20 pm »


               

Does this help?  Mentions a specific script set in there.



               
               

               
            

Legacy_BortSonofBort

  • Jr. Member
  • **
  • Posts: 87
  • Karma: +0/-0
Revised Module: Small Village Woes (1.24)
« Reply #64 on: July 03, 2014, 08:21:28 pm »


               Definitely. I found this earlier and installed it. Just gotta switch out the dialogue trees now.


I'm debating whether or not two henchmen would be overkill for this module specifically. My initial instinct is yes, especially since I've increased their strength/health a bit.


Thoughts, MM?
               
               

               
            

Legacy_MagicalMaster

  • Hero Member
  • *****
  • Posts: 2712
  • Karma: +0/-0
Revised Module: Small Village Woes (1.24)
« Reply #65 on: July 03, 2014, 11:33:43 pm »


               

Without retuning the module then two henchmen would be considerable overkill, yes.  Obviously could make enemies stronger and allow two if you wanted but that would be more work -- though even doing something like just increasing everything's hit points by 60% would probably suffice as a rough job.


 


A minor idea, however, would be to allow a second henchmen once you find the elf at the end and so you can take her with you -- which would potentially only involve returning the demons (or could probably just even leave them alone).  Might make the ending slightly more climatic too.



               
               

               
            

Legacy_BortSonofBort

  • Jr. Member
  • **
  • Posts: 87
  • Karma: +0/-0
Revised Module: Small Village Woes (1.24)
« Reply #66 on: July 08, 2014, 07:36:28 pm »


               

Update:


 


The latest BETA build of Small Village Woes is almost complete! I’ve re-touched nearly every layer to this module. Dialogue, encounters, triggers, merchants, henchmen; you name it. I’ve also even added some new content. A huge thanks MagicalMaster for his critical eye. I welcome everyone’s feedback, no matter how nit-picky it may seem to you.


 


All that requires finalizing in this latest update is to fix a Henchman Spell Casting bug, and I'll be ready to upload a revised build.


 


I’m very excited.



               
               

               
            

Legacy_BortSonofBort

  • Jr. Member
  • **
  • Posts: 87
  • Karma: +0/-0
Revised Module: Small Village Woes (1.24)
« Reply #67 on: July 10, 2014, 05:46:35 am »


               Greetings All,


I'm pleased to release the final BETA build of the latest Small Village Woes 1.30 module update!


Once I upload the 'official' non-BETA vault version, I'll be sure to post a history document detailing the module changes I've made since refreshing this project a few months ago. There is still a small bug or two that can be found in the module currently, but I figured while I continue trying to stomp them out, I'd give the possibly interested members of this forum an opportunity to playtest this final BETA build and provide feedback on their experience for potential implementation before I upload the official release to the vault.


Again, I want to thank everyone who has helped make this module the best experience it's ever been. I sincerely hope you enjoy yourself, should you decide to give this final BETA build a playthrough. Small Village Woes is a NW Vault HALL of FAME and REVIEWER AWARD winning module.

I welcome all feedback, no matter how slight.

SMALL VILLAGE WOES 1.30 | FINAL BETA | nwn_HOF.jpg-NWN_award.jpg

svw_cover.jpg

DOWNLOAD LINK: (Now removed until official NW Vault release upcoming...)
               
               

               
            

Legacy_BortSonofBort

  • Jr. Member
  • **
  • Posts: 87
  • Karma: +0/-0
Revised Module: Small Village Woes (1.24)
« Reply #68 on: July 12, 2014, 06:48:39 pm »


               

Hi All,


 


Here is a semi-specific list of revisions to the Small Village Woes 1.30 refresh project since I began it a few months ago. I've written this list in a fashion to exclude severe spoilers.


 


- Reviewed dialogue/object descriptions for initial sweep of story edits, spelling, grammar, and action/highlight text additions.


- Expanded dialogue tree options.


- Deleted objects in areas to optimize usage of space.


- Made usable, inventory-less items narrate their description for the PC.


- Added new treasure scripts to various usable objects.


- Added experience point scripts to locked objects.


- Added extra treasure chests to game areas.


- Edited various sound objects volume.


- Edited various areas day/night volume.


- Added narrative triggers.


- Added Ranger-specific narrative triggers.


- Replaced old custom Henchmen scripts with HotU scripts.


- Edited Henchmen stats.


- Added additional SetFacing scripts to various creatures and area entry points.


- Edited prologue guards ability to fight wolves encounter.


- Edited lighting effects of most areas.


- Edited certain merchant items names, info, effects, prices.


- Edited encounter respawn rates.


- Edited Forest area tiles.


- Fixed stack overflow error toward end of module.


- Edited creature/mob stats.


- Added module Henchmen limits.


- Edited special camera transitions.


- Updated module guide and general information.


- Made Willy steal penalty permanent.


- Edited steps to reveal the largest module Easter Egg.


 


Additional Forthcoming Edits:


 


- Fix opening Willy dialogue tree.


- Fix Br'ei item sell back scripts.


- Fix end-of-game Henchmen transition bug.


- Raise Lynn level to 5.


- Remove highest end items from church merchant.


- Fix Lodge chest treasure script.


- Add Act 3 encounters.


- Remove Act 3 henchman summon option.



               
               

               
            

Legacy_Berliad

  • Jr. Member
  • **
  • Posts: 75
  • Karma: +0/-0
Revised Module: Small Village Woes (1.24)
« Reply #69 on: July 15, 2014, 01:03:39 am »


               

Downloaded!  It's next in my queue, after I finish the mod I'm currently playing.  


-B



               
               

               
            

Legacy_BortSonofBort

  • Jr. Member
  • **
  • Posts: 87
  • Karma: +0/-0
Revised Module: Small Village Woes (1.24)
« Reply #70 on: July 15, 2014, 03:26:09 pm »


               


Downloaded!  It's next in my queue, after I finish the mod I'm currently playing.  


-B




 


Just remember that this is the last public BETA release before the official 1.30 version is put up on the new vault, which will include a few more bug squashes.


 


Please feel free to give me whatever feedback you'd like on the above final BETA build.


When I put up the official release, I'm going to document what class/skills are not presently accounted for in the module.



               
               

               
            

Legacy_Berliad

  • Jr. Member
  • **
  • Posts: 75
  • Karma: +0/-0
Revised Module: Small Village Woes (1.24)
« Reply #71 on: July 15, 2014, 04:48:42 pm »


               

Any recommendations on a character?  I think I saw level 1-3, but is the expectation that players will bring in a level 1 character?  I do have a level 2 fighter/rogue sitting around looking for an adventure, but I don't want to be too powerful.  


 


I'd also be happy to play any classes that might get any kind of special attention (not that this is necessary!).


-B



               
               

               
            

Legacy_BortSonofBort

  • Jr. Member
  • **
  • Posts: 87
  • Karma: +0/-0
Revised Module: Small Village Woes (1.24)
« Reply #72 on: July 15, 2014, 06:19:48 pm »


               

The module currently has a script enabled that will delete all of your stuff except for what you have equipped. I'd suggest making a new character.


 


There are some benefits to certain classes:


 


Clerics/Paladins receive a discount at one merchant.


 


Wizards/Sorcerers receive a discount at another merchant.


 


Rangers/Druids are able to have special conversations with animals that reveal some secrets (which are more difficult to find than the cleric/paladin & wizard/sorcerer discounts).


 


Fighters/Barbarians aren't given a benefit because the module's entry level status makes it more playable by this class natively.


 


Rogue's prospective stealing skill can give them an upper-hand at a particular merchant's shop.


 


Certain classes will also have their level increased to 2 when accessing the starting loot bag.



               
               

               
            

Legacy_Berliad

  • Jr. Member
  • **
  • Posts: 75
  • Karma: +0/-0
Revised Module: Small Village Woes (1.24)
« Reply #73 on: July 15, 2014, 08:49:36 pm »


               

Sounds good!  I actually was just thinking about rolling up a druid, so I'll go with that!  Hopefully will be diving into this tonight.



               
               

               
            

Legacy_BortSonofBort

  • Jr. Member
  • **
  • Posts: 87
  • Karma: +0/-0
Revised Module: Small Village Woes (1.24)
« Reply #74 on: July 16, 2014, 04:28:59 am »


               

CaveGnome sent me a great email earlier about the final BETA version of Small Village Woes. I'm hoping he'll post some of it later, or write something else here for everyone. I'm VERY happy to see that there are people who still are dedicated to playing new modules on this forum. I know there are significantly less NWN players than there were in 2003, so I'm hoping the ones who still remain decide to give Small Village Woes a try. I think/hope you won't be disappointed!


 


Best,


Bort