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 Post subject: Re: (Book II Mod) Port Kuudad Tower - Now Open
PostPosted: Sun Apr 15, 2012 10:52 am 
Major General
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Joined: Sat Apr 26, 2008 4:44 pm
Posts: 2035
Hmmm. That sounds like what happened with the widget in earlier versions of the unmodded game.

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 Post subject: Re: (Book II Mod) Port Kuudad Tower - Now Open
PostPosted: Sun Apr 15, 2012 11:31 am 
Apprentice
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Joined: Sat Mar 31, 2012 7:07 pm
Posts: 39
it was kind of funny tbh...
I reloaded a save and it shows my weight at that obscene level.
I started testing which item it was and found when I threw out the knuckles my weight was restored.

the funny part is that the animation for throwing them away persisted through a lengthy playthrough if I let it and it also showed on the main screen and when I reloaded a new game after dumping them...
eschalon confetti...


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 Post subject: Re: (Book II Mod) Port Kuudad Tower - Now Open
PostPosted: Sun Apr 15, 2012 6:05 pm 
Marshall

Joined: Sun Jan 08, 2012 7:06 pm
Posts: 105
Location: UK
Whoops yet again, I actually discovered this problem while making "Treasure of the Orakur", there is an option in the editor for stackable, I had been creating items that I wanted to be singles with this unchecked and not bothering to put a quantity in, as it turns out that produces the bug you describe, I had to go back in and set all the items I had created to having a quantity of "1".

It would appear that I never thought to go back and check on this mod for the same thing :oops: I shall ammend in the next day or two.

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My modifications for Eschalon Book I: RaverDave's Book I Mod
My modifications for Eschalon Book II: Port Kuudad Tower - Now Open, Treasure Of The Orakur

All previous versions avaliable here


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 Post subject: Re: (Book II Mod) Port Kuudad Tower - Now Open
PostPosted: Sat Apr 21, 2012 9:01 am 
Marshall

Joined: Sun Jan 08, 2012 7:06 pm
Posts: 105
Location: UK
Right new version is up which should address this problem.

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My modifications for Eschalon Book I: RaverDave's Book I Mod
My modifications for Eschalon Book II: Port Kuudad Tower - Now Open, Treasure Of The Orakur

All previous versions avaliable here


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 Post subject: Re: (Book II Mod) Port Kuudad Tower - Now Open
PostPosted: Tue May 15, 2012 9:28 am 
Initiate

Joined: Sat Jan 28, 2012 11:42 am
Posts: 9
I finally got some more time to play. I got into the Chancellor's room first by blowing the door with (4) powder kegs, but this ruined the pure thief challenge. Second I upped lock pick to level 15 and got in. I'm sure the key is hidden somewhere, but I can't seem to locate it. I'm playing a very deliberately slow game to see if I can finish and accomplish all challenges except pure mage and pacifist in one game. I'm just surprised I haven't found a key to the tower doors with level 10 locks.

Getting in certainly solves the issue of +damage weapons for killing magical creatures. A nice mod. thank you!

I can't look at the treasure thread any more. There's way too many hints in it. I'll let you know when I finally find the key for the Chancellor's room. If there isn't one, do let me know


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 Post subject: Re: (Book II Mod) Port Kuudad Tower - Now Open
PostPosted: Tue May 15, 2012 3:32 pm 
Marshall

Joined: Sun Jan 08, 2012 7:06 pm
Posts: 105
Location: UK
ach1949 wrote:
I'll let you know when I finally find the key for the Chancellor's room. If there isn't one, do let me know


There is indeed a key for it :D

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My modifications for Eschalon Book I: RaverDave's Book I Mod
My modifications for Eschalon Book II: Port Kuudad Tower - Now Open, Treasure Of The Orakur

All previous versions avaliable here


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