Thaermore Revisited - A Mod

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xolotl
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Re: Thaermore Revisited - A Mod

Post by xolotl » November 11th, 2010, 10:42 am

Well, it only took me nearly a month, but I finally got around to doing a runthrough of Book 1 using this mod, and I think it turned out great! The new content really is seamless and blends in with the base game very well; I'd actually recommend that anyone starting a new playthrough of Book 1 (newcomers included) go ahead and use the mod; you won't be disappointed.
Spoiler wrote:My favorite moment was probably in the new basement that the Thugs had taken over; the closing door and the ambush once you go through. Very well done! I was also rather startled by the sudden appearance of the spider in the new cave. Very nice!
So yeah, great work! Thanks again for putting this together!

Oh, if you ever do come out with an updated version, I wouldn't say no to having some of the spider egg sacs on the second floor of the Goblin Citadel contain Spider Silk rather than just being decoration. It usually bothers me that they don't, by the time I'm there, because typically by that point I've run out of my own stock (I rarely remember to hold on to it, earlier in the game) and would like to imbue some armor, y'know? :)

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Re: Thaermore Revisited - A Mod

Post by BasiliskWrangler » November 14th, 2010, 11:27 am

This mod looks really great.

I am actually excited to see what people can do with some of the tools we release with Book III.
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Re: Thaermore Revisited - A Mod

Post by IJBall » November 18th, 2010, 12:36 pm

I haven't gotten to this yet - am planning to save it for my Winter Break! ;)

Will report back here when I do play it...

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Re: Thaermore Revisited - A Mod

Post by Evnissyen » November 23rd, 2010, 5:00 pm

Jedi: What tool did you use to modify the Eschalon files, other than Xolotl's editor? Since his editor, as cool as it is, seems only to allow you to edit maps and player characters. I'm interested in seeing if I can add new material -- new [interacting] NPC's and new quests... without having to learn how to program, preferably.

BW: I'm looking forward to the toolset you release with Book III.
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Prismatic Maelstrom
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Re: Thaermore Revisited - A Mod

Post by Prismatic Maelstrom » December 8th, 2010, 9:44 pm

I've made a couple of updates to Thaermore Revisited. If you've already played with the mod you can safely ignore this as nothing substantial was added. Updated download link is on the first post.

- - - - - - - -
  • The name of the cellar underneath Eastern Salted Coast has been changed from "A Dank Cellar" to "Cellar".
  • Based on feedback I've moved the sinkhole in the ruined building in Northeast Thaermore and removed a couple of trees at the entrance so players can go anti-clockwise around the building. Originally the sinkhole was next to the window but nobody walked on the tile. (img)
Evnissyen wrote:What tool did you use to modify the Eschalon files, other than Xolotl's editor?
I only used the editor.

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Re: Thaermore Revisited - A Mod

Post by xolotl » December 8th, 2010, 11:58 pm

Jedi_Learner wrote:Originally the sinkhole was next to the window but nobody walked on the tile.
Heh, it did get me on the way out rather than the way in. Would have been a bit more dire if that Noximander had been alive when I fell through; my char (a mage) didn't have much HP to spare. :)

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Re: Thaermore Revisited - A Mod

Post by IJBall » December 9th, 2010, 9:33 am

Jedi_Learner wrote:I've made a couple of updates to Thaermore Revisited. If you've already played with the mod you can safely ignore this as nothing substantial was added. Updated download link is on the first post.
  • The name of the cellar underneath Eastern Salted Coast has been changed from "A Dank Cellar" to "Cellar".
Why? I kind of like the name "A Dank Cellar" better! :wink:

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Re: Thaermore Revisited - A Mod

Post by Painted Lady » December 9th, 2010, 10:28 am

Jedi_Learner wrote: Based on feedback I've moved the sinkhole in the ruined building in Northeast Thaermore and removed a couple of trees at the entrance so players can go anti-clockwise around the building. Originally the sinkhole was next to the window but nobody walked on the tile.
Actually, I did walk on that tile. What a surprise it was to be mindlessly wandering around and then to suddenly find myself in a sinkhole! Thought it was a great touch.

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Prismatic Maelstrom
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Re: Thaermore Revisited - A Mod

Post by Prismatic Maelstrom » December 9th, 2010, 5:18 pm

I've made one more update to Thaermore Revisited which should be my last for this year. The basement in Northeast Thaermore was incorrectly set as an outside map, rather than a dungeon. :oops:

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Re: Thaermore Revisited - A Mod

Post by MyGameCompany » June 23rd, 2014, 5:45 pm

Prismatic Maelstrom wrote:Ever since April 2012 I've had 197 downloads of my mod and none of these people have said anything about it. You were the only person to go into real detail SpottedShroom and that was back in 2010.
Quoted from another thread. Thought it would be more appropriate to respond here. Anyway, I did download this awhile back, and I thought it was an excellent mod. I loved all the new little places it added to the game. In fact, you might like to know that each time I replay Book I, I always make sure your mod is installed. That storage space in Aridell is invaluable, and a must-have after playing Book II and having my own house to store stuff in.
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Re: Thaermore Revisited - A Mod

Post by john1v6 » September 4th, 2014, 8:09 am

I just discovered this mod and want to try it out. How do you install it on a Mac? I don't seem to have a "data" folder for Eschalon I (but there is one for the E1 demo, oddly). I tried to copy the files into the Saved Game folder of a brand-new character, but now Eschalon crashes when I try to load that game, so obviously that's not the solution.

I did a search on "35.ent" (choosing a file at random), and nothing showed up besides the E1 demo data, this mod's data, and my saved games. Am I missing something?
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SpottedShroom
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Re: Thaermore Revisited - A Mod

Post by SpottedShroom » September 4th, 2014, 8:57 am

john1v6 wrote:I just discovered this mod and want to try it out. How do you install it on a Mac? I don't seem to have a "data" folder for Eschalon I (but there is one for the E1 demo, oddly). I tried to copy the files into the Saved Game folder of a brand-new character, but now Eschalon crashes when I try to load that game, so obviously that's not the solution.

I did a search on "35.ent" (choosing a file at random), and nothing showed up besides the E1 demo data, this mod's data, and my saved games. Am I missing something?
I don't have a Mac version of Book I, but I'm guessing that the data folder is inside the Book I app bundle. Try control-clicking on the app and selecting Show Package Contents, then look in Contents/Files.

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Re: Thaermore Revisited - A Mod

Post by john1v6 » September 4th, 2014, 11:30 am

SpottedShroom wrote:I don't have a Mac version of Book I, but I'm guessing that the data folder is inside the Book I app bundle. Try control-clicking on the app and selecting Show Package Contents, then look in Contents/Files.
There it is! I didn't even know Mac apps had "Show Package Contents". I always assumed it was a single chunk of self-contained code. Now I've learned something today. Thanks!!
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Re: Thaermore Revisited - A Mod

Post by Prismatic Maelstrom » January 31st, 2016, 2:00 pm

If anyone has an original copy of this mod I would be very grateful if you could provide a download of it.
Book II and Book III Soundtrack on YouTube | Thaermore Revisited - A Mod for Eschalon: Book I

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Re: Thaermore Revisited - A Mod

Post by Kreador Freeaxe » January 31st, 2016, 8:10 pm

Prismatic Maelstrom wrote:If anyone has an original copy of this mod I would be very grateful if you could provide a download of it.
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