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 Post subject: (Book II Mod) Treasure Of The Orakur
PostPosted: Tue Jan 31, 2012 2:30 pm 
Marshall

Joined: Sun Jan 08, 2012 7:06 pm
Posts: 105
Location: UK
I've been hard at work with xoloto's map editor again, this modification adds on a few new maps and a side quest to uncover a treasure hidden by the Orakur.

You can pick up the trail by visiting the unoccupied property in East Willow.


Installation instructions using a new character:
  • Start up a new game
  • Once the game is up and running first collect the equipment from the containers in your bedroom.
  • Save the game and quit back to main menu.
  • Extract the contents of the zip file to your save game slot
  • Load up your save game again and enjoy.

Latest Version: Treasure Of The Orakur v1.04

This does not effect any of the same maps as my Port Kuudad Tower mod so both can be installed at the same time.

CAUTION:

I recommend against installing this mod over an existing character but if you wish to do so I recommend you return to your bedroom and save the game there first.

Beaware all of the following maps will be reset to there default state:

  • Durnore Region
  • Yoma River Headwater
  • Broken Blade
  • Yoma River Valley

This means any chests in those areas reset to default content and any doors will have relocked and enemies will have respawned.



Enjoy :)

Updates (Previous versions avaliable here)

21/4/12 - v1.04 - Fixed glitch with TNT in Northern Ice Fields, Added enemies and lots more trees to same map.
25/3/12 - v1.03 - Blocked a gap in Northern Ice Fields, added an extra pointer to what to do on that map.
22/3/12 - v1.02 - Fixed a few gaps in Lower Yoma Valley, fixed message shown for "Key Bits".
9/2/12 - v1.01 - Fixed the vanashing chest in Lower Yoma Valley.

_________________
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


Last edited by raverdave2k on Sat Apr 21, 2012 9:03 am, edited 9 times in total.

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 Post subject: Re: (Book II Mod) Treasure Of The Orakur
PostPosted: Mon Feb 06, 2012 6:21 pm 
Officer [Platinum Rank]
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Joined: Thu Aug 21, 2008 2:54 pm
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Aha, I'm not too far behind the times on this one, at least. Thanks again for your work in my editor! It's great to have some new map content coming out of it.


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 Post subject: Re: (Book II Mod) Treasure Of The Orakur
PostPosted: Mon Feb 06, 2012 9:28 pm 
Captain Magnate
Captain Magnate

Joined: Tue Dec 11, 2007 7:51 am
Posts: 1360
Location: Wandering the Rift
If you save the game standing in the open doorway of your house, the game resumes with you standing in the closed door. There is also another waterskin in the cabinet near the door.

I'm still in the demo part and haven't opened the empty building. But thanks for new places to see.


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 Post subject: Re: (Book II Mod) Treasure Of The Orakur
PostPosted: Thu Feb 09, 2012 7:01 pm 
Marshall

Joined: Sun Jan 08, 2012 7:06 pm
Posts: 105
Location: UK
Randomizer wrote:
If you save the game standing in the open doorway of your house, the game resumes with you standing in the closed door. There is also another waterskin in the cabinet near the door.

I'm still in the demo part and haven't opened the empty building. But thanks for new places to see.



I've just uploaded a minor update that fixes a vanashing chest, I did think about what you mention above but for the moment I have left as is. The reason I stated to collect your gear first is because the contents of those chests change depending on your characte, I may do the same as I did with my Book I mod and manually stock them with the correct kit for all classes this will then mean just starting the game, saving and installing before moving about.

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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) Treasure Of The Orakur
PostPosted: Fri Feb 10, 2012 4:23 am 
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Joined: Sat Jul 30, 2011 4:51 am
Posts: 39
Location: Germany
raverdave2k wrote:
the contents of those chests change depending on your character


How is this possible, can you detect what class (Fighter ect.) the player has choosen ?


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 Post subject: Re: (Book II Mod) Treasure Of The Orakur
PostPosted: Fri Feb 10, 2012 5:52 am 
Marshall

Joined: Sun Jan 08, 2012 7:06 pm
Posts: 105
Location: UK
Minsk wrote:
raverdave2k wrote:
the contents of those chests change depending on your character


How is this possible, can you detect what class (Fighter ect.) the player has choosen ?


No there is no way to do this via script it's hard coded the same as Book I, you get a sword for a fighter, bow for a ranger, spells for a heler / magick user etc.

_________________
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) Treasure Of The Orakur
PostPosted: Thu Mar 22, 2012 6:07 am 
Marshall

Joined: Sun Jan 08, 2012 7:06 pm
Posts: 105
Location: UK
New version uploaded to address some issues raised in this thread.

Fixed the note on the 'Key Bits' so it now says Keebo instead of just XX (that was a temp fill until I looked up his name and I clearly forgot to go back), I've plugged several holes in the border but if I've missed any please let me know.

---------------------------------

GChrisSfish21 wrote:
I just threw the Lower Yoma switch - the one under the trees at the bottom. Don't know what this changes - am reexploring again.

Oddness, I think that must have ended up there by accident as I certainly can't think of a switch playing any part in anything though I couldn't actually find were this is to check.

munster wrote:
For the Lower Yoma Valley key, I presume the bucket of "nice cold water" is to quench the fire in the stove and get the key (the "glint of metal") out, but I can't pick it up. I've left-clicked, right-clicked, clicked on the rocks beside it (and quenched my thirst) and stared really hard at it for a bit, and nothing doing.

That bucket will play a part after you have the key from the stove, you will need to find something else on that map to help you retrieve it first though, I've made an adjustment to the tree line in the new version that should make that item a bit easier to find.

_________________
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) Treasure Of The Orakur
PostPosted: Thu Mar 22, 2012 10:39 am 
Initiate

Joined: Sun Mar 18, 2012 10:25 am
Posts: 12
I tried to upload several annotated map screen shots, but the session timed out. Will try again - if you don't see it posted you will know what happened.

The switch is located inside the lower tree line before the path to the lower chest.
It makes a funny noise sort of like a swoosh when clicked on.


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 Post subject: Re: (Book II Mod) Treasure Of The Orakur
PostPosted: Thu Mar 22, 2012 10:41 am 
Initiate

Joined: Sun Mar 18, 2012 10:25 am
Posts: 12
This is the lower yoma shot


Attachments:
Lower Yoma 2.jpg
Lower Yoma 2.jpg [ 116.81 KiB | Viewed 2455 times ]
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 Post subject: Re: (Book II Mod) Treasure Of The Orakur
PostPosted: Thu Mar 22, 2012 10:45 am 
Initiate

Joined: Sun Mar 18, 2012 10:25 am
Posts: 12
Another lower yoma shot


Attachments:
Lower Yoma 1.jpg
Lower Yoma 1.jpg [ 44.11 KiB | Viewed 2454 times ]
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 Post subject: Re: (Book II Mod) Treasure Of The Orakur
PostPosted: Thu Mar 22, 2012 11:19 am 
Marshall

Joined: Sun Jan 08, 2012 7:06 pm
Posts: 105
Location: UK
Ah thanks found it, I assume you meant the oblisk? I put several of those on the map right at the start with a bit of script for testing, in this case each one played a different sound effect so I could decide which to use (hench the sound when clicked), this one clearly got buried under the trees and missed when I removed them. It causes no other effect so I'll leave it unless I have to put up another version for something else.

Im assuming the screenshots are from when you originally found problems and your not saying there are still holes?

_________________
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) Treasure Of The Orakur
PostPosted: Thu Mar 22, 2012 6:35 pm 
Initiate

Joined: Sun Mar 18, 2012 10:25 am
Posts: 12
Quote:
I'm assuming the screenshots are from when you originally found problems and your not saying there are still holes?


Correct.
---
So far this is what I've got:
Treasure Book II Mod

Dunmore has:
Frost Key;
Open fire;
Door to Saphire Ring.

Yoma Headwater has:
Entrance to Lower Yoma.

Lower Yoma has:
Fire Key;
Tonges;
Stove;
Bucket;
Door to Emerald Ring.

Eastwillow has:
Keebo's Anvil.

Broken Blade has:
Door to ring ?


Still haven't found the key pieces again despite opening every chest on all those maps ...


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 Post subject: Re: (Book II Mod) Treasure Of The Orakur
PostPosted: Fri Mar 23, 2012 11:37 am 
Initiate

Joined: Sun Mar 18, 2012 10:25 am
Posts: 12
raverdave2k,
Here's a wrinkle in the PK Tower mod:

If the player has already found the book which is used to open the Archive in PK and placed the book on the table, but not also placed the 4 bells, then the player can never get back into the Archive later to place the bells and gain the exp points.

I have the bells but cannot get back into the Archive.

Another caveat:
I don'tr know about other players, but I kept alot of stuff in PK that would be needed later, but I did not wish to carry around. Fortuately, I removed the items to Everdale before the install. Had I not done that, all would have been lost and I could not have finished the quests.

So I guess that the best thing to do is issue a warning to other players to have completed the placement of the bells and to move any items to be kept to a map not being modded.
PIF


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 Post subject: Re: (Book II Mod) Treasure Of The Orakur
PostPosted: Fri Mar 23, 2012 11:44 am 
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Posts: 2059
I think mostly Raverdave expects that players will install the mod with ALL NEW characters and play from the beginning, rather than installing it midway through an existing game. Modifying maps that you've already played is going to change things and can have deleterious effects, yes.

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Kill 'em all, let the sysadmin sort 'em out.


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 Post subject: Re: (Book II Mod) Treasure Of The Orakur
PostPosted: Fri Mar 23, 2012 12:44 pm 
Fellowcraft Apprentice

Joined: Wed Mar 21, 2012 5:09 pm
Posts: 41
Thanks to the list of locations (without the mention of the tongs I would never have figured out what I needed), I have now managed to find all three keys and located two of the doors (Lower Yoma and Broken Blade). I have two rings and now all I have to do is find the door in Durnore, find the ring, and then - ?

1) Find Durnore door to sapphire ring
2) ???
3) Profit!

:D

I'm really enjoying your mods, raverdave, but they make me feel very stupid for not seeing what's under my nose!


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