Book III Mod: Expedition into West Mirkland

A forum for discussing all things regarding modding of Eschalon: Book III
User avatar
MyGameCompany
Officer [Platinum Rank]
Officer [Platinum Rank]
Posts: 516
Joined: September 22nd, 2009, 6:56 pm
Location: Michigan

Book III Mod: Expedition into West Mirkland

Post by MyGameCompany »

Book III Mod: Expedition into West Mirkland
by Troy Hepfner

The swampy island of Mirkland is the home of the amphibious tribes of the Akadai, an aggressively territorial race. It is a dangerous place, and because of this, Mirkland is largely unexplored. Even you, on your first visit, didn't have the opportunity to fully explore it.

But now you can with this new expansion for Eschalon Book III!

ABOUT THIS MOD

This mod adds several new maps to explore. No existing maps were modified, so you can safely install this mod along side of other mods.

The mod was inspired a post that BasiliskWrangler wrote in the Basilisk Games forum, in which he shared some details of the Book III story that did not make it into the final game. Specifically, BW explained how the Akadai came into possession of the Tungsten Bracket Widget that is needed to pass through Omentor. I took the details that he shared and wove them into this mod. So I want to thank BW for inspiring this mod and helping fill in some gaps in the story.

Per BW, the new maps are designed for level 5-8 characters. Like my other mod, there are a number of secret areas, so explorers will be rewarded.

DISCLAIMER

You install and use this mod with the understanding that Basilisk Games is not responsible for any problems you encounter, and that this mod is not officially supported by Basilisk Games.

INSTALL

To install this mod:

1. Download the zip file
2. Start a new game, and save it as soon as the game loads.
3. Navigate to your save game slot (see below)
4. Extract all of the files from the zip archive into the save game directory,
overwriting any files if asked.
5. Return to the game, reload from you save slot, and enjoy.

Note: if you want to use an existing character, you can skip step 2.

On Windows 7, the save game slots are located in:
C:\Users\username\AppData\Roaming\Basilisk Games\Book 3 Saved Games

On Mac, the save game slots are located in your home directory under:
Library/Application Support/Basilisk Games/Book 3 Saved Games

HISTORY

v1.0 - Initial release
v1.01 - Bug fixes
- Fixed a couple of "holes" in the upper right corner of 4952.map that can
cause you to get stuck when moving east into central Mirkland.
- Fixed misnamed treasure items in several coffins
- Removed misplaced ships in secret pirate base
- Added .opq files for each of the new maps, to fix minimap issues
Attachments
WestMirkland.zip
Book III Mod: Expedition into West Mirkland
(34.31 KiB) Downloaded 1559 times
Last edited by MyGameCompany on April 13th, 2014, 4:45 pm, edited 1 time in total.
Troy
Former indie game developer
Check out my Book III mods: The Mystery of Rockhammer Mine and Expedition into West Mirkland
raverdave2k
Senior Council Member
Posts: 224
Joined: January 8th, 2012, 6:06 pm
Location: UK
Contact:

Re: Book III Mod: Expedition into West Mirkland

Post by raverdave2k »

Ooooooooooh, fun for the weekend :mrgreen:
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
User avatar
xolotl
Lieutenant
Lieutenant
Posts: 777
Joined: August 21st, 2008, 1:54 pm

Re: Book III Mod: Expedition into West Mirkland

Post by xolotl »

Awesome, thanks! Looking forward to this.
User avatar
Weird Heather
Fellowcraft Apprentice
Posts: 54
Joined: February 9th, 2014, 5:06 pm
Location: Southern California

Re: Book III Mod: Expedition into West Mirkland

Post by Weird Heather »

Thanks. I am happy to see that new mods are rapidly appearing. They will help to keep people interested in these games.

I'll try it out this weekend and let you know if I find any bugs.
User avatar
Weird Heather
Fellowcraft Apprentice
Posts: 54
Joined: February 9th, 2014, 5:06 pm
Location: Southern California

Re: Book III Mod: Expedition into West Mirkland

Post by Weird Heather »

I just went through the area quickly with a powerful end-game character who has been through the other mods. Of course, with a character this strong, the monsters were easy and it only took me about an hour to explore the whole place, but I didn't see any monsters that would be impossible for a character who can handle the rest of Mirkland, though some strategy may be in order where large mobs of monsters are present.

I found a couple small bugs.
[+] SPOILER
In the large underground area that leads to the island in South Mirkland, in the small area of coffins and urns next to the headstones, there are a couple of "widgets" that are supposed to be arm bones; there is probably a minor spelling or capitalization error in the names of the "arm bones" objects.

In the port area, there is a ship that is sitting right on top of one of the docks; it looks like it has been misplaced.
This is a great addition to the Mirkland area. I'll try it later with a character at the appropriate level and see how it goes.
User avatar
MyGameCompany
Officer [Platinum Rank]
Officer [Platinum Rank]
Posts: 516
Joined: September 22nd, 2009, 6:56 pm
Location: Michigan

Re: Book III Mod: Expedition into West Mirkland

Post by MyGameCompany »

Thanks!

Yes, I had some problems with the large graphics. I thought I had them all fixed though. Are you running with v1.0 or v1.02?
Troy
Former indie game developer
Check out my Book III mods: The Mystery of Rockhammer Mine and Expedition into West Mirkland
User avatar
MyGameCompany
Officer [Platinum Rank]
Officer [Platinum Rank]
Posts: 516
Joined: September 22nd, 2009, 6:56 pm
Location: Michigan

Re: Book III Mod: Expedition into West Mirkland

Post by MyGameCompany »

Ok, I think I've found a bug in the editor. I'm seeing the large ships in the game again too. But I don't see them when I display the map in the editor. There should only be one ship in 4953.map, located at (3, 80). But in the game, I'm seeing 3 other ships that I removed (due to a bug in the B3 engine that I wrote BW about).

SpottedShroom and xolotl: can you guys fix my 4953.map and the editor? Apparently the editor isn't cleaning up everything related to the large graphics when I delete the large graphic objects... and I can't fix it with the editor because I can't see the ships anymore. As I said, there should only be one ship.
Troy
Former indie game developer
Check out my Book III mods: The Mystery of Rockhammer Mine and Expedition into West Mirkland
User avatar
Weird Heather
Fellowcraft Apprentice
Posts: 54
Joined: February 9th, 2014, 5:06 pm
Location: Southern California

Re: Book III Mod: Expedition into West Mirkland

Post by Weird Heather »

I'm still using Version 1.00 of the game. I bought it on GOG, so I'm waiting for the update there. That could possibly make a difference.
User avatar
MyGameCompany
Officer [Platinum Rank]
Officer [Platinum Rank]
Posts: 516
Joined: September 22nd, 2009, 6:56 pm
Location: Michigan

Re: Book III Mod: Expedition into West Mirkland

Post by MyGameCompany »

Nope, I'm still running v1.0 also. Looks like a bug with the editor.
Troy
Former indie game developer
Check out my Book III mods: The Mystery of Rockhammer Mine and Expedition into West Mirkland
User avatar
munster
Senior Steward
Posts: 86
Joined: March 21st, 2012, 4:09 pm

Re: Book III Mod: Expedition into West Mirkland

Post by munster »

Excellent! I'll try this out now that I'm free in the afternoon! :D

Thanks to all the modders giving us extra content for all their hard work.
GChrisSfish21
Fellowcraft Apprentice
Posts: 42
Joined: March 18th, 2012, 9:25 am

Re: Book III Mod: Expedition into West Mirkland

Post by GChrisSfish21 »

Using MacOSX, Eschalon 1.021

Entered saw this map mess and then sent out Reveal Map ping.
Attachments
Opps!
Opps!
map on entering WM.jpg (199.32 KiB) Viewed 30572 times
User avatar
MyGameCompany
Officer [Platinum Rank]
Officer [Platinum Rank]
Posts: 516
Joined: September 22nd, 2009, 6:56 pm
Location: Michigan

Re: Book III Mod: Expedition into West Mirkland

Post by MyGameCompany »

Hm. I have no idea what could be causing that. Must be a bug in v1.02, because I don't see it in v1.0 on my Mac...
Troy
Former indie game developer
Check out my Book III mods: The Mystery of Rockhammer Mine and Expedition into West Mirkland
mercy
Apprentice
Posts: 39
Joined: February 15th, 2012, 11:29 am

Re: Book III Mod: Expedition into West Mirkland

Post by mercy »

You have to make something happen with the the Strike Anvil feature in East Mirkland Delta!
Maybe recreate that anvil in your Mirkland maps?
GChrisSfish21
Fellowcraft Apprentice
Posts: 42
Joined: March 18th, 2012, 9:25 am

Re: Book III Mod: Expedition into West Mirkland

Post by GChrisSfish21 »

Troy,
Maybe you should consult BW?

Got stuck in the upper east corner where it meets the Mirkland map - could not go back or forward.



Any hints about acccessing the hidden area?
User avatar
MyGameCompany
Officer [Platinum Rank]
Officer [Platinum Rank]
Posts: 516
Joined: September 22nd, 2009, 6:56 pm
Location: Michigan

Re: Book III Mod: Expedition into West Mirkland

Post by MyGameCompany »

GChrisSfish21 wrote:Troy,
Maybe you should consult BW?
I think you should send him an e-mail with that screenshot.
GChrisSfish21 wrote:Got stuck in the upper east corner where it meets the Mirkland map - could not go back or forward.
Were you going from West Mirkland to Mirkland, or the other way around?
GChrisSfish21 wrote:Any hints about acccessing the hidden area?
[+] SPOILER
Which hidden area? :wink: If you mean the one in the Northwest corner of West Mirkland, look for a cracked rock where you can use a powder keg...
Troy
Former indie game developer
Check out my Book III mods: The Mystery of Rockhammer Mine and Expedition into West Mirkland
Post Reply