Just a question about Lerrick. It says he is supposed to be in City Hall in the morning, but I cant seem to find him anywhere. Any idea where he is for the morning?
First, thanks your advice will help me heeps. I forgot about the map functionality of Homlet and didnt think to look for it here... Is there a similar functionality in NULB? with a teleport option no map is too big, if you don't like it, just use the teleport to skip the walk. Not realizing I had the option walking around got a little anticlimatic since allthough large well enough drawn maps are interesting... there is no content in large spans of it (yet). I didnt mind though since its a free-content add on we must not be too critical. Can't expect everyother house to be lootable with non-consequencial but story telling NPCs like in BG or something...although it would be cool if folks went in and did that anyway With/when content is added to all those districts/blocks etc. that large map will rock, but my suggestion to the designers is to break it up. I think they broke up the large cities in BG because of lag issues with lots of functioning content all in the same display. Perhaps with modern PCs our CPU/RAM can handle it but I can't help but think the game might break a lot wtih too many enterable doors and interactable NPCs all on the same map. So perhaps this large map should be parsed into smaller bits if/when content is added in later versions. But yea large map is really cool. Teleport option even cooler hehe. OMW to look for a merchant again the easy way now.
Verb is a city, its SUPPOSED to be HUGE. the map looks perfect. ahhh... if only i could get there. still having the previously reported issues of being at the correct story state AFAICT without the use of the console, and still not being able to initiate a final comment from Brother Smyth. I have defeated all the new content past Moathouse Respawned - including the Drow battle, and taken quests with the Fire Temple. Can't "warp" there .... *sigh* as the console will not work on my Vista laptop. My file must be buggy somehow... so i am anxiously awaiting the release of 6.0!!!! to try again. is that today? December 28th...?!
Check the news forum, announcements, downloads forum ... it's already up. Humorously, the 'Civic Centre' of Verbobonc in the modpack is only part of the city. The entirety of Verbobonc would be at least ten times bigger than what we have now.
A weird thing I found is, taking a job from one priest doesn't trigger the story state. I had to talk to two before Smith had the necessary dialogue... I'm having trouble with the Wilfrick assassination quest. Darlia tells me he's gonna be at a warehouse, but doesn't say WHERE. So, ahem, where?
You're probably experiencing the same bug as J'allan UlDragos discovered - the story state isn't set if you talk to Alrrem as a recruit. It isn't a counter. Actually I'm quite sure he does say ... south of the park?
I had to do some console trickery to get it to work. I think what happened to me was another story-state bug - that's why I didn't get the info on location, because we never got to that bit of dialogue. Went like this: 1. Talked to Darlia, said "I need to think" about Wilfrik quest. 2. Returned some time later, accepted quest. 3. At that point, Darlia would no longer talk to me - I'd only get the basic greeting line and goodbye line. 4. Setting the story state [704] (IIRC) =2 finally got me the "I'm ready to do the quest" line with him. The state originally showed "0" even though the quest was marked "accepted". In case I missed a step or something please do let me know what the proper way to go about this would be. However, I'm getting the feeling that it simply didn't work as intended. Also, about that - wouldn't that direction be commonly called "west"? I may be wrong, but I've always thought that in isometric projection north is the up-left direction, with all the ensuing consequences.
I'm not sure ... there have been debates about that in the past, but being as south would be somewhere 'not up,' and being as there are only two warehouses you can enter that are 'under' the park, it shouldn't be too tough to figure out. Re: Darlia dialog, I'll look at it again and fix any holes I may find in the come-back-later route. I think you must be talking about quest states btw, or flag/variable values. Story state does not affect Darlia talking to you about Wilfrick in any way.
Quest state, sorry. That's what I meant. Thanks for checking it out. -------------------------- BTW, nice job on the catacombs under the Pelor temple ruins... Wondering though, is there anything there (yet)? I found the one secret door and went all the way until the end of the tunnel and met but one rat. The map suggests there's another door on the end of that tunnel, but my rogue can't see it *shrug*. ------------------------------ Just finished the Hextorites at the Temple fight. A helluva fight, very challenging too. If one of them priests decides to summon a Hezrou you're pretty much screwed :evilgrin: Question though - what do I need to do to finish the "Monster Mash" quest? I seem to have killed everyone there but the option still doesn't show up in Ramses' dialogue...??
Hi Gaear I have something odd to report. I don't know if it's a bug or not, but here goes. I bribed my way into the dungeon under the Temple of Pelor ruins and my Cleric of Heironeous talked to the Priest of "Pelor", and he asked my party to kill Canon Thaddeus (my logbook shows the "quest" as "Mentioned"). Needless to say, my Cleric of Heironeous took offense to this, and a short battle ensued, during which all the clerics of "Pelor" were killed. I then went to the new Temple of Pelor and spoke to Canon Ramses. When I mentioned that I had killed the Hextorites next door he said "That's unfortunate for us. Now we've lost our local watchdog" . What the H_ _ _ ?? I'm sorry but Clerics of Hextor are Lawful Evil and Clerics of Pelor are Neutral Good. It specifically says that Pelor is "The Enemy of all that is Evil". I don't think Pelor would approve of his priests hiring priests of Hextor as "watchdogs". There was no dialogue option to ask Ramses "Why are you using Evil priests as Watchdogs ??". I also was unable to mention that the Hextorites had asked me to kill Canon Thaddeus. I think that might have changed their attitude a little bit (assuming of course that Ramses is a "genuine" Priest of Pelor). I was also unable to talk to Ramses (or any of the Priests of Pelor) about the ghosts in the castle. One would think that Priest's of a God who has the "Sun" domain would be interested in knowing about Ghosts anywhere nearby. I also tried to talk to the Silver Consortium, but was unable to mention the ghosts to them either. One would think that walking into the office and announcing "Hey what's the idea of selling me a haunted castle without telling me about the ghosts ??" might be a good way of renegotiating the purchase. Technically, the fact that they didn't mention that there were ghosts in the castle could be considered grounds for demanding a full refund in a Lawful society ( which Verbobonc is). The Royal Canadian
Re: Haunted castle Hi Gaear I did. I even tried casting Raise Dead on it. Got another clue I can use ?? By the way, I think it would be logical for the servants to have at least some idea as to the origin of the ghost(s), and if so, asking the servants should give you some idea on how to proceed. Right now I have absolutely no idea. I've tried the first clue (to include casting spells), trip attacks, no attacks, searched the castle (the kind a Rogue used to find traps) from top to bottom, searching outside the castle, and talking to everyone inside and outside the castle, and I am completely stumped. TRC
It doesn't lead anywhere atm, but it may later in WotGS. That's a recently discovered bug. You'll have to fix it manually in the console for the time being by inputting Code: game.global_vars[949] = 2 If you had talked to Ramses before killing the Hextorites, he would have explained it quite well. Specifically: Code: [B]Did you know that there is a group of Hextorites running a dogfighting ring below the ruined temple next door?[/B] Yes, of course. They have operated down there nearly since the temple burned. We rather like having them so near, as it makes it easy for us to observe them. [B]So you willingly allow their activities to continue?[/B] Indeed we do. You see, not all of Hextor's followers are evil, for one. Many value the rule of law over anything else, and Pelor has no particular objection to that. There are evil elements, of course, but if the cost of our being able to monitor them closley is the loss of a few dogs, well, we view this as an acceptable sacrifice. Hextor is capable of getting up to much greater evil than that. [B]And have they?[/B] Yes they have. In fact, there is a Hextorite cell currently operating in the old Temple of Elemental Evil. Apparently they are attempting to use the innate evil of the place as a means to conjure up an army of chain devils, the intended use for which is unknown to us. We don't think they would be so foolish as to simply march on Verbobonc with such an army, but you can never be sure. [B]I see. I assume you would prefer that this didn't happen?[/B] ... I based Ramses' opinion on the 'not all evil' thing on the Hextor Wiki entry, which states: From a modding standpoint, this 'tolerance,' as it were, is the only possible thing that could justify the Hextorites being there. The Pelorites and the people of Verbobonc would not be so stupid as to not realize that they were right there under their noses, particularly when the player party finds them so easily. That's agood point. Bear in mind that, as with really most of Verbobonc, there is not a wide variety of C&C dialog. This is mainly because it's hard to do and takes a lot of time, and we wanted to serve up all this expansion stuff sooner rather than later. I have observed though that it does seem like most people don't mind too much. My opinion on the reason for this is that most players just want challenging tactical turn-based combat served over a bed of believeable plot from ToEE, as opposed to engrossing C&C first and foremost. We aim to please. See above. They don't have any dialog along those lines, true, but if I were to add it, it would read "Huh?" You'll find when you finish the quest that the ghosts followed you there and are recent arrivals just like you. They would say "Huh?" See above. I really think you can get this TRC, but if you must have another clue - oint: (highlight to the right if you can't see anything) You should try attacking the ghost on the third floor.
Hi Gaear If you mean the room with the fancy oval table, that is exactly where I have been trying everything. The ghost shows up when I try to rest, my fighter has hit him several times with a Holy Ranseur to no effect, I even tried a bless spell, tripping, Magic Missle.. No effect. The ghost screams and disappears. I have carefully searched the room hoping to find a clue, but nada ... I even played a hunch and went back to the Hextorites, but (other than the non-movable bodies) there was nothing there. TRC