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Lumorus

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  1. After a few tests with the Quest, I can finally say something more: The quest plays well and was great fun. Unfortunately, there are some scripts that are not yet correct: I can ask the innkeepers Pugney, Bernard and Samuel Donnerbölk about Alliast before I've even spoken to Rianor. Once I have promised to help Rianor, however, I can no longer enquire about him. There's a big problem if the quest with the Unseeing Eye has already been completed - the archdruid has a script in "class" that makes her disappear immediately if someone in the party sees her - but only if the Unseeing Eye has been completed. For the Shadow Druid and Alliast, the script is set so that they only spawn correctly once you have spoken to Rianor. This means you don't have the same problem with them as with the Lathander cleric, where you can talk to them about Rianor's mission before you've even received the quest from the archdruid. I've noticed that you can still ask the Shadow Druid about Rianor's quest, for example, even if the quest has already been completed. The staff that you get from the archdruid when Rianor has found his rest unfortunately has no icon when you go to the inventory, you can select it and equip and use it without any problems, but it has no icon in the inventory itself unless it has been placed in a weapon slot.
  2. That's right, my suggestion would have been limited specifically to Farthing and Evalt ... as a little extra motivation, so to speak. I also don't think it makes sense that nobody would turn against the group just because they helped people against the Wolfwere. @DavidW Right, I only read afterwards that the component was originally from SCS. No problem, I understand your point of view. I didn't want to burden you with any extra work either. In any case, thank you for this opportunity ... I always thought it was a shame to have to kill Kaishas
  3. I now know what the problem is with the infinite loop in Thalantyr: After restoring the memories of the two miners, Melicamp should actually return to Thalantyr. Unfortunately, he never gets there. Even if you tell him that you don't have time, he doesn't turn up at Thalantyr after 4 days and is therefore missing when the quest is properly completed because he is needed for the re-transformation.
  4. This must definitely be a bug. Normally, Sister Revianel shouldn't be in the temple once Breagar has been healed. You won't meet her again until a later chapter.
  5. I also noticed a bug in Gullykin with the Cottons and Thalantyr: Sometimes Largo Cotton goes to Thalantyr alone when the dialogue is over, but Iris stays behind in the house. Thalantyr's dialogue then stops when it's Iris' turn to return. I think that happens when the dialogue doesn't start automatically and you speak to him. The last time the dialogue started automatically, they both went to Thalantyr. With Thalantyr, there's also the bug that he still delivers the same text even if Iris has already been transformed back. You can no longer trade with him, he brings up the re-transformation dialogue in a continuous loop. Translated with DeepL.com
  6. Hm, I thought of another method that might be less work than giving Marvin's text to another miner: In Marvin's text, the script that he disappears after being addressed could be removed via the mid when he receives the extended text, so that he, like Bob, remains in the mine and can be addressed at any time.
  7. That's right... Thank you, I had forgotten exactly which miner that was. Ah, thanks, good idea! I'd forgotten that I'd done that the first time I played. But it's a shame that it only works with a console. @CamDawg I would love it if there was an alternative way to get the information from James' wife. Would it be possible to give one of the standard miners who are still there after the mine is finished the text that Marvin has?
  8. Thank you for the warm welcome, @jastey Something like that - I would have imagined it as part of the component - it would be like Maralee (I don't know if she would attack if you don't save her baby, but I suspect so) and Delainy - she would attack the group if you deny her two requests and treat her disrespectfully. I've looked at this again - only Farthing and Evalt would really come into question - the others rather not. In the component, the HC opens up an advantage where Maralee and Delainy / their male counterpart are convinced by solving their quests not to turn against the group when the riot starts ... and I was just wondering if that might not apply to Farthing and Evalt as well - they both have a personal quest as well. I would also see that as further motivation to help people - if not out of kindness, then out of self-interest.
  9. the possibility of getting off the werewolf island peacefully is something that has intrigued me ever since it came into existence. It makes me leave the island feeling much better because I don't have to use violence against someone who never really deserved it and only has the best interests of the people of the village at heart ... So it's an option that I've really wanted to install since the first time. The only thing I found a bit of a shame was that with some of the other inhabitants of the island, there was no way to prevent them from attacking the group. Normally only Maralee, if you save her child, and Delainy, if you do it right, are the exceptions and don't join in attacking when the mood of the inhabitants changes. What I would have liked to see would have been other inhabitants of the island not turning against the group when you do them a special service/help them - in the case of the fisherman Evalt it would be to get his brother back from the sirens and the girl Farthing to get her doll back.
  10. With the upgrade from The Calling to v5 I was very curious about the quest and added The Calling component to my BGT installation. I'm currently in a test game state at the mines of Nashkell. I've already been able to restore the memory of the miner Sal. Unfortunately, I have the following problem: When I accepted the quest from Melicamp, I had already freed the mines of Nashkell from the goblins and Mulahey beforehand. I had also spoken to all the miners. As all the miners with names - except Bob - are no longer in the mine, I couldn't find a way to get the information about James' wife, as apart from Bob there is only one unnamed miner and the Amnish soldiers left in the mine. I've now searched all the levels of the mine, talking to the nameless miners and soldiers and looking in every container to see if I can't find something like a love letter to Winnie or a diary of James where he mentions her name. Now, just to be on the safe side, I wanted to ask whether it is generally still possible to get the information to restore James' memory if the mines have already been cleared before accepting the quest and the required miner (Marvin?) is no longer there, or whether you have to have completed this quest before finishing the mines in any case.
  11. Hello @Glittergear I find the idea of the Dead Garden Mod very interesting and downloaded it a few days ago and added it to my BGT installation. Apart from the point raised by Isenwein that you can approach the priestess of Lathander about the undead druid's quest before you've even met him and accepted his task, the quest went off without a hitch for me - the archdruidess can be found at the Well of Handelstreff after Faldorn's defeat, the undead druidess can also be found in the (relocated) cave - which I was also able to enter thanks to the post-installed Tethyr Forest patch. I solved the quest by talking to the archdruidess again and convincing the undead druid that it wasn't right to kill the people the three children had become. Next time I'll try to play the other version and visit the former children. What I have noticed, however, is that the staff that you get as a reward from the archdruidess has no icon. But I'm not sure if that's because I only added Dead Garden at the end of the installation - after 1PP I can't say much about the Tashia mod, but CtB doesn't use the same cave where the undead druid is. CtB replaces this cave with another dungeon that is needed for the Company of Eight quest. The original cave is moved to a position nearby. If only CtB is installed, there is, as I saw in Near Infinity, the trigger to change the area, but it is unusable. However, both the map marker and the area connections are relocated correctly. This is made possible by the Tehthyr Forest patch mod. But I agree with you - that should definitely be in the readme.
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