Tomoachan v1.0.2

I've got Tomoachan v1.0.2 out. Very small but important changes. Version 1.10 of NWN2 was causing some neon red textures. Hugie helped me out and told me the very easy solution was just repainting the tiles. Thanks Hugie! I'm playing Hugie's mod, Moonshadows, and if you haven't checked it out it's loads of fun! I'll write more about his mod when I've finished it, but it's worth a look.

The bug fixing was very relaxing and therapeutic. It's making me want to write again. (uh oh)

Comments

  1. Thanks for the plug!! :) Looking forward to your comments when you're done! And I'm very glad to hear the re-painting of the tiles worked nicely.

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  2. found some issues on my run thru tonight. Version 1.02 DL'ed from NWVault. A few red texture areas in the temple and in the room painted to resemble the outside world on top of the hill the zone marker is plainly marked new area transition. Dunno if you intended that. Had a bunch of issues with the Animal companion zoning into areas dead. Next zone in and he's back. During the boat fight scene on the river is the PC supposed to take part? When it loaded up they were all dead already, nothing but remains.


    I must say I did like the module quite a bit. Finished it rather fast with a level 5 fighter(6 at end) but didn't explore just went for the exit. Aside from the stock weapons I thought the look and feel was rather good.

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  3. Hey Fred,

    I'll give it another look. Do you recall where the red area's were? In the earlier or later part of the temple? I thought I got everything.

    I don't know what's up with the animal companion. I haven't done anything script wise, but I did note with my test character my familiar would auto-spawn. I had assumed this was a feature of v1.10 of NWN2.

    The boat fight. It does that for some and not for others. I'm not quite sure why. I'll work on it.

    Thanks for the comments they are helpful.

    Ernie

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  4. Hi Again Fred,

    I'm going to give it another walkthrough today. Version 1.0.2 has the transition on the top of the hill named 'Trapdoor'. I wonder if you downloaded but some how didn't update the mod, or if you have a copy in \program files\nwn2\mods and in \my docs\mods I'll check this specifically when I do my run through. If you somehow had an old build it would also explain the red textures. No worries either way. I REALLY APPRECIATE the heads up about the issues.

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  5. Fred if you are still out there I am pretty sure I screwed up an uploaded version 1.0 last night. I made a change an have 1.0.3 available or I never would have noticed. I'll upload it shortly.

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  6. Hey I'm here sorry about the delay I've been on an odd clock lately. I first saw the effect in or about the second zone in inside the temple. The big room with the 4 exits that starts that level/area had all 4 exits transitions Red up to the doors inside the hall.

    Glad to see it was a module load error. I'll try it out again later this weekend with the new version. I did notice the issue with the companions not taking damage referenced by others but didn't think it was that big a deal. I did notice that the sale of some healing kits might be a bit to generous. The heavy use of even the +1 kits totally negates the issues with no rest for a fighter type.

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  7. Thanks again Fred. I know about the lack of damage, I don't have a good solution. Thanks for the info. It was quite helpful.

    Perhaps I'll reduce the healing kits if I make a v1.0.4. It's funny the NWN1 version was too hard, I think this one is too easy.

    Can't seem to nail it down the center.

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