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Return to Arhok

Initially in 2009 it just was a seizure of hopless mapping, meanwhile however most
photosensitive modding syndroms are gone ...and Arhok has grown quite well!(?) Wink

 

Latest release: DS1 Arhok XP map, Beta 5 for DS2 (30.2 MB, ReadMe)

To play this map you will need to download some DS1 resources too
(also save them inside the 'resources' folder of your DS2 installation).

I found one of the secret rooms in the Dungeon. I will hunt for the second KillerGremal.

KillerGremal wrote:
I think PheoniX is still searching the second one since months. :P


I found the small one, but will not post a picture of where it is so others have to search as hard as I did. lol

PhoeniX wrote:
KillerGremal wrote:
I think PheoniX is still searching the second one since months. :P


I found the small one, but will not post a picture of where it is so others have to search as hard as I did. lol

Haha... Smile
...however it wouldn't be secret if everybody would stumble across it. :P

 
@bare_elf: Just a tiny hint: The second one is there where you probably wouldn't expect it. It's also a bit more tricky to find the way in (but i guess you will understand it as soon as you realize what the adjectent room is made for).
 

There's now Beta 3 of Arhok XP.

Unfortunately, to solve the room fading matters new values had to be assigned for some node sections/levels, and to fix the mazy region stitching in the South I had to reshape a few regions too, both together invalidating a notable part of PhoeniX enhanced radar images. Sad
So far I haven't check which radar images could be reused and which not, so right now there are just the auto-generated ones form SE2.

Despite of this, there were some general tunings as well. Perhaps the blacksmith is now more fun to watch(?) and I'm sure everybody will hate me for each (evil) Sarcophagus. :P

However ensure you have downloaded the latest content pack, it will be essential (not for the Sarcophagus', for the quests).

I can re-do the radar for Arhok, not a problem. Smile

The only thing is I will have to send the radar images in PSD format, and you can convert them to DDS.

(Can't wait until I can use DDS converter again.) Sad

@PhoeniX: Thanks for your offer. Smile

Right now I don't think it's that grave to use the native radar images for regions on the surface. And the shape or some nodes may change once again (for example Fallraen is using nodes where the border nodes are visually fading out).

For the dungeon regions I have to check which images can be reused, I also want to try out some tuning tweaks. For example, in order to keep the entrance of secret rooms really secret, I think it's possible to draw an uninterrupted line/wall on the floor image that will be overlapped (if revealed, happens by default) from the radar image of the secret room where the entrance is drwan then slightly larger.
However it would be a good idea to keep such tunings on a minimum, concerning changes there's a high risk that you have to redo all this once again... :o

By the way, in the Scorpion (Queen) Dungeon there are 3 secret rooms (nobody will ever find :P).

I found one of the secret rooms my first time playing, but haven't been able to enter the dungeon since.

Can't get my premade party of level 128 toons back into Arhok. Think it is because I had to "release the hireable characters into the wild" to get other maps quests to initiate. Game keeps crashing to desktop.

Started a new party and game loads, however, as soon as I head east out of town, game crashes again (happened twice). :?

Edit: Get an exception error when I get to bear heading n/w out of town and get exception error as soon as I clear debris heading s/w out of town. Sad

(getting a new laptop soon, so hopefully It wil rid me of the damn 'Exception Detected!' problem I have with your maps)
Is it only my own handicapped computer or are we not yet able to go the our house in 'Return to Arhok' Because everytime I pass the statue, The old problem returns.... 'Exception Detected!'

Unfortunately I have overseen that on the Eastern side a stitching error crept in again for any strange reason. :o
It was quite evident, too bad that the recent tests were oriented towards the other directions...

However there is now Beta 4 (link above), honoring now the East of Arhok with an additional Archer guard. Cool

Got my level 131 party into the action again.

The new stitch works fantastic in the southern section. Was able to complete the scorpion dungeon for the first time. Smile

Get a crit error in region_40 now though. Might be some stitch errors there also.

The bear is very tough now and have a love/hate relationship going for the sarcophagus. lol

@PhoeniX: Thanks for the feedback!
Unfortunately I hadn't the time so far to look at the problem in the Dungeon.
Did you already fight the bear or the sarcophagus' at lower level once?

The bear and sarcophagus are not as hard at beginning level as they were at level 130ish.

And the crit error in dungeon seems to be related to the new room/door fades as it does not happen with a new character, but does for my higher level party who had already completed the area prior.

The chest in ice cave does not open and teleporter no longer enables though.

Rowan was very tough, even with .ini set to 80% and Rakolytes were too tough (had to lower .ini to 50% to kill them)

And love the fact that the conversations are different for Dwarf. Smile

@PhoeniX: What a detailed feedback, thanks! Smile

With some concerns I'm looking at the fading problem in the dungeon, indeed there were some changes, however I can't say anything specific yet.

I will check the ice giant and the rakolytes.

Certainly Rowan is evil :P, and his armor scales up with the number of party members, partially at least (~5 vs. 1 under normal conditions wouldn't be fair).
However did you help/save the Guard captain? It's only a side quest but she would provide an summoned soldier to help you.

 

PhoeniX wrote:
. . .
The chest in ice cave does not open and teleporter no longer enables though.

. . .

Can you remember, did you possibly (re)visit that region with an older savegame that already accessed Arhok from a previous mod/map release?

Because with a new savegame I had some problems to reproduce this. The only bug I've found here is that the teleporter destination is not given to the player instantly (so if you would exit the game, you wouldn't have the destination) because all the linked triggers seem to loose the player somewhere.
However quest task, chest and teleporter effect have been treated correctly in v2.2 and v2.3.

KillerGremal wrote:
...Can you remember, did you possibly (re)visit that region with an older savegame that already accessed Arhok from a previous mod/map release?

Because with a new savegame I had some problems to reproduce this. The only bug I've found here is that the teleporter destination is not given to the player instantly (so if you would exit the game, you wouldn't have the destination) because all the linked triggers seem to loose the player somewhere.
However quest task, chest and teleporter effect have been treated correctly in v2.2 and v2.3.


It was with a new savegame. I visited again with another party and it worked correctly for them. :?

Tried going back to check with savegame that did not work and problem is still there. This was the first time I have played with a dwarf as my main character and wondering if that may have been the problem? Maybe something in code that does not recognize dwarves? :?
A far stretch I know, but the only thing I can think of that may have been the problem.

There's now a new version of this map, featuring several minor region tunings and also an extra dungeon below Arhok
based on the recent labyrinth experiments.

To work correctly this version of the map also requires the updated version of the content pack.
 

Araknuum's picture

The link leads to a 404, :/

Araknuum wrote:
The link leads to a 404, :/

It appears that the link still references the previous version. Killer will need to fix that.
Elf

waaa didnt realise they converted the rta map as well. iryan shud include the link for the converted rta map resources too in his ds1 map pack to ds2 topic!

Araknuum's picture

Lady Femme wrote:
waaa didnt realise they converted the rta map as well. iryan shud include the link for the converted rta map resources too in his ds1 map pack to ds2 topic!

What she said.

Lady Femme wrote:
waaa didnt realise they converted the rta map as well. iryan shud include the link for the converted rta map resources too in his ds1 map pack to ds2 topic!

My apologies. That has now been rectified.

Incidentally we have also looked at converting other 3rd party maps but are having trouble locating the original authors for permission. If you have any ideas about that let us know.

Sorry, now it should work.

...and thanks for your interest. It seems you can't wait to meet the 'Labyrinth of Despair'. :P

Quote:

The only work-around I know is to start DS2 with an official resolution and change it in-game then. This can be realized by expanding the native resolution list or by a skrit command.
The first approach needs an extra mod

I think unofficial resolutions will work fine as long as the resolution exists in an updated system.gas file and the game shortcut includes the width= and height= command-line options using the same resolution. I haven't experienced any character portrait problems using this technique. It does require some technical know-how, but I don't think it's as complicated an an additional mod. Everyone probably needs an updated one anyway these days. It's not an idiot-proof solution though.

Are you still working on this map? I tried playing it and there were DS2 monsters instead of DS1 monsters. I hope to play this map with original monsters some day.

Here are my notes from my playthrough of this map with Legendary Mod and others:

1) Some objects could not be interacted with until I removed the Mod-DS1Content-Alpha11e.ds2res from my Resources. Some chests, containers, a teleporter, a door, a pedestal (images 1-1 to 1-6). There also was a box that I could only break by force-firing an AoE spell, but I'm not sure what it was caused by (image 1-7).

2) Blacksmith Lharnob's picture is missing from his trade screen (image 2).

3) The quest for rescuing the guard captain does not register as complete when I rescue her (images 3,4).

4) I'm not a native speaker, but it seems that all of the new text that was added by the mod creator needs some proofreading.

5) Here is what my cesondary quest tab looked like when I was done with the map. I never played Return to Arhok before, but I'm pretty sure this tab is supposed to be a lot more complete. For example, I did explore Arhok and killed all hostile creatures in it, but the quest for killing them is still marked as incomplete (image 5).

6) Raks's dialogue always has these black dots, which are easily visible (image 6).

7) I can't attack this pot (image 7).

8 ) The dead Skath that are lying around in Raks's dungeon are not dead from the beginning. Instead, they play their death animation when I first see them.

9) I can see the Hassat King's aura while he is in his cell. It would be better if he got his aura only after I release him (image 8).

10) The bestiary does not name Raks correctly (image 9).

11) Hopefully, the DS2 monsters are going to be replaced with DS1 ones some day. Some already exist in the Legendary Mod and in Ancient Gifts mod, like the werewolf in image 10.

Reinc wrote:

Here are my notes from my playthrough of this map with Legendary Mod and others:

2) Blacksmith Lharnob's picture is missing from his trade screen (image 2).


I'm sorry, I know this is a fantasy game, but I'm having trouble accepting the idea of one party member being a level 60 Champion cow.

Reinc wrote:
5) Here is what my cesondary quest tab looked like when I was done with the map. I never played Return to Arhok before, but I'm pretty sure this tab is supposed to be a lot more complete.

The original map had no side quests. The sole main quest, "Save the Town", had six phases from which to make DS2 tasks:
- Speak to Rowan
- Speak to Kiira at the Mage's Guild for training
- Discover the source of the Hassat Threat
- Find the Hassat King
- Rescue the Hassat King
- You have saved the town!
(Well, perhaps the last shouldn't count, because it means there is nothing left to do.)

I played this once, didn't remember much about it, so (after loading up and playing from an old save for the final dungeon) I've just now tank viewed the actual source code.

From which we see that iryan ([EDIT] or KillerGremal, or whoever), working on this map for the Legendary Mod, did more than simply port it to DS2.

(What IS the Labyrinth of Despair? [EDIT] Simply the outer part of Raks' dungeon?)

The Labyrinth of Despair is a maze dungeon. You can access it from a cellar in one of Arhok's houses.

. . . I haven't loaded up the DS2 map from the Mod to see for myself. Still, it seems to me that a lot must have been added. The original has no such maze dungeon, no hostiles to fight within the town itself, no south gate, no ice storage chamber, no missing guard captain and - depending where the house is that the quest log image mentions: inside the town? beyond the west gate? - maybe no house in which to find her.

OK some of those locations could be ones from the original main LoA map which were left out of the Return and the routes, to where they are, blocked off. But the only cellar entrance I know in Arhok itself is the hero's (Adventurers' Child, as I call him or her) own one, closed in the Return but which we know from before to be a simple storeroom.

As a purist I'd question the legitimacy of adding a new dungeon at all - whether brand new, or re-cycled from somewhere else - but the hero's own house is surely the least likely place, canonically, to put it. Given that the Child of the main LoA story is said to be the latest in a whole line of heroes.

@Reinc: Thanks for your detailed feedback.
It may be that there are some native flaws, however it seems too that some content incompatibilities have crept over the time/years.

Note maybe this mod/map is some older than the Legendary Mod, and Lharnob the Blacksmith had (and still should have) a proper icon, and his was/is intended to go on crafting an item (here a spear) with sparks flying away.

However, I will try to look at these matters as fast as possible.

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