Author Topic: The Final Slayer Dream  (Read 21125 times)

Offline Barren

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Re: The Final Slayer Dream
« Reply #25 on: May 27, 2004, 08:03:14 PM »
Should we code it that way, then?
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Offline Grim Squeaker

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Re: The Final Slayer Dream
« Reply #26 on: May 28, 2004, 06:05:18 AM »
No idea.  The thing that gets me is the text on it 'I accept, despite the risks' implies that CHARNAME knows (s)he's losing control.  Whereas 'I choose to turn into the slayer' sounds like quite a niave CHARNAME...

I'd get more people's opinions.
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Giant Heads area?
« Reply #27 on: June 04, 2004, 05:31:03 AM »
From Dan Simpson's Faq:

Xander77 found something interesting:

    If you use CLUAConsole to teleport to AR2700 (Only works in SoA) you will
    find the remains of an unfinished test - an area with giant heads (not
    the one you find Illasera in) which force you to do battle with a slayer to
    get a terrifying sword.

    You can get the sword with CLUAConsole:CreateItem("Killsw01")  -
    It's sort of like PST's Eviscerator.

Hmm?




Offline rreinier

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Re: Giant Heads area?
« Reply #28 on: June 04, 2004, 06:22:24 AM »
This area is already being worked on.

However, I can guarantee you that you will NOT aquire Killsw01 in that component.

It would be slightly... unbalancing. Only plot devices use weapons like that...

Offline the bigg

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Re: Giant Heads area?
« Reply #29 on: June 04, 2004, 08:13:39 AM »
This area is where the Weimeric Ritual is performed.
In making my "mazzy the Paladin" MOD (available at FWM/Modder's Room, or probably also at Icelus.net) I too used this area as a setting (apart from re-naming it bi0000.are to avoid multi-mod incompatibility with the Ritual).
Author or Co-Author: WeiDU (http://j.mp/bLtjOn) - Widescreen (http://j.mp/aKAiqG) - Generalized Biffing (http://j.mp/aVgw3U) - Refinements (http://j.mp/bLHoCc) - TB#Tweaks (http://j.mp/ba02Eg) - IWD2Tweaks (http://j.mp/98OFYY) - TB#Characters (http://j.mp/ak8J55) - Traify Tool (http://j.mp/g1Ry9A) - Some mods that I won't mention in public
Maintainer: Semi-Multi Clerics (http://j.mp/9UeIwB) - Nalia Mod (http://j.mp/dng9l0) - Nvidia Fix (http://j.mp/aRWjjg)
Code dumps: Detect custom secondary types (http://j.mp/hVzzXG) - Stutter Investigator (http://j.mp/gdtBn8)

If possible, send diffs, translations and other contributions using Git (http://j.mp/aBZFrq).

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Re: Giant Heads area?
« Reply #30 on: June 04, 2004, 11:59:50 AM »
Err...

Seeing how I posted this in the UB section, rather then a generic mod forum, I'm not asking about the area - I'm referring to re-instating the test/slayer battle.

Offline Kish

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Re: Giant Heads area?
« Reply #31 on: June 04, 2004, 12:27:41 PM »
killsw01 is not a sword the PC was ever meant to be able to get; it's wielded by Arkanis Gath in the event that the PC alienates first Bodhi and then the Shadow Thieves, and its purpose is to insta-kill the PC.
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Offline Caswallon

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Re: Giant Heads area?
« Reply #32 on: June 04, 2004, 12:36:52 PM »
AR2700 is where the final Slayer dream takes place; it is listed as "planned" since UB version 1, iirc. ;)
Man's Mystery
Man is mortal, and doomed to death and failure and loss.
This lies beyond our comprehension - why do you not despair?
--Spirit of the Daedra--

Offline icelus

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Re: Giant Heads area?
« Reply #33 on: June 04, 2004, 01:29:09 PM »
AR2700 is where the final Slayer dream takes place; it is listed as "planned" since UB version 1, iirc. ;)
Heh... don't remind me.  ;)
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Offline Barren

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Re: Giant Heads area?
« Reply #34 on: June 04, 2004, 02:18:00 PM »
And IIRC, the area Weimer used is AR0069 (used in the dream part of the Slayer component). Did Dan Simpson have any proof about the killsw01, or did he simply assume? Because my game just crashed as soon as I entered that area, before I started tweaking it.
Quote from: talia brie
Otherwise visit the Ashford City forum and ask the mods, because Barren knows all. Barren is good. Barren is wise.

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Re: Giant Heads area?
« Reply #35 on: June 04, 2004, 02:51:23 PM »
Actually, Dan doesn't mess with the contributions to his Faq - he posts them as they are, bad grammar/spelling and all.

Asking Xander77...

Found out about this from the old Black Isle forums... I obviously presumed that "killsw01" as it is was not the version the player was meant to get, and it would be change to something less messed up if the area/test was ever completed, but I'm afraid that what I actually wrote doesn't reflect that...

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Re: Giant Heads area?
« Reply #36 on: June 05, 2004, 05:03:36 AM »
AR2700 is where the final Slayer dream takes place; it is listed as "planned" since UB version 1, iirc. ;)

Hmm... I can't seem to find it in the planned changes...

Offline Caswallon

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Re: Giant Heads area?
« Reply #37 on: June 05, 2004, 09:02:46 AM »
Icelus - don't look here! ;D ;)

Quote from: Unfinished Business FAQ and Information Index
MAJOR QUESTS

-The kidnapping of Boo (Minsc's cut quest) - DONE! v1.0
-Pai'Na and the Spider's Bane quest - DONE! v1.0
-Suna Seni/Valygar relationship - DONE! v1.0
-Gorje Hilldark and the extended illithium quest - DONE! v1.0
-Bodhi's cat and mouse game in Spellhold - DONE! v1.0
-Kalah's admissions about what he was "promised" - DONE! v2
-The final Slayer dream
-Viconia's lycanthropy problem
-The missing lenses of the Rynn Lanthorn
-Haer'Dalis and the murder implication
-Haer'Dalis and the summoning wizard
-Viconia's Betrayal in the Underdark
-The Twisted Rune/Slavers/Roenall/Skin dancer interaction
-The sewer illithid and The Hidden
-The black lotus seller at the City Gates
-Keldorn's Old Friend
-Aerie's Kidnapping
-Deril the lich and Cernd
Man's Mystery
Man is mortal, and doomed to death and failure and loss.
This lies beyond our comprehension - why do you not despair?
--Spirit of the Daedra--

Offline MagusWizardo

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Re: Giant Heads area?
« Reply #38 on: June 05, 2004, 08:29:10 PM »
Kish, Arkansis Gath's short sword of certain doom is actually STDEATH .

I have posted somewhere before that Weimer's Ritual does *not* use the same area as this... it is just an area that looks exactly the same. There is another one of these at the start of TOB, too.

Offline Barren

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Re: Giant Heads area?
« Reply #39 on: June 05, 2004, 08:32:00 PM »
Yes, I mentionned that. But the area that Weimer used is still used in the Slayer quest.
Quote from: talia brie
Otherwise visit the Ashford City forum and ask the mods, because Barren knows all. Barren is good. Barren is wise.

Offline Kish

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Re: Giant Heads area?
« Reply #40 on: June 05, 2004, 08:34:56 PM »
Kish, Arkansis Gath's short sword of certain doom is actually STDEATH .
You're right.  My.  All this time, I thought killsw01 was what he used to instant-kill people.
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Offline SimDing0

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Re: Giant Heads area?
« Reply #41 on: June 06, 2004, 04:34:09 AM »
I have posted somewhere before that Weimer's Ritual does *not* use the same area as this... it is just an area that looks exactly the same. There is another one of these at the start of TOB, too.
The ToB starting area looks different.

Offline Barren

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Re: Giant Heads area?
« Reply #42 on: June 06, 2004, 10:49:32 AM »
Isn't it just the light?
Quote from: talia brie
Otherwise visit the Ashford City forum and ask the mods, because Barren knows all. Barren is good. Barren is wise.

Offline SimDing0

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That new area/slayer stuff...
« Reply #43 on: September 30, 2004, 11:39:50 AM »
Now that WeiDU includes something that can, theoretically at least, add new icons to mapicons.bam, is there any future for the new area which ties in with the slayer change, etc.?

Offline Barren

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Re: That new area/slayer stuff...
« Reply #44 on: September 30, 2004, 03:00:26 PM »
Editing the world map and mapicon.bam files were all that was left to do, IIRC...
Quote from: talia brie
Otherwise visit the Ashford City forum and ask the mods, because Barren knows all. Barren is good. Barren is wise.

Offline SimDing0

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Re: That new area/slayer stuff...
« Reply #45 on: September 30, 2004, 03:25:30 PM »
So yeh. Who's gonna do the honours? :)

Offline icelus

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Re: That new area/slayer stuff...
« Reply #46 on: September 30, 2004, 08:24:36 PM »
Whoa... I think I missed something.  I know Wes added a new command to map notes, but I think I missed something with the mapicons.bam thingamabob.  :(
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Offline SimDing0

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Re: That new area/slayer stuff...
« Reply #47 on: October 01, 2004, 02:17:33 AM »
INSERT_FILE and WRITE_FILE have been added, which means in theory that you can stick new bits of BAM in there.

Offline Grim Squeaker

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Re: That new area/slayer stuff...
« Reply #48 on: October 01, 2004, 03:11:33 AM »
So no more evil incompatibilities between map adjusting mods?  Sweet...
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Online Echon

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Re: That new area/slayer stuff...
« Reply #49 on: October 01, 2004, 04:01:50 AM »
Are there that many mods which overwrite mapicons.bam?

-Echon

 

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