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Topic Summary

Posted by: Sirinoeles
« on: December 24, 2016, 02:12:08 PM »

Lynn does not give any quest. She just stands there and tells "Simon".
I'm very dissappointed.
Posted by: Kulyok
« on: July 14, 2014, 01:30:12 AM »

Thank you, glad you liked it, and welcome to PPG! I admit, I was erring on the side of caution as not to scare many players off(i.e. killing a pregnant girl because a wife is jealous? No way, we'll make it so the girl is lying aaand she was the guilty party). I think you're getting to kill a whistle-blower and a couple of harpers and a more or less decent inspector, though.

I agree than adding ten extra missions so the player could choose between killing a "good" person or a "not so good" person would be cool. It might(and probably would) make the scope of the mod too big for me to finish, though. (And if I made it a linear 20-mission-progression, the player would probably become to bored, so I just included a "you can refuse one mission and you can show one person mercy" instead). I promise to think about it, and if I get some ideas about the expanding, I'll include them. :)
Posted by: TDouglas
« on: July 13, 2014, 09:37:58 PM »

Well Kulyok, I'd have to admit I've been playing your wonderful mod for quite awhile and absolutely love it :)

The only thing I can recommend to improve it would be to consider that the mod is designed for those who wish to play an evil character IN character ... and most ot the quests are actually working for the side of "good" (i.e., killing drug dealers and child molesters).  While playing a "Clint Eastwood"  "Dirty Harry" type character may appeal to many, doesn't it conflict with the mods basic assumption?  One possibility would be to offer alternative quests ... for example, kill the drug dealers OR (if the parties rep is low enough) kill an innocent bystander who just happened to see/overhear something that might pose problems for some rich snobs business dealings.  If you went with that, I'd feel free to lay on the guilt (they are innocent, after all) in the dialog, but leave it players choice (and impose larger rep losses if they choose it).

Just a thought, but I already consider this a "MUST HAVE" mod in any install :)  Thanks for all the great work regardless :)
Posted by: Kulyok
« on: June 20, 2014, 04:34:16 AM »

I'd like to answer as fully as I can, but I'm not sure I understand the question fully. Let me say this: I could add an option "hey, Lynn, I killed all those losers already, they accidentally were in my way, and, you know, Lloth demanded I killed them all, yay!" - but it might seem a bit illogical(after all, most targets are fairly smart/dangerous people who are in hiding, so you have to find them before you kill them), which is why I'm reluctant to add such an option right away.

(If you really just want to do the last mission, or to be able to kill all the guys at once, and other people would like it, too, I'll think on it).

I understand that you're saying that Assassinations may not offer enough "Murder, death, kill! Murder, death, kill! Murder, death, kill, MYAHAHA!" options. Like, real Eeeevil, not just "evil". I think you've just offered a brilliant idea - some other quest giver that would be encouraging you to wipe out entire Lathander temple, or entire Radiant heart compound, or butcher all the commoners in the Docks. That would be fun to play(though maybe at least once).

Unfortunately, there are some technical limitations. It means that once you start attacking civilians/certain groups, most people around you will go hostile, and you might miss on many quests, which the long-fans of the game may not want to do. And it's very possible to screw your main questline, too. (And even if not, I remember my "wipe everything!!!111" runs - it ended with me standing in front of the empty Promenade battling groups of guards and feeling rather... empty).

Maybe there's an alternative: a quest giver offers you some opportunities for massacre in new quest areas, where you can't screw the main game. This is something to think about, certainly. :)

(And in case you haven't tried it already, I really recommend you to download SWTOR(it's free!) and try to play for the Empire side. Especially for a Sith. You won't be disappointed!)
Posted by: carlstar
« on: June 20, 2014, 04:25:49 AM »

It is a good thing to be able to assassinate folks.  for  quest and not just  because, arrrggghh the rivers run red. As someone mentioned earlier. Killed many in the city as they are to good and just killing those that keep saying "justice will be swift and final" probably gives the evil guys a bit of a mindgasium. Lathander and the radiant heart was wiped out very early on. It just seems right to do so seems, they are the enemy of evil deeds.

Does this mean evil party's are not able to get the most out of assassinations as neutral and good ones?
Can the ones needed for the quests pop up after the fact that all have been butchered because Talos demanded it or because they attack on site with vampirres and a rep of 1. A note under a pillow can give the where abouts? Refugee priest becomes a rumour from bars? Lynn could say "You know seems you killed them all already i heard you can find the last one here"?

Just a thought. I know you can refuse these ones but you know. Killing is cap and trade for evil doers.
Posted by: Kulyok
« on: January 12, 2013, 05:18:50 AM »

You don't normally go there in the game: in Trademeet, look at the very top at the map, beyond the top gates - and to the left. I believe he'll be there - I never changed his encounter in the last few versions.

EDIT: Some believe that EscapeAreaMove() function is not reliable, to the point of Saemon Havarian and Solaufein sometimes disappearing in the vanilla game, so I replaced it in the mod(it was used with Daton and Qyr).
Posted by: Sylune
« on: January 11, 2013, 08:59:54 PM »

hrm I must be doing something wrong because after talking with Qyr in the inn, I can't seem to find him.  I'm in the correct spot according to the spoiler guide.  Any guidance? :)

Awesome, fun mod by the way.

-Sy
Posted by: Sadi
« on: August 07, 2009, 09:51:23 AM »

Well, I've wasted far too much time on my incompetence trying to spawn him (normally) and I'm not willing to waste anymore time on it xD.

However, your spawn code worked like a charm! Thank you very much. I'm excited to play the rest of it now (:
Posted by: Kulyok
« on: August 07, 2009, 12:13:22 AM »

It's okay if you ask the guy at 21 hours(22,23), for example. Or any time just after sunset(if your game clock is off for some reason, like it's with me in EasyTutu).

Or just go to the bottom left corner of the map and set
CLUAConsole:SetGlobal("O#CrLynnQuestSpawn1","GLOBAL",1)

It should really work with the barkeep, though.
Posted by: Sadi
« on: August 06, 2009, 08:40:52 PM »

For some bizarre reason, while doing the first real assassination quest with Lord Painintheass (Melyin), the barkeep repeatedly says it isn't time, even though my clock says it does. Just to be thorough I pretty much asked him on every time on the hour and no matter what hour it is or after sleeping+asking 15 different times, he still says 'it isn't time'.

Is there anyway to just spawn the bloody sod so my Assassin can actually start making some money instead of staring at a fat man for 24 hours?
Posted by: shadowcat2323
« on: April 13, 2009, 06:58:21 PM »

Just checking back in... I ended up doing a full reinstall of all my mods (after I lost all my data @__@) and after that everything has worked out fine. Guess it was my fault after all XD
Posted by: Kulyok
« on: April 02, 2009, 12:56:33 AM »

He's more or less a tribute to Ghreyfein - I wanted a pirat-y adventurer who just appears, looks colorful, takes the money and leaves. :)

Aaand thank you for the variables - looks like the script is indeed at fault.

I'm sorry to take your time, but - can you please send me a file from your override directory? It's AR0313.bcs. My e-mail is kulyok,
at yandex.ru. You could .zip and send me your saved game subfolder(the one that looks like save/00000007-MyFeinSave or something), too, if you like.
Posted by: shadowcat2323
« on: April 01, 2009, 07:05:40 PM »

They are 1 and "Does not exist". But the spawn code works like a charm. :D

@__@ Oops, I totally missed that last part and already deleted it. I can put it back if anybody needs it/feels curious.

Edit: Lol and Fein is a rather strange character isn't he? Does he come back or was I supposed to try to kill him?
Posted by: Kulyok
« on: April 01, 2009, 07:28:31 AM »

I checked your other mods; everything seems to be okay. Maybe the reinstallation was at fault?

Please, give me the values of these two variables, if you can.

Posted by: Kulyok
« on: April 01, 2009, 12:58:41 AM »

Oh! Please, reload your old save(where Fein doesn't appear) for a minute, and check these variables for me:
CLUAConsole:GetGlobal("O#CrTestQuest","GLOBAL")
CLUAConsole:GetGlobal("O#CrSpawnedFein","GLOBAL")