Untold Tales of Tolkien Series - Developments Thread

Here’s a complete copy of IP converted to campaign with the module in directory format. All required haks are included.
https://www.dropbox.com/s/cfe8sn03vd8vefg/UTTIP.7z?dl=0
Kev - FYI, I noticed the ‘cft_component6.UTI’ blueprint was corrupt. I deleted it. I suspect it wasn’t used anyway.

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Thanks. I did a convert too before playing. All seemed to run OK besides a couple of things, so far;

  • The journal entries stopped showing. Solved this by making sure the imported campaign files don’t overwrite IP’s original journal file.

  • The campaign version of Crispin was created when he joined the party. The version was not setup for IP properly, so there was no opening conversation, thus breaking the game! I’ll go over all companion creation instances later and then restart my playthrough.

Productive session though for just the prologue section. Got a good list of things to do, some I’ve already fixed up.

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Do you have IP and UA combined in the same campaign now?

Yes. I did this before playing. Created a new folder then copied all the UA campaign files to it. I anticipated a few weird results but no issues besides the above thus far. This should make it easier to patch :grinning:

EDIT: to clarify, IP is one campaign. UA is another campaign.

I have previously considered combining all of the modules in the series to one campaign (once all was completed) but the idea filled me with dread… Maybe worth considering again?

IP, UA, and DE can certainly be combined into the same campaign. Needless to say that would be one hell of a mod! I imagine it would be quite the project, though. I’m thinking, at this point, the focus should be to polish IP and UA. Then get DE finished. It’s certainly up to you though.
In the mean time, I’ll continue looking under the hood of IP. I plan to get stingy :smiling_imp:

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Something to consider once its all finished, sure.

Stingy is the word id use too! I’ve already quibbled over things as small as the slight reposition of a camera or the tinting of eyebrows :joy:

Looked at some more serious stuff too. Ive felt for a while that the pc is getting too much xp from quest rewards in the prologue section which is making the early levels too much of a rushed experience. I’ve tinkered with cuts of 50% to all of them which resulted in a completion of the Fairfields content at very early level 4. I like it. Might have to address balance but that was on the to do list anyway.

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I think the xp awards/level progression was great all the way through UA. Although, if you plan on adding new sidequests, then yes, reducing xp in some places to make-up for the new xp gained from the new sidequests would be necessary.

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I was concerned with IP really. In the space of the first 15 minutes you can reach level 3. A hour or so later, you can reach level 5! Seems a bit much for what is a short prologue with a character who is “not an adventurer” at this stage. Having played other modules in the NWN series I’ve learned to appreciate the earlier levels a lot more. Also, looking at the end of IP, you can easily reach level 13. I’d prefer we got this down to a max of 12, so at least UA can fully explore levels 12-20, finale 20-30.

Fortunately a lot of the encounters across the series are scaled as you will discover. So im hoping most of the balancing work may be small adjustments before we look more closely at the area of inconsistency in challenge. UA has a lot to answer for there, particularly in the final chapter - doesn’t feel right. IP, I think the final part again, could use a revisit.

Interesting observation, perhaps…

If you have an identically named (resref/tag) blueprint in your module pallet AND your campaign pallet, the game will spawn (when called) the campaign blueprint over the module version. So if the blueprints have differences, such as appearance or dialogue, you may get undesired results!

Yep, the module files have the lowest priority in the load order for same-named files. The order from lowest to highest is module, campaign, override, hak.
The UI folder I believe is in between campaign and override when it comes to interface load order.

Got through a lot of bits and pieces in the prologue section. Some bigger jobs left on the list to look at. Some are part of the effort to better connect each campaign, some are a means of giving the series some more depth. Expanding upon the custom rules is something I want to get into. Then each campaign can use the same settings with the new features. The biggest goal with this is to reintroduce an arcane casting class, albeit with suitable adjustments for the setting. I feel at the moment the lack of this class is a big turn off for players looking for mods to play.

Anyway, time to start another run at the prologue and hopefully break into act 2! Here’s a few snaps.

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I found that the TLK file from the vault is different from the one on the nexus. The one from the vault appears to be the correct one as it has more lines - that’s the one I’m using anyway. Speaking of the TLK, there are several classes that have blank descriptions in the character creation screens. All you see is a * in game. Additionally, the elf description states a +2 STR and -2 CON, but it’s actually +2 DEX and WIS.

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Thanks, I’ll get these added now. Managed to clear the day to get some progress made :slight_smile:
Yes, the custom settings are really messed up. I want to get this sorted along with some new stuff and then have all 3 campaigns use the same settings.

Thanks for your help so far. It’s making a huge difference

Very nice work @travus!
Just cleared the prologue and act 1 and our collected changes are looking good.

Most the remaining issues on my list will take a little more time as they are more general changes. One that I’m trying to find an answer to is creature gold drops on death.

IP uses the SoZ loot system, but I don’t have a 2da for gold drops. Is there supposed to be one? If not, im unsure how to configure how much gold should be dropped. At present its way too much. CR 1 enemies dropping 3 figure sums!

Latest patching through chapter 1:
https://www.dropbox.com/s/lc5dfmsww65cm0m/UTTIPpatch.7z?dl=0

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Great stuff, keep em coming! That has to be over 100 changes between us already just with the first part! Got to finish the daily grind and then I’ll take a look!

In other news, I’ve broken open the UTT_Rules pack for a much needed update. Besides some tidying and adding missing entries I have got a shell version of a Conjurer class up and running. This will mark the return of a core spellcasting class. It will follow the wizard quite closely with memorised spells. I want to make the class a little better for melee so i’ll try and find a way to balance this. Also being looked at are custom summons to fit the world better and a possible deity list.

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Update on the custom settings.

Missing descriptions for fighter, cleric and paladin added.

Conjurer class added (overwriting wizard) with changes: Hit Die d6, BAB table medium, Simple weapons prof. School selection disabled, invisibility and planar spells disabled. I will fire up a new test run with this class to both determine what support/further changes are needed and to see how our changes are working out.

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Put a basic set of items useful to the Conjurer both in stores and also amongst loot (where they have replaced something). I’ll figure out a small selection of special items once more testing is complete.

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Short update on where things stand after just a week…

Indanthrine Prince has received in excess of 100 minor changes, fixes and improvements in its Prologue and Act 1 sections. I’m sure more changes will trickle through, but focus is starting to move towards Act 2 which is likely to kick up substantially more things to attend to (largest section of the campaign).

A number of larger pieces of work left to do with prologue/act 1 and the series in general. This list will definitely get longer as we continue the series update:

Custom summon creatures are coming. These will replace the vanilla creatures and will be an attempt to make things more flavorful with the setting. Care will be taken to ensure that the new summons are not a downgrade, in terms of character sheet.

A new scene will be added, at least, to the beginning of each campaign. More of a narrative tool to aid in wrapping each campaign together nicely. You may have some idea of this if you saw my very short video.

Creature gold drops continue to be a problem. I’ve not been able to find out what is generating this yet. If anyone has a clue, do share it! (My problem is with creatures dropping too much gold for the challenge they offer)

The new Conjurer class Is looking great. The lack of arcane spellcasting classes in the campaigns has turned a lot of people away from playing as well as being a missed opportunity gameplay-wise. In hindsight I should have had this in from the get go, but was more concerned with being more faithful to the setting. As this is an adaptation and not a recreation, it makes sense to have this class in. The class now needs support added throughout the entire series, so this is ongoing work as the update continues.

The custom rules hak and tlk has now been cleaned up and is ready for new content. Eventually, all of the campaigns will use the same file.

I’m currently dealing with my first set of actions from playing IP act 2. A lot of work going on with the Mirkwood areas, including a complete overhaul of the “Draugaur Lair” boss fight. There was a potential quest breaking problem with it and this was my first attempt at a shape changing enemy. I learned a lot more making UA, so I’m going to revisit this and do a better job.

This project has become an epic adventure in itself! Its been great fun revisiting it and it is giving me a lot of confidence about the final campaign. But that’s a whole other story! Having IP and UA updated and some adjustments made to some of the story leading into the finale will help me enormously. I have somewhat driven myself into a narrative corner!

Massive thanks to @travus for your help so far. This is going to be something!

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