Brother Humphrey wrote:ALFA 1 SD quests were varied and fun. Bring 'em on.
Caltrops
Reactivate Looping Emotes in the DMFI emotes menu. They allow a person time to type what he's doing as well as converse, while giving the visual display to reinforce the person's RP. Simply put, it's a good thing, not a bad thing. As for someone's suggestion that it causes lag, we never saw any evidence of that on NWN2HAZE and we used the looping emotes all the time when crafting or doing chores around the Hold.
Amen, I used to use the looping thing all the time and it allows for some nice and interesting RP as your PC actually does what you RP.
I have been wondering why it was removed, I doubt it causes lag, I was in a party of more then 5 PCs everyone using looping emotes while diging and no lag at all.
Brother Humphrey wrote:Reactivate Looping Emotes in the DMFI emotes menu.
Sounds like you're referring to the Heed's PC Tools emotes here. If so, those stopped working after patch 1.12- it's a known issue that the developer hasn't responded on with any kind of a fix, and there is not obvious reason to see why they would stop working with the 1.12 patch.
Brother Humphrey wrote:Reactivate Looping Emotes in the DMFI emotes menu.
Sounds like you're referring to the Heed's PC Tools emotes here. If so, those stopped working after patch 1.12- it's a known issue that the developer hasn't responded on with any kind of a fix, and there is not obvious reason to see why they would stop working with the 1.12 patch.
Bummer
<paazin> Elves I bet are kinda fun to play.
<BH|werksux> I prefer the trumpet or clarinet
<BH|werksux> elves wiggle too much
Current Server: TSM
Current PC: Delshandra
Pwned PCs: Lemuel,Skimmer,Clevon,Juno,Gilbert,BH,Dunkin,Osk & Rodney
Well, i notices there was a shrine to the oak father near the highway and up near the winter-something village there seems to be an abandoned Duid's circle, i was hoping that we could get an active druid's circle or a grove going? kinda like the temples to all the gods except for druids of any god. (maybe Fudwick can even start it. before i make some stupid mistake and he dies)
Hills north of rivermoot should have the walkmesh gone over a bit. After exploring the entire area there are some really weird areas where you can't walk but really should be able to, and vice versa. This makes for some exploitable areas, and some potential deathtraps. I experienced the same problem on the glacier, and that time it took me right past two winter wolves when there appeared to be another path (visually) around them
The function of the imagination is not to make strange things settled, so much as to make settled things strange. -G.K. Chesterton,
TSM2 - Hyacinthe, Wild Elf Scout, Hunter, and Trapper.
Tone down the wolves to something you'd see from the MM. Average HP is supposed to be around 13...
Remove critical hits from enemies.
Extend the Concentration +1 bonus from some of the helms to all of the helms.
Adding places of worship for other deities would be nice, even if they are not large. For example, a roadside shrine to Shaundakul would be very appropriate.
Turning in the loot enemies drop is difficult, especially when vendors which sell that particular item don't accept* contraband. Adding a Fence would be nice.
*I tried selling a lock to a lock merchant and a gem to a gem merchant - no dice.
Kest wrote:Extend the Concentration +1 bonus from some of the helms to all of the helms.
Is there any PnP basis for +1 concentration as a circumstance bonus while wearing a helm? It's never seemed to make much sense to me, and ought to push up the price by 100 gp since it's a skill bonus. Was under the impression we cleared away all the +1 conc helms that were for sale, as they're default NWN2 blueprints that really shouldn't be for sale in ALFA.
Kest wrote:Extend the Concentration +1 bonus from some of the helms to all of the helms.
Is there any PnP basis for +1 concentration as a circumstance bonus while wearing a helm? It's never seemed to make much sense to me, and ought to push up the price by 100 gp since it's a skill bonus. Was under the impression we cleared away all the +1 conc helms that were for sale, as they're default NWN2 blueprints that really shouldn't be for sale in ALFA.
PnP makes no specific mention of the helm as a separate piece of standard equipment. Its only mention is that it comes with a breast plate and with plate mail as part of the get up.
Sintaqx wrote:Hills north of rivermoot should have the walkmesh gone over a bit. After exploring the entire area there are some really weird areas where you can't walk but really should be able to, and vice versa. This makes for some exploitable areas, and some potential deathtraps. I experienced the same problem on the glacier, and that time it took me right past two winter wolves when there appeared to be another path (visually) around them
Will try to work on the walkmesh asap, the main problem is that its difficult to get the pc eye view from the toolset. It's not my intention to make it a clear path but I will try to have the walkmesh make sense wrt slopes.
Was under the impression we cleared away all the +1 conc helms that were for sale, as they're default NWN2 blueprints that really shouldn't be for sale in ALFA.
You better check Quavvar or whatever its called then. I was up there last night and the local Smithy had two helms with +1 con on it and it was like 100g. I could have bought one at level 2. Wasnt really sure if it was supposed to be in game or not thats why I didnt bother buying it.