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Messages - Script Wrecked
...all through Vehl and Arnax street runners pass messages that a Lord Gronk of Vehl is looking for mercenaries comfortable with wetwork to drop a bird to the innkeeper of the Harpy or a dockworker in Arnax.
"Little scamp," thinks Naldin, as a street urchin ducks past him, having just passed the news on to a mean looking half-orc who was in the process of voiding his lunch over the flag stones of the back alley behind Miggin's Mug. Needless to say, the half-orc was not in the mood for interaction with anyone at this time, and had tried to give the urchin half his mind before heaving violently again.
"Lord Gronk, eh?" He might have a pretty penny or two thought Naldin. Yes, he was definitely going to have to find all about this Lord Gronk, and his relationships in this nest of vipers that is Fort Vehl. Who were his "friends"? Well, allies at least. More importantly, who are his enemies?
Naldin looked over to see the half-orc had collapsed flat on the floor, his eyes rolled back in his head, his tongue sticking out. Yes, the poison Naldin had dripped into the half-orc's meal had worked quite well.
Naldin pushed his trolley-cart over to the fallen half-orc. With a practised motion, he heft the half-orc's body up and into the empty cart, then drew the hinged lid shut across the top. Naldin stooped in his ragged clothes, once more becoming the itinerant rag and bone man, pushing his knife sharpening cart about the streets of Vehl.
« on: April 08, 2021, 08:38:29 pm »
I would have sworn on my last ale that there were no Type III Electrical Enhancements in any of the adventurer run shops on Mistone. This is why I made my notice.
However, on receipt of your reply, I checked again, and found the two enhancements in your shop. Alas, the order has been filled in the interim.
I thank you for your efforts, and hope we can do business in the future.
*stamped with a dwarven rune*
// "Tobur Perfest's Boots"
// GP Value: 8152
// Level Requirement: 10
// Armor Bonus: +2 (AC Dodge Modifier)
// Damage Resistance: Sonic Resist 5/-
// Skill Bonus: Heal +4
//Note that I like you guys showing up on time!
I turned up 45 minutes late to Milton's quest last week rather than 15 minutes early as I had intended. I had put the time as given in the quest into www.timeanddate.com, and got a time that, as it turned out, was 60 minutes late. Given that www.timeanddate.com is not wrong in its calculations, and I used the time as posted, there is only one possible reason for this aberration.
Having sufferred this problem throughout my questing career, I have had plenty of time to cogitate on what might be causing quest times to be posted that are repeatedly out by an hour for me, and yet accurate for the majority of players.
It came to me, as I sat cross legged on the top of the mountain in deep contemplation, that this problem would occur if the quest poster was not aware when they are on summer time, aka daylight savings time. The quest poster posts a time for the non-daylight-savings time zone when they should use the daylight-savings time zone.
All the locals arrive at the correct time because they are on/are not on daylight savings at the same time as the quest poster. Whereas the players in a different hemisphere, taking the times posted in good faith, get knobbled.
Given that the quest time you posted happen to be the same quest times as Milton posted, I will endeavour to arrive an hour early to be on time (5am local time),
Last week, I arrived 45 minutes late to Milton's quest, rather than the 15 minutes early I had intended. This was despite putting the quest time as listed into www.timeanddate.com.
Coincidentally, your quest time is the same as Milton's; I will endeavour to arrive an hour early to be on time.
...and my pointer is about a half inch off what it is hitting on the screen (below). Very strange.
I had that problem running NWN:EE from GOG Galaxy (on Windows 10).
Starting NWN:EE straight from "nwmain.exe" in the "./bin/win32" folder under NWN:EE home fixed that for me.
« on: February 22, 2021, 06:47:41 am »
Naldin slides a (large?) purse/bag/sack(?) of thirty five thousand, six hundred and sixty one True weight of coin across the counter.
"Ay'll be havin' wun o' yer foinest H'arth Shields, loike."
Satisfied, he disappears through the portal to try out his new purchase.
// GP Value: 47,548T x 0.75 = 35,661T; hope this is how it works. ~Script Wrecked //
« on: October 22, 2019, 03:05:24 am »
Sorry, I assumed you had the hakpacks from a prior Layo installation.
Alas, nowadays, everything is locked up inside the SQLITE3 files in the ".\Documents\Neverwinter Nights\nwsync" folder.
The following users thanked this post: scifibarbie
« on: October 06, 2019, 12:01:51 am »
(As per the [Alias] section of "nwn.ini" in the ".\Documents\Neverwinter Nights" folder:)
Portrait files: ".\Documents\Neverwinter Nights\portraits"
Model files: ".\Documents\Neverwinter Nights\override"
The MDL files have to be extracted from the HAK file into the "override" folder.
The following users thanked this post: scifibarbie
« on: September 05, 2019, 11:45:37 pm »
... Can we call them Drow instead? ...
As of this post (and, to the best of my knowledge, no change has subsequently been made), "deep dwarf", "deep gnome", and "dark elf" are the lore sanctioned terms.
« on: September 03, 2019, 01:47:38 am »
Stick of Charcoal is the material component for the spells Darkness and Neutralize Poison.
Darkness is a Bard 2, Cleric 2, Wizard/Sorcerer 2 spell. Neutralize Poison is a Bard 4, Cleric 4, Druid 3, Paladin 4, Ranger 3 spell.
Charcoal (which I'm presuming becomes Stick of Charcoal) can be made at a Public Forge (I don't know what quantity is produced) from three (3) Branches of Hickory (that seems somewhat excessive, but may be mitigated by the quantity produced).
Of the Bard, Cleric, Druid, Paladin, Ranger, Sorcerer and Wizard classes that require Stick of Charcoal as a material component, only the Paladin and Ranger can wield the "Woodcutter's Axe" (feat required: Martial or Monk) to harvest the Hickory Branches required to produce the Charcoal.
Further, Charcoal is (estimating) a level 13 Craftable Natural Resource. That is, you need thirteen levels in Smelting to have 100% chance of success, or eight levels to have 50% chance of success, or three levels to have 0% chance of success (Strength and Dexterity modifiers notwithstanding; all dependent on my observations/understanding of CNR levelling being accurate).
Therefore, you will have to gain four or more levels in Smelting before you can begin crafting Charcoal. These levels can only be gained by smelting Ore, which can only be mined with a "Miner's Pick Heavy" (feat required: Martial). Again, of the seven classes requiring this material component, only two can wield the required crafting tool, and, potentially, have a need/use of the metal ingots produced.
Can this situation be made more amenable to the non handaxe wielding classes.
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