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Messages - Weeping Lily

Pages: [1]
1
I, Tess Morgan, picked up a lesser ring of fox cunning and left 1,750 True in the chest as I do not have any credit with the store .. yet!
The following users thanked this post: Riven, davidhoff

2
*as Kira overhears some of the rumours she spreads additional information to the pawners and town criers to share*

"The group shall meet up at the Thunderpeak Crossroads. Be wary if you want to want to come along. It is a difficult ascend into the fortress and the battles we will have to fight inside won't be easy either. We do not guarantee for anyone's safety, but we will try our very best to keep everyone alive and breathing. It is a challenge, but a rewarding one."

//Time zones go here: https://www.timeanddate.com/worldclock/fixedtime.html?msg=Taking+on+Essrantor&iso=20190601T20&p1=37
The following users thanked this post: davidhoff, willhoff

3
Fixed Bugs / Elemental and Wild Shape
« on: May 12, 2019, 11:42:35 am »
Bug Report
 
Description: I addition to the bug report I already submitted regarding the damage while using a shape (animal or elemental), I also noticed a difference in AB and AT of the shapes (see screenshots attached). In the EE version I do not get following message during the process of changing into an elemental (or animal for that matter):

[CHAT WINDOW TEXT] [Sun May 12 17:26:09] Merged: Armor, Helmet, Shield, Rings, Amulet, Cloak, Boots, Belt, Bracers, Weapon (if you had one equipped) or gloves to unarmed attacks.
The lack of the merged items would explain the difference in the stats.
Note: The only spell I cast before using the shape was Owls Wisdom in both versions.

Location: Everywhere
 
Verified:
 
Reproducable: Yes
The following users thanked this post: willhoff

4
Bug Report
 
Description: Storm of Vengeance does not deal electrical damage anymore, even though the opponents which run into it fail their saving throws vs. electrical dmg. I am not sure if they are still stunned if they fail their saving throw vs electrical as they were already caught in a stone hold.

[CHAT WINDOW TEXT] [Sun May 12 14:41:01] Forest Giant Stalker of the Broken Glade Clan : Reflex Save vs. Electricity : *failure* : (2 + 9 = 11 vs. DC: 35)
[CHAT WINDOW TEXT] [Sun May 12 14:41:01] Forest Giant Feller of the Broken Glade Clan : Reflex Save vs. Electricity : *failure* : (9 + 4 = 13 vs. DC: 35)
[CHAT WINDOW TEXT] [Sun May 12 14:41:01] Forest Giant Feller of the Broken Glade Clan : Reflex Save vs. Electricity : *failure* : (3 + 4 = 7 vs. DC: 35)
[CHAT WINDOW TEXT] [Sun May 12 14:41:01] Evelyn Sylphide attacks Forest Giant Stalker of the Broken Glade Clan : *hit* : (7 + 18 = 25)
[CHAT WINDOW TEXT] [Sun May 12 14:41:01] Evelyn Sylphide damages Forest Giant Stalker of the Broken Glade Clan: 27 (27 Physical)
[CHAT WINDOW TEXT] [Sun May 12 14:41:02] Evelyn Sylphide damages Forest Giant Feller of the Broken Glade Clan: 21 (21 Acid)
[CHAT WINDOW TEXT] [Sun May 12 14:41:02] Evelyn Sylphide damages Forest Giant Feller of the Broken Glade Clan: 13 (13 Acid)
[CHAT WINDOW TEXT] [Sun May 12 14:41:02] Evelyn Sylphide damages Forest Giant Stalker of the Broken Glade Clan: 23 (23 Acid)
 
Location: Tested in the Forest of Fogs, will likely affect all areas
 
Verified:
 
Reproducable: Yes
The following users thanked this post: willhoff

5
In Windows they are stored in the user directory of nwn, i.e. c:\users\username\documents\neverwinter nights\logs
The following users thanked this post: jadewillow

6
Layonara Server / Re: Post here if the Server needs to be restarted
« on: April 20, 2019, 10:05:04 am »
The server could need a little restart. People have been jumping around like crazy :) While it was amusing to look at, it was hard to even get from A to B ;)
The following users thanked this post: Hellblazer

7
Layonara Server / Re: Lost old player!
« on: December 27, 2018, 11:01:27 pm »
Are you using the standard or enhanced edition of NWN? Layonara did not make the move to NWN:EE and last time I checked steam only offered the enhanced edition.
The following users thanked this post: Pen N Popper

8
It is included in the EE edition on gog.
Quote
Neverwinter Nights: Enhanced Edition includes the unaltered original version of Neverwinter Nights Diamond (The original version will be automatically added to your account.)
The following users thanked this post: orth, Tobias

9
Layonara Server / Re: optional music
« on: November 23, 2018, 01:19:18 pm »
You can download the optional files at the old website.. http://old.layonara.com/nwn/nwn-downloads
Hope this helps :)
The following users thanked this post: Olme

10
Quest - Lily - When one door closes, another one opens
Levels: Open to all

Where: Hlint

Date: Saturday, 20th October 2018
Time: 8 PM CEST, 2 PM EST, 11 AM PST
Link to all the timezones:https://www.timeanddate.com/worldclock/fixedtime.html?iso=20181020T20&p1=37

A man, a room, a door. What lurks behind it?
The following users thanked this post: Chazzler, davidhoff, willhoff

11
Layonara Server / Hey there,minerva uploaded
« on: December 13, 2017, 03:38:51 am »

Hey there,

minerva uploaded the placeables to the gallery a while back. http://layonara.com/gallery/house-placeables Not sure if any new deeds were added after 2005 so no idea if they are still up to date.

Maps can be found unter Lore -> Almanac ->Maps http://layonara.com/lore/map/layonara-maps

 

The following users thanked this post: Chuckles_McChuck

12
Just for Fun / If you ever wondered where orth is hiding in RL...
« on: September 06, 2011, 09:01:40 am »
So if you ever wondered where orth is hiding in RL and what he is doing... Yeah, he's living around me in Germany ... in a truck ;)  Thought you'd be interested in this little fact ^^

13
Just for Fun / The Fellowship of the Vuvuzela
« on: June 23, 2010, 08:38:16 am »
Vuvuzelas' invading Middle Earth...

Watch it, it is fun ^^

YouTube - Gandalf Goes to the World Cup
The following users thanked this post: Guardian 452, Chazzler, akata, cbnicholson, Ravemore, Link092, geloooo, MommaT

14
Wild Surge Inn / The White Lily proudly presents: Night of Duels
« on: September 17, 2009, 05:48:10 am »
[SIZE=18]~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


The White Lily Proudly Presents:

Night of Duels


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[/SIZE]



I am happy to announce you the Night of Duels, a competition among fighters and those who think they can stand a fight in range of a melee weapon. Everyone is welcome for this even, may it be to attend as a fighter and prove ones skill with a weapon, or just to watch the combatants fight.

Food and drinks will be served. All you need is to leave 500 True at the reception and you don’t have to pay for single drinks and food.

The Night of Duels will be held in the arena in Fort Vehl on Tunar, Febra 10, 1455.

There won’t be any prices, other than the honor and fame, but every fair fighter should honor especially these. The Night of Duels is not about treasure, but to come together, fighting duels, have the one or other drink and a lovely meal among friends.

Please send your application to Phyress Sylphide who is going to organize the whole event. She will be also responsible for the course of events and the single duels. Miss Sylphide will announce the combatants of each fight.

There is going to be a surprise at the end of the whole event, so stay tuned and enjoy it. It’ll be really worth it. Please come and join us at the Arena in Vehl for a night of breathtaking duels and fun.


Rules of the Night of Duels

  • In the arena combatants won’t be able to cast any spell or use a spell-like ability.
  • Combatants must not leave the area to cast spells.
  • Combatants must not alter their appearance //Any form of shape changing or polymorph
  • Combatants must not cast weapon enchantments. //GMW, Imbue, Blade Thirst, Darkfire, etc.
  • Combatants must not knock anyone down. //Knockdown
  • Combatants must not leap into their opponents to knock one down. //Acrobatic Attack
  • Combatants must not hide in plain sight. //HiPS
  • Combatants must not make use of items which store the Al’Noth.
  • Combatants must not wear any items that trigger if it hits or one is being hit.
  • Combatants must not heal themselves, may it be potions or divine magic.
  • Combatants must not call for help of others //Familiars, Animal Companions, Summons
  • Combatants must not sing one to death, stun them or whatever.
  • Combatants must not start performing any actions, such as singing, before the fight was started.
  • Combatants must rest before any duel.
  • Combatants may take a defense stance. //Expertise
  • Combatants may perform more powerful attacks. //Power Attack
  • Combatants may leap into the air and spin around. //Whirlwind Attack
  • Combatants may enter rage.
  • Combatants may use any melee weapon, or perform martial arts.
  • Combatants may use a single weapon, a shield, two weapons or whatever.
  • Combatants may use gear which holds magical properties, although not being casted.
  • Combatants may change their gear between fights to suit their opponent.
  • Combatants may sing a song to encourage oneself in a duel.
  • A duel lasts over three rounds whereas the winner only needs two rounds to win a battle.
  • Every single duel will be counted down from "3 ... 2 ... 1 ... GO!" before it starts.
  • The winners of each duel will face each other until only one combatant remains and will be declared as the champion of this competition.
[/i]

//And now for some OOC clarification which pretty much covers the rules for dead-magic areas...
Quote

- Allowed -
  • Items that enhance stats, skills and/or saving throws that are worn or equipped (clothing, jewelry, accessories) and that provide a "permanent" benefit to one's attributes and bonuses.
  • Permanent weapon and armor enhancements, such as elemental enhancements, silver and titanium coatings and elemental resistances.
  • As mentioned above, the key here is that these things do not rely upon the Al'Noth to sustain or maintain them, having received all their energy from either the casting itself or the energies inherent in the application of the enhancement.
- Not Allowed –
  • Ioun Stones. It does not matter whether or not these are activated prior to entering the dead magic zone or not, they are simply not permitted to be in use in dead magic...at all. They rely upon the Al'Noth to keep them circling around the character, and in its absence, they will fall to the ground. Bioware does not enforce this mechanically, but we will enforce it administratively.
  • Active magical and supernatural abilities that would draw upon the Al'Noth in some way, whether divine, arcane or natural. They may possibly persist when moving into a dead magic zone, but should not be activated or used from within a dead magic zone. These may include, but are limited to:

Racially-granted feats and abilities (i.e. Darkness)
  • Class-based feats, abilities and powers (i.e. Divine Might, Divine Shield, Bless Weapon, Holy Sword, Deafening Clang, Blade Thirst). This also includes the abilities of Spellswords and Arcane Archers to imbue their weapons and/or ammo with special enhancements.
  • Spells in general, may they be arcane, divine or of whatever nature.
  • Epic spells. (i.e. Epic Warding, Epic Mage Armor, Hellball)
  • Summons of any kind
  • Items with On-Hit-Properties




Food and drinks will be provided by the well renowned Leringard Arms & Inn! So expect delicious snacks, slices of pie, and the one and other great tasting ale and wine!


We look forward to seeing your sign-ups!


[SIZE=16]
*Signed*
The White Lily[/SIZE]




__________________________________________________

//Please let me know either by PM or leave a message here.
//More details about the event itself you’ll find here!
The following users thanked this post: Hellblazer, Lance Stargazer, Link092

15
[SIZE=18]~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


The White Lily Proudly Presents:

Night of Duels


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[/SIZE]



I am happy to announce you the Night of Duels, a competition among fighters and those who think they can stand a fight in range of a melee weapon. Everyone is welcome for this even, may it be to attend as a fighter and prove ones skill with a weapon, or just to watch the combatants fight.

Food and drinks will be served. All you need is to leave 500 True at the reception and you don’t have to pay for single drinks and food.

The Night of Duels will be held in the arena in Fort Vehl on Tunar, Febra 10, 1455.

There won’t be any prices, other than the honor and fame, but every fair fighter should honor especially these. The Night of Duels is not about treasure, but to come together, fighting duels, have the one or other drink and a lovely meal among friends.

Please send your application to Phyress Sylphide who is going to organize the whole event. She will be also responsible for the course of events and the single duels. Miss Sylphide will announce the combatants of each fight.

There is going to be a surprise at the end of the whole event, so stay tuned and enjoy it. It’ll be really worth it. Please come and join us at the Arena in Vehl for a night of breathtaking duels and fun.


Rules of the Night of Duels

  • In the arena combatants won’t be able to cast any spell or use a spell-like ability.
  • Combatants must not leave the area to cast spells.
  • Combatants must not alter their appearance //Any form of shape changing or polymorph
  • Combatants must not cast weapon enchantments. //GMW, Imbue, Blade Thirst, Darkfire, etc.
  • Combatants must not knock anyone down. //Knockdown
  • Combatants must not leap into their opponents to knock one down. //Acrobatic Attack
  • Combatants must not hide in plain sight. //HiPS
  • Combatants must not make use of items which store the Al’Noth.
  • Combatants must not wear any items that trigger if it hits or one is being hit.
  • Combatants must not heal themselves, may it be potions or divine magic.
  • Combatants must not call for help of others //Familiars, Animal Companions, Summons
  • Combatants must not sing one to death, stun them or whatever.
  • Combatants must not start performing any actions, such as singing, before the fight was started.
  • Combatants must rest before any duel.
  • Combatants may take a defense stance. //Expertise
  • Combatants may perform more powerful attacks. //Power Attack
  • Combatants may leap into the air and spin around. //Whirlwind Attack
  • Combatants may enter rage.
  • Combatants may use any melee weapon, or perform martial arts.
  • Combatants may use a single weapon, a shield, two weapons or whatever.
  • Combatants may use gear which holds magical properties, although not being casted.
  • Combatants may change their gear between fights to suit their opponent.
  • Combatants may sing a song to encourage oneself in a duel.
  • A duel lasts over three rounds whereas the winner only needs two rounds to win a battle.
  • Every single duel will be counted down from "3 ... 2 ... 1 ... GO!" before it starts.
  • The winners of each duel will face each other until only one combatant remains and will be declared as the champion of this competition.
[/i]

//And now for some OOC clarification which pretty much covers the rules for dead-magic areas...
Quote

- Allowed -
  • Items that enhance stats, skills and/or saving throws that are worn or equipped (clothing, jewelry, accessories) and that provide a "permanent" benefit to one's attributes and bonuses.
  • Permanent weapon and armor enhancements, such as elemental enhancements, silver and titanium coatings and elemental resistances.
  • As mentioned above, the key here is that these things do not rely upon the Al'Noth to sustain or maintain them, having received all their energy from either the casting itself or the energies inherent in the application of the enhancement.
- Not Allowed –
  • Ioun Stones. It does not matter whether or not these are activated prior to entering the dead magic zone or not, they are simply not permitted to be in use in dead magic...at all. They rely upon the Al'Noth to keep them circling around the character, and in its absence, they will fall to the ground. Bioware does not enforce this mechanically, but we will enforce it administratively.
  • Active magical and supernatural abilities that would draw upon the Al'Noth in some way, whether divine, arcane or natural. They may possibly persist when moving into a dead magic zone, but should not be activated or used from within a dead magic zone. These may include, but are limited to:

Racially-granted feats and abilities (i.e. Darkness)
  • Class-based feats, abilities and powers (i.e. Divine Might, Divine Shield, Bless Weapon, Holy Sword, Deafening Clang, Blade Thirst). This also includes the abilities of Spellswords and Arcane Archers to imbue their weapons and/or ammo with special enhancements.
  • Spells in general, may they be arcane, divine or of whatever nature.
  • Epic spells. (i.e. Epic Warding, Epic Mage Armor, Hellball)
  • Summons of any kind
  • Items with On-Hit-Properties




Food and drinks will be provided by the well renowned Leringard Arms & Inn! So expect delicious snacks, slices of pie, and the one and other great tasting ale and wine!


We look forward to seeing your sign-ups!


[SIZE=16]
*Signed*
The White Lily[/SIZE]




__________________________________________________

//Please let me know either by PM or leave a message here.
//More details about the event itself you’ll find here!
The following users thanked this post: Hellblazer

16
The Silver Buckle / The White Lily proudly presents: Night of Duels
« on: September 17, 2009, 05:47:05 am »
[SIZE=18]~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


The White Lily Proudly Presents:

Night of Duels


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[/SIZE]



I am happy to announce you the Night of Duels, a competition among fighters and those who think they can stand a fight in range of a melee weapon. Everyone is welcome for this even, may it be to attend as a fighter and prove ones skill with a weapon, or just to watch the combatants fight.

Food and drinks will be served. All you need is to leave 500 True at the reception and you don’t have to pay for single drinks and food.

The Night of Duels will be held in the arena in Fort Vehl on Tunar, Febra 10, 1455.

There won’t be any prices, other than the honor and fame, but every fair fighter should honor especially these. The Night of Duels is not about treasure, but to come together, fighting duels, have the one or other drink and a lovely meal among friends.

Please send your application to Phyress Sylphide who is going to organize the whole event. She will be also responsible for the course of events and the single duels. Miss Sylphide will announce the combatants of each fight.

There is going to be a surprise at the end of the whole event, so stay tuned and enjoy it. It’ll be really worth it. Please come and join us at the Arena in Vehl for a night of breathtaking duels and fun.


Rules of the Night of Duels

  • In the arena combatants won’t be able to cast any spell or use a spell-like ability.
  • Combatants must not leave the area to cast spells.
  • Combatants must not alter their appearance //Any form of shape changing or polymorph
  • Combatants must not cast weapon enchantments. //GMW, Imbue, Blade Thirst, Darkfire, etc.
  • Combatants must not knock anyone down. //Knockdown
  • Combatants must not leap into their opponents to knock one down. //Acrobatic Attack
  • Combatants must not hide in plain sight. //HiPS
  • Combatants must not make use of items which store the Al’Noth.
  • Combatants must not wear any items that trigger if it hits or one is being hit.
  • Combatants must not heal themselves, may it be potions or divine magic.
  • Combatants must not call for help of others //Familiars, Animal Companions, Summons
  • Combatants must not sing one to death, stun them or whatever.
  • Combatants must not start performing any actions, such as singing, before the fight was started.
  • Combatants must rest before any duel.
  • Combatants may take a defense stance. //Expertise
  • Combatants may perform more powerful attacks. //Power Attack
  • Combatants may leap into the air and spin around. //Whirlwind Attack
  • Combatants may enter rage.
  • Combatants may use any melee weapon, or perform martial arts.
  • Combatants may use a single weapon, a shield, two weapons or whatever.
  • Combatants may use gear which holds magical properties, although not being casted.
  • Combatants may change their gear between fights to suit their opponent.
  • Combatants may sing a song to encourage oneself in a duel.
  • A duel lasts over three rounds whereas the winner only needs two rounds to win a battle.
  • Every single duel will be counted down from "3 ... 2 ... 1 ... GO!" before it starts.
  • The winners of each duel will face each other until only one combatant remains and will be declared as the champion of this competition.
[/i]

//And now for some OOC clarification which pretty much covers the rules for dead-magic areas...
Quote

- Allowed -
  • Items that enhance stats, skills and/or saving throws that are worn or equipped (clothing, jewelry, accessories) and that provide a "permanent" benefit to one's attributes and bonuses.
  • Permanent weapon and armor enhancements, such as elemental enhancements, silver and titanium coatings and elemental resistances.
  • As mentioned above, the key here is that these things do not rely upon the Al'Noth to sustain or maintain them, having received all their energy from either the casting itself or the energies inherent in the application of the enhancement.
- Not Allowed –
  • Ioun Stones. It does not matter whether or not these are activated prior to entering the dead magic zone or not, they are simply not permitted to be in use in dead magic...at all. They rely upon the Al'Noth to keep them circling around the character, and in its absence, they will fall to the ground. Bioware does not enforce this mechanically, but we will enforce it administratively.
  • Active magical and supernatural abilities that would draw upon the Al'Noth in some way, whether divine, arcane or natural. They may possibly persist when moving into a dead magic zone, but should not be activated or used from within a dead magic zone. These may include, but are limited to:

Racially-granted feats and abilities (i.e. Darkness)
  • Class-based feats, abilities and powers (i.e. Divine Might, Divine Shield, Bless Weapon, Holy Sword, Deafening Clang, Blade Thirst). This also includes the abilities of Spellswords and Arcane Archers to imbue their weapons and/or ammo with special enhancements.
  • Spells in general, may they be arcane, divine or of whatever nature.
  • Epic spells. (i.e. Epic Warding, Epic Mage Armor, Hellball)
  • Summons of any kind
  • Items with On-Hit-Properties




Food and drinks will be provided by the well renowned Leringard Arms & Inn! So expect delicious snacks, slices of pie, and the one and other great tasting ale and wine!


We look forward to seeing your sign-ups!


[SIZE=16]
*Signed*
The White Lily[/SIZE]




__________________________________________________

//Please let me know either by PM or leave a message here.
//More details about the event itself you’ll find here!
The following users thanked this post: LordCove, Hellblazer

17
NWN Ideas, Suggestions, Requests / Messages for Acrobatic Attack...
« on: September 17, 2009, 02:35:36 am »
I hope this is the right forum for this. After all it is a suggestion ;)

When performing an Acrobatic Attack you sometimes get messages like "You are too close to perform an Acrobatic Attack" or something similar to "You need more room behind you to perform an Acrobatic Attack".

These sadly only show up in the Combat-Chat-Window and therefore are easily missed in larger battles so one usually ponders why the char just stands around while your opponents keep on hitting you.

Could it be coded that way so it shows up over ones head? Like when you draw a rapier and you get a "Precise Strike On" message? This would greatly help all duelists out there, I think :)
The following users thanked this post: Hellblazer, Link092, geloooo

18
Leringard Arms Inn and Tavern / Regarding recent events around Nel...
« on: August 27, 2009, 05:56:38 pm »
Regarding the recent events especially around Nel and Lake Freis on Alindor...

I think it is rather common knowledge these days that there are some things going on which should not naturally take place. Mostly there were fiends seen around the Lake Freis and the city Nel on Alindor. Also these have been reported in a spider invested cave on Belinara and also close to the shack at the Dun Lake. The fiends were described as either big, evil looking creatures with horns, burning wings and an almost black to red skin, or as some burning creatures. Please see the following sketch for more detailed information regarding their physical appearance:


It was reported that these pit dwellers sometimes ask about where they showed up. Apparently they are looking for someone or something and mostly end up in the wrong location. What they are really after is still unclear, but it won’t likely be something that will make us all warm and fuzzy.  Please be very cautious about them. They tend to ask where they ended up and will likely attack you afterwards.

It is like they are summoned into this realm or they teleportate themselves. During that process they leave scorch marks on the ground. There seems to be nothing special about them. There is nothing you can see on it, unless you try and read the Al’Noth around it, you will feel there is something utterly wrong about them.

However, there are still many questions about these events and it will take some effort to investigate into this matter. To discuss what was already found out and how to proceed and to coordinate the investigations I invite everyone who is interested in solving these events. Those who are interested please meet me in Mariner’s Hold at the docks on Tunar, Febra 17, 1454 around 4:59:45.


On behalf of the Council of Nel and the White Lily,

-Phyress Sylphide


//The event will occur on September 2nd, 18:00 GMT/UTC. You find more information about it here.
The following users thanked this post: Dorax Windsmith, Lord Dark, Ravemore, davidhoff

19
General Discussion / Happy Birthday to ...!
« on: February 28, 2009, 09:22:47 am »
Happy Birthday to mumbles! :) I hope you have a great one! :D
The following users thanked this post: mumbles

20
Fixed Bugs / Kill the Leader of the Blood Clan - Quest
« on: August 18, 2008, 04:00:53 pm »
Description: After finishing the quest, the description says something about Garent, the old NPC who had the quest back in V2 or so I heard. Actually it should be Alicia Nefzen.

Location: Hlint.

Verified: Yes, screenshot attached.

Reproducable: Not on my own, but will occur with every PC who finishes the quest.
The following users thanked this post: miltonyorkcastle, Hellblazer

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anything