[List] Wizard Island support

Post » Mon Oct 25, 2010 1:04 am

@ Huskobar

Regarding Azalon, if I'm right, and the way to trigger the quest is to talk about "disappearances" with the prosttute, then that fact probably accounts for why you missed it. The topic "disappearances" also has to do with the missing people in the crypt and with Draest, and that's what most NPCs talk about when you ask them about disappearances.
Here's another update on my progress:

SPOILERS

Regarding the goblin quest, the one thing that for me really merits discussion (i.e. it is less than fairly obvious) is the maze and goblin treasury that is accessible from the goblin crypt. Exploration of the maze and treasury is related to the quest that you should have been given by the skeleton king standing on the outdoor stairs - he asks you to find his crown. Getting to the goblin crypt is fairly straightforward and should produce no difficulties. Finding the maze, however, can be tricky. In the top room of the crypt, (where you can find the door to the throne room), there is a secret passage that will lead you to the maze. The passage is to be found behind a secret door, located roughly in the center of the room, on the ground level. The door itself looks just like a piece of wall, but the description "secret door" will show up when you get close enough to it.

The maze is reminiscent of Eye of the Beholder - constricted, all right angles, narrow corridors etc. It is without a doubt one of the most fun dungeons I have played in Morrowind. The interesting feature here is that automap is blackened out. There is no need to map the maze, though - just follow the simple rule of keeping to the right (or left, as you prefer) wall at all times, make all turns to the right etc. and you will traverse the maze. I don't have mathematical proof of this, but it seemed to me that this maze was designed in such a way as to be traversible in its entirety by simply always following the wall to your right (or left, your choice). Two other things: (1) be thorough as you follow the wall - even if you can see that a passage dead-ends, check it anyway for a secret door, and (2) if you wish, use the note feature of your map (I found it helpful); to activate it, right-click to bring up the map, and then double-left-click on a spot on the map to write a personal note for that location. So, e.g., if you see a pair of chests across a grille that you can't get to yet, make a note of it - that way you get some reference points and you can be sure that you didn't miss the chest. Notes are editable and deletable.

As you wander in the maze you will eventually encounter a door to the secret goblin treasury. If you have good enough lock picking skills, you should have no problem opening the chests and also reaching the altar where the skeleton king's crown can be found. Word of advice - have some means of high jumping or levitating available. Returning the crown to the king is something that gave me trouble - the first time around, I couldn't leave the goblin castle, but after I saved and reloaded, I could step outside again and give the crown back. The reward for this is the key that supposedly opens the chests in the treasury - I never verified this, because I had good enough lock picking to not need a key.

As an aside, the ability to write your own notes onto the map will also come in handy in some of the goblin caves levels, where your map is blacked out or where you have to deal with teleporters and want to record which teleporter takes you where etc.
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Marion Geneste
 
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Post » Mon Oct 25, 2010 11:07 am

Here's another update and some questions (SPOILERS):

1. Warrior's souls - 2 are with fluffy, 7 in the Dwemer ruins, and 1 is on the "feral draken" - you get the quest from one of the draken councilors. The feral draken is located on the W shore of the forgotten lake.

2. I am still unable to open the wizard's chest in the Dwemer ruins. I did find a junction box in the ruins, but I cannot activate it. Has anyone figured this out?

3. Regarding the main quest, toward the end it kind of seemed rushed with some loose ends left over (unless, of course, I simply missed something) and some just strange things. In no particular order, here are my thoughts: (a) the player never actually ascertains the fate of Atreius and Nyssa, beyond a strong suspicion that they must have perished in the crypt; (B) similarly, we do know that Thali, the Naz commander, went into the crypt, but his body is never identified, either; © neither the Mage leader nor the priestess ever progress from the initial dialogue - the Mage never believes that the PC is the awaited hero (even AFTER you defead Ged) and the priestess never trusts you enough to talk about the cult - she mentions winning the trust of the acolytes, but how does one do that (here the problem may have been that I didn't manage to save the priest who runs out of the church and throws himself off the cliff); (d) when you find out that Ged can control the PC from the moment PC killed Sauriel, you are also told that the draken council may be able to lift the curse - no member of the council even mentioned that; (e) the journal entry for the retrieval of the hammer mentions that you should return to the drakes for final advice before confronting Ged - when I returned to the council, I got no advice; (f) maybe I simply missed the obvious, but I was never able to find Atreius Secundus's house in the town; I wanted to go there because Atreius supposedly kept at home the detailed notes on the Mayor.

4. I was never able to find the last mage's soul - I only got the two from fluffy and the seven from the Dwemer ruins.

5. Draken quest to kill the leader of the Legion of Pestilence can be fulfilled at the Cave of Elements located SW of the Cold Hands Inn, roughly at the SE tip of the Ice Forest.
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Dorian Cozens
 
Posts: 3398
Joined: Sat May 26, 2007 9:47 am

Post » Mon Oct 25, 2010 5:33 am

Hi Guys!!!
WOW!!! I'm very glad to see there is still a community going for WI.

I've been busy finishing my PhD and just had the time to notice our website went down.
Thanks to everyone in this thread, at least I was able to retrieve the website update text.

I'll make a New Website this summer when I get a few minutes.
It's going to have links to all the contents and will be much cleaner.


On a second note, I have the great news that Wizards Islands works very well on Mac when using the application called Crossover.
Some tweaking about the sound engine have to be done, but otherwise it works flawlessly. However I cannot find the key on my mac keyboard to get the console to work...

Thanks again for the interest, and we'll see what the future bring.

I'm no longer on hotmail or Msn Messenger.
The email link code of this forum seems not to be working...
I've bookmarked this thread for the time being.

All the best,
Pionata, alias Xill
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Lillian Cawfield
 
Posts: 3387
Joined: Thu Nov 30, 2006 6:22 pm

Post » Mon Oct 25, 2010 8:48 am

@ Huskobar

Regarding Azalon, if I'm right, and the way to trigger the quest is to talk about "disappearances" with the prosttute, then that fact probably accounts for why you missed it. The topic "disappearances" also has to do with the missing people in the crypt and with Draest, and that's what most NPCs talk about when you ask them about disappearances.
Here's another update on my progress:

SPOILERS

Regarding the goblin quest, the one thing that for me really merits discussion (i.e. it is less than fairly obvious) is the maze and goblin treasury that is accessible from the goblin crypt. Exploration of the maze and treasury is related to the quest that you should have been given by the skeleton king standing on the outdoor stairs - he asks you to find his crown. Getting to the goblin crypt is fairly straightforward and should produce no difficulties. Finding the maze, however, can be tricky. In the top room of the crypt, (where you can find the door to the throne room), there is a secret passage that will lead you to the maze. The passage is to be found behind a secret door, located roughly in the center of the room, on the ground level. The door itself looks just like a piece of wall, but the description "secret door" will show up when you get close enough to it.

The maze is reminiscent of Eye of the Beholder - constricted, all right angles, narrow corridors etc. It is without a doubt one of the most fun dungeons I have played in Morrowind. The interesting feature here is that automap is blackened out. There is no need to map the maze, though - just follow the simple rule of keeping to the right (or left, as you prefer) wall at all times, make all turns to the right etc. and you will traverse the maze. I don't have mathematical proof of this, but it seemed to me that this maze was designed in such a way as to be traversible in its entirety by simply always following the wall to your right (or left, your choice). Two other things: (1) be thorough as you follow the wall - even if you can see that a passage dead-ends, check it anyway for a secret door, and (2) if you wish, use the note feature of your map (I found it helpful); to activate it, right-click to bring up the map, and then double-left-click on a spot on the map to write a personal note for that location. So, e.g., if you see a pair of chests across a grille that you can't get to yet, make a note of it - that way you get some reference points and you can be sure that you didn't miss the chest. Notes are editable and deletable.

As you wander in the maze you will eventually encounter a door to the secret goblin treasury. If you have good enough lock picking skills, you should have no problem opening the chests and also reaching the altar where the skeleton king's crown can be found. Word of advice - have some means of high jumping or levitating available. Returning the crown to the king is something that gave me trouble - the first time around, I couldn't leave the goblin castle, but after I saved and reloaded, I could step outside again and give the crown back. The reward for this is the key that supposedly opens the chests in the treasury - I never verified this, because I had good enough lock picking to not need a key.

As an aside, the ability to write your own notes onto the map will also come in handy in some of the goblin caves levels, where your map is blacked out or where you have to deal with teleporters and want to record which teleporter takes you where etc.



Hey thanks for all of this, the maze and goblin kingdom was also one of the part I enjoyed making the most (as well as the introduction boat and island part which I made last). I had the old dungeon master game in mind. I would have liked to place more traps in it, but I think I had problems with scripts.

Thanks for the following points in your other post. It's all very far for me. I know all the mage souls are meant to be all found. The crypt looses end on dead characters are probably just that, looses ends. I don't think the Draken hammer is a loose end however.
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Batricia Alele
 
Posts: 3360
Joined: Mon Jan 22, 2007 8:12 am

Post » Mon Oct 25, 2010 3:37 am

This mod looks great, thanks for compiling this list. Just downloaded it and most of the addons for it. I appear to be having a problem now though.. whenever I load up Morrowind I get this error.

"Unable to find script "wi_undead_fightingscript1" on object wi_battle_undead1"

Should I be worried about this, or should I just ignore it?

Thanks again.

/edit
Should probably say what addons I'm using.

Wizard's Island
Wizard's Island Official Patch
Wizards Islands FPS fix
Unoffical Bloodmoon patch for Wizards Islands
Wizards' Islands Permafrost Armor Upgrade
Captain Zaltan's Companion
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naomi
 
Posts: 3400
Joined: Tue Jul 11, 2006 2:58 pm

Post » Mon Oct 25, 2010 2:33 pm

Hi Guys!!!
WOW!!! I'm very glad to see there is still a community going for WI.

I've been busy finishing my PhD and just had the time to notice our website went down.
Thanks to everyone in this thread, at least I was able to retrieve the website update text.

I'll make a New Website this summer when I get a few minutes.
It's going to have links to all the contents and will be much cleaner.


On a second note, I have the great news that Wizards Islands works very well on Mac when using the application called Crossover.
Some tweaking about the sound engine have to be done, but otherwise it works flawlessly. However I cannot find the key on my mac keyboard to get the console to work...

Thanks again for the interest, and we'll see what the future bring.

I'm no longer on hotmail or Msn Messenger.
The email link code of this forum seems not to be working...
I've bookmarked this thread for the time being.

All the best,
Pionata, alias Xill


Xill honey we have to make a new mod :)))

Nice to see WI still bring a lot of joy to many of you! It all started from simple idea to add snow to Morrowind and we even beat Bethesda, when we got snow working in Morrowind before Bloodmoon expansion, yay!

As for support, its same for all of us.. we are too busy with real life, i was young kid when we started, now im already married.. heck, im not even sure that i even have any files left on my HDD..

Ps. Xill if you read this, Im thinking here maybe Mount & Blade community could benefit from some of our models/textures. I'll write you about that if i ever get to that project.

Pss. I was really surprised to see that people still play & mod morrowind (even after oblivion release too!), its been so many years (8 years!! omg...) ...aaa...memories....
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Juliet
 
Posts: 3440
Joined: Fri Jun 23, 2006 12:49 pm

Post » Mon Oct 25, 2010 7:45 am

(Posted in reply to a private message inquiring about testing of WI Full Revision. I thought I'd post it to bring everyone up to date so far.)

Interesting you should say that...
I'm going through a pretty thorough playtest as we speak.
Most of it works o.k. There is the odd glitch and a few things you should know.

- I'm pretty pleased with it, but it's not finished yet. Expect some updates in the not-too-distant future.
- I moved it expressly so it would conflict with as few things as possible. It should be o.k. with Tamriel Rebuilt, at least the first few maps. However, because it's so far north, the WI landmass is mostly cut off, even with the Morrowind Code Patch expanded map feature.
- I can't remember about the version I've posted, but I THINK I might have showcased my conceptual file-naming system. That means some references and file names for a number of items might be incompatible with what you'll find in the regular game or other weapon and armor mods. What this means is that you might find two different kinds of hackle-lo or saltrice or ebony or a few other things showing up in your inventory. Some Necessities of Morrowind food and liquor might also have been reworked. This is not game breaking, but it can be annoying if such things bother you. On the other hand, you might like to take a look at this new system and see what potential it holds. I think it's pretty good. Just make sure you have all the support files in place from the various Data Files folder so you don't get yellow triangles everywhere due to missing models. If you plan to look at the scripts, be aware that they have all been renamed. Also note that I plan to make a 'retro' version of this revision at some point so it IS more compatible with standard mods.
- Pionata wants me to reintroduce the path grids that went missing when the landmass was moved. I haven't yet, but it's no big deal.
- I have added some embellishments of my own. For instance, doors in Wintervale will now lock during the night. I might have adjusted stats on a few weapons or NPCs or something, I've added locks to a lot of doors and containers - nothing too radical I believe. This is mostly for the sake of balance with a larger project I'm working on. I've added a couple of technical notations and tried making some vague dialogue and journal entries clearer. I have NOT included Zennorious' Unoffical Bloodmoon patch for Wizards' Islands.
- I wanted a longer window in which to catch Galyn's ship to Wizrard's Secret Island, but it might cause the ship to appear abruptly.
- The door on the Wintervale Mage's Guild locks - I intended for it to be permanently open. The door on the '[censored]house' is supposed to lock during the day and open at night, but I screwed up and it's permanently locked. You'll have to break in.
- You could get a script error upon entering the elven smith's house. That small quest might be broken, sorry. Keep playing without it.
- If you get as far as getting Grok-thol's skin and reporting back to Morog Ares, and if you join the 'evil' side, you'll have the option of letting a sentry teleport you to (I guess) Wintervale. The sentry will currently send you to the wrong coordinates. Use a Recall spell instead and walk where you need to go.
- After defeating the Draken councillors (playing the evil side), Grymward instructs you to obtain a Draken weapon and again sends you to wrong coordinates. Workaround: in the console, type:

Player->PositionCell -113600 361069 324 270 "Wizard Island Drakes' Land"

exactly as is.

Despite those things, I think you'll find the revision is quite playable. I completed the main quest for the 3 guilds and everything worked as intended. I worked quite a bit on the dialogue and it's, like, 98% fixed. I'm up to the big battle in Wintervale and the Draken complex and everything's cool so far.

So keeping all that in mind, I hope you'll have a go at it. Of the quest mods I've tried, it's one of my faves ranking alongside The Underground II for its complex, fantastic storyline. Remember that it's tough. Maybe wait until your character is good and strong before tackling it. Bring lots of supplies. And... enjoy!
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maddison
 
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