[RELZ] The Forgotten Realm

Post » Thu Sep 02, 2010 12:22 am

GDA, I'm about halfway through The Forgotten Realm and really enjoying it. I'm quite stuck at the moment though, any chance of a walk-through?
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Bethany Short
 
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Post » Wed Sep 01, 2010 9:54 am

Hi Duke :wave:

I'm a big time fan of good dungeons, and I consider your Adense Epic Dungeon Fixed to be truly one of the best. So I now submit my humble but fervent request that when The Forgotten Realm is fixed you consider moving it to a new location that doesn't conflict with Phitt's new village, Mudwater. I'm afraid that if I have to choose between a good village and a good dungeon I will choose the village, and miss out on one of your original and innovative dungeon designs.

I want to make it clear I see this issue as my problem and not yours. I have no idea, whatsoever, how much work would be involved in your moving the dungeon to a new location, and you have already given me much pleasure with Adense Epic as well as Skingrad Outskirts.
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rebecca moody
 
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Post » Wed Sep 01, 2010 4:38 pm

If it helps - the part of the mod located in 33,-29 and 33,-30 is what Garx is referring to. It may also be helpful to you to know that Knights of the Nine puts a fort down in 34,-29.
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Shannon Marie Jones
 
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Post » Thu Sep 02, 2010 1:17 am

I'm sorry that my village conflicts with your mod. I was looking forward to use Forgotten Realm at some point as well, but I didn't have it installed when I made my mod. Unfortunately the whole village is at the cells Arthmoor mentioned and it is impossible for me to move it without remaking the whole mod. Would of course be great if you could make it compatible by moving to a different location. I don't know how much work would be involved, but since Forgotten Realm is about a huge dungeon I can at least hope that moving the exterior bits is not an insane amount of work.
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James Baldwin
 
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Post » Thu Sep 02, 2010 12:55 am

I'm sorry that my village conflicts with your mod. I was looking forward to use Forgotten Realm at some point as well, but I didn't have it installed when I made my mod. Unfortunately the whole village is at the cells Arthmoor mentioned and it is impossible for me to move it without remaking the whole mod. Would of course be great if you could make it compatible by moving to a different location. I don't know how much work would be involved, but since Forgotten Realm is about a huge dungeon I can at least hope that moving the exterior bits is not an insane amount of work.

Well, since my mod is in severe need of being bug-fixed and polished, I guess moving the exterior to the other side of the swamp-lake area wouldn't be so hard :)
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Laura-Jayne Lee
 
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Post » Wed Sep 01, 2010 12:56 pm

Well, since my mod is in severe need of being bug-fixed and polished, I guess moving the exterior to the other side of the swamp-lake area wouldn't be so hard :)


Thanx mucho, Duke.

You have just put a huge smile on the face of this dungeon crawler. :D Take as long as you need to polish and fix, but please don't give up on The Forgotten Realm.
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Ricky Meehan
 
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Post » Wed Sep 01, 2010 11:43 am

A post of support from me too. I haven't downloaded this mod yet, and not Phitt's Mudwater either, but both are mods I plan to have for my next real playthrough of the game. So I hope you get around to fix it :)
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Blessed DIVA
 
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Post » Wed Sep 01, 2010 6:40 pm

I have played through this dungeon and we are talking about a HUGE beauty.

there are some minor glitches but the mod is fully playable and thorougly enjoyable as is.

Did you receive the pics I sent you Grand Duke?
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Gill Mackin
 
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Post » Wed Sep 01, 2010 10:51 pm

Did you receive the pics I sent you Grand Duke?

No... xD
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jessica breen
 
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Post » Wed Sep 01, 2010 9:41 pm

Noticed that David Brasher released an updated version of this mod today http://www.tesnexus.com/downloads/file.php?id=35696. I'm assuming GrandDukeAdense gave him permission since he won't have time himself. Hopefully this fixes most of the big bugs mentioned above. :)
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Sylvia Luciani
 
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Post » Wed Sep 01, 2010 8:51 pm

Noticed that David Brasher released an updated version of this mod today http://www.tesnexus.com/downloads/file.php?id=35696. I'm assuming GrandDukeAdense gave him permission since he won't have time himself. Hopefully this fixes most of the big bugs mentioned above. :)

Yup! His edited version is better ;)
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Alyce Argabright
 
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Post » Wed Sep 01, 2010 5:47 pm

Ohh a Brasher version!

I was having trouble deciding whether to play with Mudwater installed or this.

I think this just won.
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Andrew Perry
 
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Post » Wed Sep 01, 2010 6:12 pm

Yup! His edited version is better ;)


I see what you did there :)
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Hayley Bristow
 
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Post » Wed Sep 01, 2010 7:29 pm

Well one thing I did not see is cleaning the esp.
99 identical to master records
263 deletions of master records
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Austin Suggs
 
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Post » Wed Sep 01, 2010 10:43 am

Well one thing I did not see is cleaning the esp.
99 identical to master records
263 deletions of master records

Drop a PM to Brasher, and he might have some time over to fix that!
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Yung Prince
 
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Post » Wed Sep 01, 2010 10:37 pm

Well I did contact Mr. Brasher but for a request for a patch for Mudwater - a bit of his reply on that:
It turns out that this is a crowded piece of real estate. There is Aryons' Estate from this mod, the village of Mudwater, and Fort Bulwark from Knights of the Nine. The three things do not overlap and clip, they are just near each other. The patch makes sure the landform, landscape textures, and path-gridding are all correct for whatever mod sits on that specific land and makes sure all the seams match up and look good.

The biggest conflicts are between Knights of the Nine and Mudwater, but this patch fixes them. (Note that there are no conflicts at all between Knights of the Nine and The Forgotten Realm.)

If you don't like the spot to be this crowded, then you can turn off one or two of the mods or DLC. Otherwise it just sort of makes a larger village.
So he did make a patch that is available on the http://www.tesnexus.com/downloads/file.php?id=35696

Haven't tested yet, but may within the next two days.
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Spaceman
 
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Post » Wed Sep 01, 2010 10:56 am

Well I did contact Mr. Brasher but for a request for a patch for Mudwater - a bit of his reply on that:
So he did make a patch that is available on the http://www.tesnexus.com/downloads/file.php?id=35696

Haven't tested yet, but may within the next two days.

I hope it works! I haven't tested it myself either... Haven't had time to play or mod recently :P
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Gaelle Courant
 
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Post » Wed Sep 01, 2010 11:02 pm

I already said this on TesNexus, but I guess I could mention it here too:

About the "To be continued"-thing. I'm actually in full progress of creating the sequel. Which will be more quest/faction-ish.
And I'll be sure to create some even more impressive and overwhelming dungeons ;)
Here's a link to a preview screenie of the sequel mod: http://i197.photobucket.com/albums/aa253/GrandDukeAdense/PromotionWallpaper.jpg

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Chase McAbee
 
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Post » Wed Sep 01, 2010 2:39 pm

I already said this on TesNexus, but I guess I could mention it here too:


That's great news, good luck with the project GrandDukeAdense. :)
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Timara White
 
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Post » Wed Sep 01, 2010 4:32 pm

That's great news, good luck with the project GrandDukeAdense. :)

I'll probably "officially announce" it in a few months. But I gotta have a big load of work to show first ;)
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Rachael Williams
 
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