[List] Wizard Island support

Post » Mon Oct 25, 2010 2:01 am

I think it's a shame, that the patches and stuff are all add-on's intead of having been merged into Wizard Island (provided they are good enough). Things like the spelling correction, the FPS-optimization and probably others seems like definate improvements, which a played always would be want, so it would definately make lives easier for the players.
I know that mentioning something like that is like walking into a minefield though, and I don't know if any original WI modders are still present to do or just allow someone else to do it, but it would be good.

I haven't played a lot of WI myself yet (mostly because I become bored with my characters or something gets corrupted before I'm ready for high-level mods like this), but it is part of my current game and I have fought a yellow diamond named Christo... is Tel Branora (I need to look at the bsa-rigister thing too it seems).

I seem to remember a compatibility patch between WI and TR being made. I'm not sure, if it actually was finished though.


Yeah, the yellow diamond Christo is definitely the bsa register thing. It takes but a fraction of a second to register.

I know what you mean about "getting bored with your character before it gets far or game gets corrupted." Gets me to. For corruption, the morrowind code patch has really helped big time prevent the corruption. I dare not install MWSE though. Corruption happens fast with me for some reason. For this game, I started a new game and cheated my way up to a decent level. So I skipped the low level stuff. I don't think it as cheating if you want to start with a fresh new character without grinding out the early levels. I usually don't do that but this time, I was glad.
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bonita mathews
 
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Post » Mon Oct 25, 2010 12:53 am

Here is what can be found by http://search.yacoby.net/?name=%2BWizards+%2BIslands&author=&description=&game=MW. I think Zennorius' one is essential.
Hmm, I remember when I played it I made a http://abot.silgrad.com/guppy/file/Wizards_Islands_patch_abot.zip mainly to have NOM food... not supported though, so don't ask if something does not work!

Thanks, i think all of those are in the list already apart from the your nom one.

So you patch adds Nom compatibililty? Does it do anything else?
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Amber Hubbard
 
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Post » Sun Oct 24, 2010 9:06 pm

So you patch adds Nom compatibililty? Does it do anything else?
IIRC, it indents/corrects some script syntax glitches, nothing essential probably, more relevant changes are commented as "fixed" in script code,
		; fixed Cast, player, "wi_cranium_doom"; fixed?; fixed already defined short rangespell 	; fixed? endif 			; fixed? endif ; fixed endif; fixed endif		; fixed nasty space player-> PositionCell 231220.000, -100088.00, 36.078, 1, "Wizard's Secret Island"; fixed if ( player->GetDistance < 512 )


I.E from
Begin Cranium_rats;Multiplier - globalfloat oldmultipliershort stateshort dooncefloat demidamagefloat currenthealthfloat healthmodshort randomvalueshort dodemishort dolightlong intrandomlong intelfloat magickaresistSet magickaresist to ( magickaresist + player->GetResistMagicka )Set magickaresist to ( magickaresist + 15 )Set magickaresist to ( magickaresist / 25 )Set intel to ( intel + Player->GetIntelligence )Set intrandom to ( intrandom + Random, 150 )Set randomvalue to ( randomvalue + Random, 15 )Set healthmod to ( player->GetHealthGetRatio )Set currenthealth to ( player->GetHealth )Set currenthealth to ( currenthealth * healthmod )Set demidamage to 0Set demidamage to ( demidamage - currenthealth )Set demidamage to ( demidamage / 2 )Set demidamage to ( demidamage / magickaresist ); in your version rats will have unlimited Magicka, I assume you rather want something like this:if ( oldmultiplier != craniummultiplier )set oldmultiplier to ( ( craniummultiplier - oldmultiplier ) * 20 )set oldmultiplier to ( oldmultiplier - 10 )if ( oldmultiplier > 174 )set oldmultiplier to 174endif( ModCurrentMagicka, oldmultiplier )set oldmultiplier to craniummultiplierendif;This will increase the Magicka supply each time a new rat comes in range and ;decrease if a rat leaves the areaif ( craniummultiplier < 3 )if ( GetDistance, player < 300 )AddSpell "wi_rat_fear"endifendifif ( craniummultiplier > 2 )RemoveSpell "wi_rat_fear"endifif ( GetDistance, player > 310 )RemoveSpell "wi_rat_fear"endifif ( craniummultiplier > 1 )AddSpell, "wi_cranium_svck"if ( craniummultiplier < 5 )RemoveSpell, "wi_cranium_polyelemental"AddSpell, "wi_cranium_resist1"RemoveSpell, "wi_cranium_resist2"RemoveSpell, "wi_cranium_resist3"RemoveSpell, "wi_cranium_resist4"endifendifif ( craniummultiplier > 4 )AddSpell, "wi_cranium_polyelemental"if ( craniummultiplier < 10 )AddSpell, "wi_cranium_resist2"RemoveSpell, "wi_cranium_lethal"RemoveSpell, "wi_cranium_resist1"RemoveSpell, "wi_cranium_resist3"RemoveSpell, "wi_cranium_resist4"endifendifif ( craniummultiplier < 13 )RemoveSpell, "wi_cranium_radiant"endifif ( craniummultiplier > 9 )AddSpell, "wi_cranium_lethal"if ( craniummultiplier < 16  )AddSpell, "wi_cranium_resist3"RemoveSpell, "wi_cranium_resist1"RemoveSpell, "wi_cranium_resist2"RemoveSpell, "wi_cranium_resist4"RemoveSpell, "wi_cranium_devastate"RemoveSpell, "wi_cranium_resist2"endifendifif ( craniummultiplier > 12 )AddSpell, "wi_cranium_radiant"	if ( randomvalue =http://forums.bethsoft.com/index.php?/topic/1018466-list-wizard-island-support/= 11 )if ( dodemi == 0 )player->ModCurrentHealth, demidamageCast, RatDemi, Playerset dodemi to 1endifendifendifif ( craniummultiplier > 15 )if ( dolight == 0 )if ( randomvalue > 13 )if ( Player->GetSpellEffects, "wi_ratlight" == 0 )Cast, wi_ratlight, Playerset dolight to 1endifendifendifif ( randomvalue == 4 )if ( intrandom > intel )Cast, player, "wi_cranium_doom"endifendifAddSpell, "wi_cranium_devastate"AddSpell, "wi_cranium_resist2"RemoveSpell, "wi_cranium_resist1"RemoveSpell, "wi_cranium_resist3"RemoveSpell, "wi_cranium_resist4"endifif ( state == 0 )if ( GetHealth < 1 )Returnendifif ( GetDistance, Player < 1500 )set craniummultiplier to ( craniummultiplier + 1 )set state to 1endifelseif ( state == 1 )if ( GetDistance, Player > 1510 )set craniummultiplier to ( craniummultiplier - 1 )set state to 0endifif ( GetHealth < 1 )set craniummultiplier to ( craniummultiplier - 1 )set state to 0endifendifif ( GetHealth < 1 )if ( GetCurrentTime > 6 )if ( GetCurrentTime < 20 )disableendifendifendifEnd
to
Begin Cranium_rats;Multiplier - globalfloat oldmultipliershort stateshort dooncefloat demidamagefloat currenthealthfloat healthmodshort randomvalueshort dodemishort dolightlong intrandomlong intelfloat magickaresistSet magickaresist to ( magickaresist + player->GetResistMagicka )Set magickaresist to ( magickaresist + 15 )Set magickaresist to ( magickaresist / 25 )Set intel to ( intel + ( Player->GetIntelligence ) )Set intrandom to ( intrandom + ( Random, 150 ) )Set randomvalue to ( randomvalue + ( Random, 15 ) )Set healthmod to ( player->GetHealthGetRatio )Set currenthealth to ( player->GetHealth )Set currenthealth to ( currenthealth * healthmod )Set demidamage to 0Set demidamage to ( demidamage - currenthealth )Set demidamage to ( demidamage / 2 )Set demidamage to ( demidamage / magickaresist ); in your version rats will have unlimited Magicka, I assume you rather want something like this:if ( oldmultiplier != craniummultiplier )	set oldmultiplier to ( ( craniummultiplier - oldmultiplier ) * 20 )	set oldmultiplier to ( oldmultiplier - 10 )	if ( oldmultiplier > 174 )		set oldmultiplier to 174	endif	ModCurrentMagicka oldmultiplier	set oldmultiplier to craniummultiplierendif;This will increase the Magicka supply each time a new rat comes in range and ;decrease if a rat leaves the areaif ( craniummultiplier < 3 )	if ( GetDistance, player < 300 )		AddSpell "wi_rat_fear"	endifendifif ( craniummultiplier > 2 )	RemoveSpell "wi_rat_fear"endifif ( GetDistance, player > 310 )	RemoveSpell "wi_rat_fear"endifif ( craniummultiplier > 1 )	AddSpell, "wi_cranium_svck"	if ( craniummultiplier < 5 )		RemoveSpell, "wi_cranium_polyelemental"		AddSpell, "wi_cranium_resist1"		RemoveSpell, "wi_cranium_resist2"		RemoveSpell, "wi_cranium_resist3"		RemoveSpell, "wi_cranium_resist4"	endifendifif ( craniummultiplier > 4 )	AddSpell, "wi_cranium_polyelemental"	if ( craniummultiplier < 10 )		AddSpell, "wi_cranium_resist2"		RemoveSpell, "wi_cranium_lethal"		RemoveSpell, "wi_cranium_resist1"		RemoveSpell, "wi_cranium_resist3"		RemoveSpell, "wi_cranium_resist4"	endifendifif ( craniummultiplier < 13 )	RemoveSpell, "wi_cranium_radiant"endifif ( craniummultiplier > 9 )	AddSpell, "wi_cranium_lethal"	if ( craniummultiplier < 16  )		AddSpell, "wi_cranium_resist3"		RemoveSpell, "wi_cranium_resist1"		RemoveSpell, "wi_cranium_resist2"		RemoveSpell, "wi_cranium_resist4"		RemoveSpell, "wi_cranium_devastate"		RemoveSpell, "wi_cranium_resist2"	endifendifif ( craniummultiplier > 12 )	AddSpell, "wi_cranium_radiant"		if ( randomvalue =http://forums.bethsoft.com/index.php?/topic/1018466-list-wizard-island-support/= 11 )		if ( dodemi == 0 )			player->ModCurrentHealth, demidamage			Cast, RatDemi, Player			set dodemi to 1		endif	endifendifif ( craniummultiplier > 15 )	if ( dolight == 0 )		if ( randomvalue > 13 )			if ( Player->GetSpellEffects, "wi_ratlight" == 0 )				Cast, wi_ratlight, Player				set dolight to 1			endif		endif	endif	if ( randomvalue == 4 )		if ( intrandom > intel )		; fixed Cast, player, "wi_cranium_doom"			Cast "wi_cranium_doom" player 		endif	endif	AddSpell, "wi_cranium_devastate"	AddSpell, "wi_cranium_resist2"	RemoveSpell, "wi_cranium_resist1"	RemoveSpell, "wi_cranium_resist3"	RemoveSpell, "wi_cranium_resist4"endifif ( state == 0 )	if ( GetHealth < 1 )		Return	endif	if ( GetDistance, Player < 1500 )		set craniummultiplier to ( craniummultiplier + 1 )		set state to 1	endifelseif ( state == 1 )	if ( GetDistance, Player > 1510 )		set craniummultiplier to ( craniummultiplier - 1 )		set state to 0	endif	if ( GetHealth < 1 )		set craniummultiplier to ( craniummultiplier - 1 )		set state to 0	endifendifif ( GetHealth < 1 )	if ( GetCurrentTime > 6 )		if ( GetCurrentTime < 20 )			disable		endif	endifendifEnd

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mike
 
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Post » Mon Oct 25, 2010 6:50 am


cool, i will make a note in the description.

I know you said you wernt supporting the mod but is there any chance you could make one that has the script changes but not NOM? Cause i dont use NOM and i am not sure if it will cause problems
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Breanna Van Dijk
 
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Post » Mon Oct 25, 2010 4:32 am

cool, i will make a note in the description.

I know you said you wernt supporting the mod but is there any chance you could make one that has the script changes but not NOM? Cause i dont use NOM and i am not sure if it will cause problems
I think you can use it without NOM, it just adds an empty NOM_basket_01_tavern container to a food vendor in the WI Center Market cell, so if you don't have NOM loaded overriding and filling that empty basket with NOM food, you should have no problem...
to test this safely before starting a real game, you could try starting a new test game, open the game console, type COC "WI Center Market", try speaking with the vendor and see if anything bad happens
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Dona BlackHeart
 
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Post » Mon Oct 25, 2010 6:24 am

I think you can use it without NOM, it just adds an empty NOM_basket_01_tavern container to a food vendor in the WI Center Market cell, so if you don't have NOM loaded overriding and filling that empty basket with NOM food, you should have no problem...
to test this safely before starting a real game, you could try starting a new test game, open the game console, type COC "WI Center Market", try speaking with the vendor and see if anything bad happens


alritghty then, on that note its been added to the list. Havnt got round to checking it yet but it seemed ok in the CS with no problems :)
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Ridhwan Hemsome
 
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Post » Mon Oct 25, 2010 3:32 am

Hold on to your hats, everybody. Before you get going on too much work, you might want to look at what I've got in the can already. As part of a larger project, I have done a fair bit of work on WI already which includes, but is not limited to:

- moves the landmasse(s). The main island is now N.E. of Solstheim. It is now fully compatible with Silgrad Tower.
- fixes the dialogue. Spelling and grammar should be close to 100%. Some passages have been fleshed out or tweaked for clarity.
- fixes numerous errors. A lot of 'floaties' and tight spaces have been dealt with in the physical world. Model errors and whatnot have been addressed. Erroneous dialogue topics should be better. Pretty much all scripting errors are corrected.
- a few tweaks have been made to aid gameplay. For example, hours for which you can catch the ship to Darger's island have been extended. Bloodsvcker attack strengths were twigged down a bit, etc.
- some areas of the mod have been partially optimized. Scripts have been made leaner, and many unique objects, particularly weapons and armor, have been brought in line with my MW Name Scheme. (plug)


So my question is, do you want this version? Bear in mind a few considerations:


- NONE of this work has been seen by the original authors. There might be a big issue regarding permissions, (an issue I would be grateful you would address)! Be it known that I took great pains to retain as much content of the original mod as I could and not depart from the overall spirit of it.

- It is by no means finished. There is much more tweaking to be done, and some major areas need to be addressed:

( - the music is a common complaint. I think it should be retained, but I don't think it should loop so much)
( - much along the line of Tribunal's dark brotherhood assassination attempt being started later on, it might be worth considering having Darger's ghost show up after a few level gains so that greenhorns aren't facing death moths)
( - being able to traverse the quest path over and over. The option to 'restore' the land the way it was before the main quest is incomplete. Currently, the goblin gate system doesn't allow for going back to previously-visited areas)
( - the issue of being able to leave the island. I know the one patch allows you to. I'm not sure I favor this. But it must be discussed)
...and so on

- No compatibilities have been added - no NOM, no LGNPC, nothing (that I recall)

- I might have introduced errors myself, particularly in the areas of scripting/dialogue. Hopefully not, but you'd have to be prepared for the odd possible surprise.

In light of all this, my package is available for the using and could provide a solid foundation upon which to build. It will take me a day or so to pack it up (what with renamed refs and all), but if it's allowable and desirable, I will provide a link in this thread upon the go-ahead.
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Epul Kedah
 
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Post » Mon Oct 25, 2010 12:04 pm

Sounds good to me!

I dont think there is anything wrong with uploading your patch (as long as its ESP only - no need to upload all the WI meshes and textures ect.....) that way it still relies on the WI mod and shoulndt have any problems.

Some other things:

is your mod compatible with the other ptaches i.e the bloodmoon snow fix, the FPS reducer patch ect....

- the music is a common complaint. I think it should be retained, but I don't think it should loop so much)

I agree, keep the music but stop it looping so much :)

( - much along the line of Tribunal's dark brotherhood assassination attempt being started later on, it might be worth considering having Darger's ghost show up after a few level gains so that greenhorns aren't facing death moths)


This owuld be a great idea! i dont tihnk any of the other patches address this.
( - being able to traverse the quest path over and over. The option to 'restore' the land the way it was before the main quest is incomplete. Currently, the goblin gate system doesn't allow for going back to previously-visited areas)


back tracking would be good. I found that i had left an important item in one palce but was unable to go back and get it :(

( - the issue of being able to leave the island. I know the one patch allows you to. I'm not sure I favor this. But it must be discussed)
...and so on

Yes another patch already does this i dont think we need another patch that does the same thing. PLUS that other patch fixes ome other things if i recall

- No compatibilities have been added - no NOM, no LGNPC, nothing (that I recall)

thats ok, keep it real to the WI mod. Compatibilites can be made at a later date and seprartly. Theres already a nom-compatiblity patch.

- I might have introduced errors myself, particularly in the areas of scripting/dialogue. Hopefully not, but you'd have to be prepared for the odd possible surprise.

This is understandable but unless you release your work you will never know :D


Please look at the first page for a full list of Addon, patches, fixes and compatibilites. If its already done please dont re-do it (as many of the fixes add other stuff ect... so major conflicts could happen!) the Text/dialogue fixes however i doubt would cause any conflicts??

Polished scripts are good!

so a full idea of how your patch would be combatible with other patches would be great :D though it seems yours i a major fixes/dialogue/text/script patch. So it should be compatibly with the bloodmoon snow patch (FPS reducer)

Over all i say release it!
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Emily Martell
 
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Post » Mon Oct 25, 2010 6:30 am

Midgetalien

Thanks for your thoughts.

I WILL have to upload a fair number of files with it. My WI version started out as a proprietary component of a large merged project and only later did I separate it out. Many file names have been changed to look like this http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7991, and so the respective refs had to change. I'm not willing to spend the weeks it would take to undo all that. They are the exact same models/icons as came with the mod, just renamed.

No effort has been made to make this compatible with anything. This is basically a 'workhorse' version to aid my project and I'm not actively engaged in it right now. If conflicts with other patches arise, I apologize, but this was never intended to be released as-is. It's just that a fair bit of work has gone into it, and I'd hate to see anyone duplicate the efforts needlessly.

Any conflicts that MIGHT arise would likely be for the FPS fix, Permafrost Armor, the Walkthru, and BE. I'll leave it for others to pick them out. It should be relatively easy to add/change whatever patches you want.

Really, the only thing I think the original authors might take umbrage to is the moving of the landmass. Most everything else, IMHO, just takes what's there and makes it work/work better.

I will therefore, bundle up a lovely package and post a link.
If I've omitted needed files and you get yellow diamonds, let me know the items they arise from and I'll add them down the road.

Cheers.
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Jimmie Allen
 
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Post » Mon Oct 25, 2010 3:00 am

How far to the north east of solstheim is it going to be placed?

I've played WI three times already but never got far. I'm not sure why. Perhaps with this patch, along with the fact that I have a new PC now which means I'll have a higher framerate lower framerate than ever but a much prettier game with MGE I'll finally play it fully.
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Gwen
 
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Post » Mon Oct 25, 2010 9:22 am

I finish WI. The monsters, the history and the design of the principal island are very good.
This mod deserves a small update.
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Genevieve
 
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Post » Mon Oct 25, 2010 8:24 am

I'd like to see a WI update someday to get rid of the messy scripts, at least after the main quest ends. The reason being is that I like to have a "sandbox" map where I can visit all the islands (such as Dargoth's island or whatever the wizard was called) without having it produce all these cutscenes/journal entries/bug out in general. It's that reason that I had to disable it despite it having a lot of cool content.
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Yung Prince
 
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Post » Mon Oct 25, 2010 7:56 am

povuholo,

I've moved it pretty far up there. I tried to make it so it wasn't easy to walk/fly/swim to. I don't know what it will conflict with, if anything. (So many mods are out there these days). Ald Vendras could be one in question.
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le GraiN
 
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Post » Mon Oct 25, 2010 7:26 am

Just an update:

Well, I wimped out. My conscience got the better of me and I really felt I should let the Wizard's Alliance team have a chance to preview my work instead of me just posting it at large outright. I Hotmailed the team members - only the mail to pionata (Xill) and a_minder got through. That was 2-3 days ago. If there's a more definitive go-ahead, I'll post the links here.
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Laura
 
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Post » Sun Oct 24, 2010 10:02 pm

I have not heard back from pionata so I think I'll just go ahead and post this link.

http://www.mediafire.com/download.php?xg0kydnyyit

http://www.mediafire.com/download.php?j4nm5ylzwdm

I'm afraid it's rough, I'm afraid it's in my MW Name Scheme format (which means loss of compatibility), and I'm afraid I haven't had time to bundle it properly (I hope no meshes are missing or that there aren't way too many - it's a bit of a large download).

However it does fix some issues, the main features being relocation of the islands and correction of dialogue. I know of at least one outstanding error (that I may have introduced) - a script error with the Elven Smith. Most of the rest works fairly well. If it's too rough to use as is, it might at least serve as a resource. I'm not actively working on it right now, just sharing what I've done to date.
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Fluffer
 
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Post » Mon Oct 25, 2010 12:34 pm

...
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=636
... Vist http://wizards-islands.planetelderscrolls.gamespy.com/wi.htmfor more detailed information. Also an online readme ishttp://www.wizards-islands.planetelderscrolls.gamespy.com/Wizards_Islands_Install.txt
There is also an online map of the island which http://www.wizards-islands.planetelderscrolls.gamespy.com/Wizards_Islands_SotFB_WebMap2.jpg
...

We certainly need a Wizard Island support thread now that the official homepage is gone or closed by gamespy. Alot of usefull information and screemshots is now either gone forever or can only be accessed with help of The Internet Archive. If anyone have the online map from the former site and are willing too upload it somewhere I'll be very happy. This http://web.archive.org/web/20080121100806/http://www.wizards-islands.planetelderscrolls.gamespy.com/Wizards_Islands_SotFB_WebMap2.jpg was unfortunately broken. But many other usefull information can still be gartering from this http://web.archive.org/web/20080121100806/http://www.wizards-islands.planetelderscrolls.gamespy.com/wi.htm link.
Does anybody know what happened with the mod team? Alot of Morrowind fan sites has been closed in the recent few mouths. The absent of this site will be a big loss for the all Wizards' Islands fans both new and current, especially for all the new Morrowind player trying too seek information and try-out new contents for this wonderful old CRPG. I was really depressed the hole day I discovered it was closed.
I think you have much work for you Midgetalien if you are up for making a new site for this wonderful team mod. Good lock :)
Now we can only hope for the future for Wizards' Island, but I can't think of any game that old what has such a strong mod community and my overall concerns about this subject are positive. Sadly I don't have much knowledge about web-site development. I'm only a humble consumer and gamer with only a very basic knowledge about Morrowinds inner structure and mod design.
I only have one minor request for you Midgetalien: please replace the link too the main site with this address:
http://web.archive.org/web/20080121100806/http://www.wizards-islands.planetelderscrolls.gamespy.com/wi.htm

I have downloaded all screenshots I was able of save. Enjoy :)
http://i388.photobucket.com/albums/oo321/Troldmanden/Wizards%20Islands/DoubleHammer.jpg, http://i388.photobucket.com/albums/oo321/Troldmanden/Wizards%20Islands/DoubleSword.jpg
http://i388.photobucket.com/albums/oo321/Troldmanden/Wizards%20Islands/Scorpion.jpg, http://i388.photobucket.com/albums/oo321/Troldmanden/Wizards%20Islands/UnderwaterRuins_HD.jpg
http://i388.photobucket.com/albums/oo321/Troldmanden/Wizards%20Islands/UnderwaterRuins02_HD.jpg ,http://i388.photobucket.com/albums/oo321/Troldmanden/Wizards%20Islands/WintervaleI_HD.jpg
http://i388.photobucket.com/albums/oo321/Troldmanden/Wizards%20Islands/WintervaleII_HD.jpg ,http://i388.photobucket.com/albums/oo321/Troldmanden/Wizards%20Islands/GoblinsHallI_HD.jpg
http://i388.photobucket.com/albums/oo321/Troldmanden/Wizards%20Islands/WI_Misc03.jpg, http://i388.photobucket.com/albums/oo321/Troldmanden/Wizards%20Islands/WI_Quests02.jpg
http://i388.photobucket.com/albums/oo321/Troldmanden/Wizards%20Islands/WI_Quests05.jpg, http://i388.photobucket.com/albums/oo321/Troldmanden/Wizards%20Islands/WI_Quests09.jpg
http://i388.photobucket.com/albums/oo321/Troldmanden/Wizards%20Islands/WI_Quests12.jpg, http://i388.photobucket.com/albums/oo321/Troldmanden/Wizards%20Islands/WI_World04.jpg
http://i388.photobucket.com/albums/oo321/Troldmanden/Wizards%20Islands/WI_World08.jpg

http://s388.photobucket.com/albums/oo321/Troldmanden/Wizards%20Islands

Or
http://www.mediafire.com/file/x0d2mqnymz1/Wizard%27s_Island_screenshots.rar
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Lily
 
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Post » Mon Oct 25, 2010 8:50 am

Someone's just messaged me over at my forum about the walkthrough I did for this - well, I annotated and completed an existing walkthrough.

Anyhoo, I changed computers twice since then and no longer have a copy. The main site seems to be down. Is it down temporarily or down for good?

If anyone downloaded the walkthrough before, can you upload it somewhere?
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Ally Chimienti
 
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Post » Mon Oct 25, 2010 3:01 am

The PM. was sent by me :hehe:

EDIT: I'm nearly certainly sure that it's down for good. I have spoken too a gamespy employee and he have told me that they are about too close all the planet elder scrolls sites that haven't been updated by the webmaster for more than a year.
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Benji
 
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Post » Mon Oct 25, 2010 2:53 am

awesome, thats actaully useful to have! all those screenshots.

I guess i could extended upon my google pages and create a fan site with all the information avalible there. I will see what i can do.

Its a shame about P_S walkthrough, though we do have the one that was made into a ingame book. So i could just pull that out of the mod and slap it into a downloadable version/online version
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LuCY sCoTT
 
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Post » Mon Oct 25, 2010 7:54 am

That sounds really great Midgetalien. I'll try too look at the screenshots on the reconstructed WI site one more time and see if I'm able too svck out a few more screenshots. I'm about too do some heavy uploading now and it might interfere my download and my ping too IA's server, or maybe it's just because of some big traffic load. I'll try again when it's night here in Europe.
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Marta Wolko
 
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Post » Mon Oct 25, 2010 9:17 am

close all the planet elderscrolls sites??? so we should make a list of them all and try to grab as much as possible from them??
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Marion Geneste
 
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Post » Mon Oct 25, 2010 6:27 am

Wizards' Islands walkthru as an ingame book.

http://rapidshare.com/files/314044389/Wizards_Islands_Walkthru.rar

Edit:
Oops! Sorry, this is not the revised version. Sorry again.
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James Rhead
 
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Post » Mon Oct 25, 2010 7:13 am

Wizards' Islands walkthru as an ingame book.

http://rapidshare.com/files/314044389/Wizards_Islands_Walkthru.rar

Did you needed this?

not really its already linked too in the first post. But thanks anyway :)
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DarkGypsy
 
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Post » Mon Oct 25, 2010 11:05 am

I'm playing through WI right now, and having a blast. However, I only got the in-game walkthrough patch after I got to the second island, so if the book is in Fargoth's house, I can't get it prior to completing the main quest. In relation to this, I have a question - does the book contain the same information as the "WI Walkthru.doc" file that comes with the download? I ask because the "WI walkthru.doc" is incomplete in a few places. I'll post here to update my progress and add info that is not in the "WI walkthru.doc."

SPOILERS FOLLOW

1. Regarding the fighters, mages and thieves souls quest. I was so far able to obtain all 10 thieves souls and 9 each of fighters and mages. The thieves souls are obtainable from the two bandits caves and from the escaped prisoner. Bandit Cave #2 is located in the NW part of the island, a bit W of the icy bridge over the lake. Once you give all 10 thieves' souls to the trader, you will receive a statue that allows you to talk to the souls of the thieves you killed. Here is the catch - you have to "equip" the statue to activate it (this also closes out the quest in your journal). Then just return to the two bandit caves and click on a thief body (any body - they don't disappear) to activate the souls. It appears that searching even just one thief body in a given cave activates all the souls in that cave - it doesn't even have to be the body of the thief to whom the soul belongs. In all, in the two caves, I found a total of three thief souls that I could talk to. The reward for talking to them is OK, and unique. Fighters and mages souls, in addition to fluffy, can also be found in the dwemer ruins - there is a quest in the ruins that will enable you to collect them. Fluffy's quest doesn't close out in your journal even after you obtain the four souls from him - maybe it will disappear when I collect all 10 souls? Who knows.

2. Speaking of the dwemer ruins, I was unable to open the wizard's chest, even after killing him. Has anyone succeeded in opening it?

3. The walkthru doesn't mention the miscellaneous quest to find the body of Azalon. The quest is given by one of the two prosttutes in town - I believe you need to pursue the topic of disappearances with her. The body itself is to be found near the icy bridge, on the east side. You will need a ring from the body to return to the prosttute in order to close out the quest. You do get an interesting reward.

4. Walkthru mentions the slaying a necromancer quest - his tower is almost directly W of Wintervale, near the western border of the island. I was able to reach it by having a fortified jump and using the rocks S of the tower to jump up to the mountain ridge. Near these rocks, in the SW corner of the map, you can find a forgotten traveler, who will heal you.

5. A question - has anyone actually succeeded in going wyvern hunting with Legallithe in Wintervale? I was able to get him to tell me to come back before nightfall, but when I did come back, Legallithe didn't mention the hunt.
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Trey Johnson
 
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Post » Mon Oct 25, 2010 9:13 am

Good on you for finding Azalon! I totally missed that.

From what I'm able to ascertain, I believe 'Legallithe's hunt' was unfinished. In my unofficial revision, I believe I just put some kind of a stub to conclude it.
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Mr.Broom30
 
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