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Artist Needed for Worldmap Revision


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#101 Yacomo

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Posted 05 April 2005 - 09:44 AM

:whistling: Okay after some searching through NI I found the correct area file for the promade and I can port there and visit all the places, but when I leave the area (AR0700) I cannot go back except by porting. Hopefully someone can find out what is wrong and let me know.

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Uh my, I screwed up badly here. The visibility of AR0602 is wrong for both cases, I am really sorry about this :crying:
Fixed worldmap.wmp is attached and will also be included in v3 that I hope to have done this weekend. Apologies for this :(

* EDIT * Seems as if I cannot add attachments anymore... If you know how to do this you might just switch off the visibility flag for AR0602 using NI, just ask if you need assistance ;)

Edited by Yacomo, 05 April 2005 - 09:50 AM.


#102 Yacomo

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Posted 09 April 2005 - 06:34 AM

Hi folks,

v3 is up on the mirrors, see announcement here.

Have fun!

Yacomo

#103 PolarBear

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Posted 09 April 2005 - 08:17 AM

Oh no, does this mean that I have to start a new game?

#104 Yacomo

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Posted 09 April 2005 - 08:38 AM

Oh no, does this mean that I have to start a new game?

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:blink: No, why should you have to? You can either ignore this version, install it and enjoy only the modified graphics or start a new game. It is up to you.

If you are concerned about the fixed bugs, please let me tell you that the Eshpurta bug has been there for years, you can work it around using CLUA. The bug in Athkatla can be easily fixed in your save game using NI (this was already explained above). And if you really don't dare to touch your save game, please contact me and I will change it for you.

#105 PolarBear

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Posted 09 April 2005 - 09:23 AM

Actually I'm quite early in my game, so starting a new game would hurt only a little, still I don't really want to. Thanks for your generous offer, I may need your help in the future, but I'm fine at the moment. I guess the new graphics would be nice tho. Can I install this version on top of the previous, or should I remove that first?

#106 Chevalier

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Posted 09 April 2005 - 01:36 PM

Yacomo,

I think you should get your own forum for this mod and your other projects. This would let others see how their mod could be add to the map.

I Ride for the King!


a.k.a. Chev


#107 Yacomo

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Posted 09 April 2005 - 10:43 PM

Actually I'm quite early in my game, so starting a new game would hurt only a little, still I don't really want to. Thanks for your generous offer, I may need your help in the future, but I'm fine at the moment. I guess the new graphics would be nice tho. Can I install this version on top of the previous, or should I remove that first?

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The offer will remain - if I break it, then I'll have to fix it :whistling:

I generally recommend uninstalling before installing a new version, but it should not really make a difference.

#108 PolarBear

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Posted 10 April 2005 - 12:13 PM

Come on, you didn't break anything ;)

Oh, and by the way I'm using and love both of your mods, wonderful work indeed!

And Chev might have a point there aswell ;)

#109 King Diamond

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Posted 11 April 2005 - 08:34 AM

***Removed***

Sorry - I'm just tired..... :blush:

Edited by King Diamond, 11 April 2005 - 10:24 AM.

(last update: 02-12-2008)
----------------------------------------------
SoS, v1.13
TDD, v1.12
TS-BP, v6.10
CtB, v1.11
RoT, v2.1
----------------------------------------------
BP Animations Scheme


#110 Yacomo

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Posted 11 April 2005 - 09:51 AM

Bug:BGT area AR3900 has "Bald Hill" text description.
AR4300 - "Forest of forgotten souls"

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Reinstalled twice just to be sure and all the labels are right in my install (with BP-BGT). I wonder what could cause your problem? Maybe an old save game, some corruption of dialog.tlk? I do not really know :(

Btw: All the text patching is still 100% from BH1.8, did not change a single thing yet :blink:

#111 -guest-

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Posted 18 April 2005 - 03:25 PM

i recently installed this map. looks great but the locations dont match up with the map background. Do i have to start a new game for this map to work? thanks

#112 NiGHTMARE

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Posted 18 April 2005 - 03:52 PM

Yes.

#113 -guest-

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Posted 18 April 2005 - 05:36 PM

Yes.

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ok, is there anyway to edit my current worldmap file to line up the areas? im pretty far into the game and i dont really want to restart.

thanks again

#114 Sir BillyBob

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Posted 18 April 2005 - 08:21 PM

Easiest way is to use NI to remove the Worldmap.WMP file from your saved game. This will give you a new map. Just use the CLUA command to hop between the areas so they start showing up on the map. Some areas like the Xvart village you may never need to bother with because you never go back there anyway.

Tired of Bhaal? Try some classics mods instead:
Classic Adventures
Official Classic Adventures Website


#115 Yacomo

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Posted 18 April 2005 - 10:47 PM

If you know how to use NI, you could also replace the worldmap.wmp in your save game folder with the one from the override folder (make a backup first). Then you can use NI to make all the locations in your save game that you have visited so far 'visible' and 'visited'.

#116 -guest-

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Posted 20 April 2005 - 06:54 AM

If you know how to use NI, you could also replace the worldmap.wmp in your save game folder with the one from the override folder (make a backup first). Then you can use NI to make all the locations in your save game that you have visited so far 'visible' and 'visited'.

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that worked! thank you very much for your help.

#117 -Platinum Griff-

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Posted 21 April 2005 - 11:48 PM

Just a quick question because I'm too tired to check for myself....would this mod allow me to travel from the ToB areas to the SoA areas and vice versa?

#118 Yacomo

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Posted 22 April 2005 - 12:11 AM

Just a quick question because I'm too tired to check for myself....would this mod allow me to travel from the ToB areas to the SoA areas  and vice versa?

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Only if somebody wrote a mod that enabled you to :ph34r: This mod only offers the basics that would be required for such a mod, meaning the locations are all there (on a single map), but there are no links between the ToB areas and SoA, so the SoA ones will not be 'reachable' once you are in ToB. You could however CLUA to SoA areas, don't know what will happen then B)

#119 -Platinum Griff-

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Posted 22 April 2005 - 12:26 AM

Yeah the CLUA is doable but i have a more focused question now....If i CLUA'ed to a SoA area (which can be done in a ToB game with no visible problems could I then move around the SoA areas by using your MoD? Cuz that would be fine...If not im going to have to learn how to make this all access mod myself. Not so much that I have to as much as I want to

#120 Yacomo

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Posted 22 April 2005 - 01:25 AM

Yeah the CLUA is doable but i have a more focused question now....If i CLUA'ed to a SoA area (which can be done in a ToB game with no visible problems could I then move around the SoA areas by using your MoD? Cuz that would be fine...If not im going to have to learn how to make this all access mod myself. Not so much that I have to as much as I want to

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Nobody tried this before, but yes, you should be able to travel around. The game may behave a bit 'odd' here and there, since none of the SoA scripts will be prepared for you 'coming back', but apart from that you should be able to do some shopping and even finish quests if they do not depend on you being in a specific chapter. I'd say, give it a try and tell me about your experience. If nothing fatal happens by hopping between SoA and ToB I might add a teleporter stone or somesuch to a future version of the mod :)