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Messages - Neutral_Zone

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1
General Discussion / Re: Neverwinter Nights Reborn?
« on: December 02, 2017, 05:10:11 AM »
Well... I'm in! Once I finish a few games I've really been meaning to play, I might start work on some new stuff. Both LotN stuff, and additional content to go along with the new updated version of NWN.

2
Bug Reports / Re: MASSIVE Lag/Latency!
« on: March 25, 2017, 10:13:37 AM »
Do you have another computer you can use to test this with? It's best to determine if the problem is device-specific or due to something else.

3
Player Requests / Re: Player Housing Requests
« on: March 25, 2017, 10:09:55 AM »
NPCs are allowed in public player housing as long as they provide a service. That said, sadly a beholder isn't quite appropriate.

Anyway, prices for player housing depend on the region. Given Luskan isn't so posh, it's cheaper. But it might also depend on the tileset you use... For the temple look I'd say 10,000 per tile. Like I said, there's a forum somewhere if you want to dig it up.

And yeah, there's a reason they call them picket fences. Ironic, that they are now staples of the typical innocent suburbia. That said, picketing does leave telltale marks and damage (bruising, scoliosis, etc.); just not super obvious stuff. Do be careful how detailed you get with that stuff though, we do like to keep the server PG.

Also, keep those feet dirty. Evidence suggests that's how wine was serendipitously made in the first place - from the yeast between someone's toes! Talk about a dose of toe jam...

4
General Discussion / Re: I'm Looking for Work
« on: March 25, 2017, 10:01:38 AM »
Meant to work on this last weekend but still adjusting to my new job plus I caught somebody's germs. Poke me on Discord for more responsiveness. Might get to it tomorrow if I have no other plans.

5
Player Requests / Re: More Trap Disassemblers, Please
« on: March 25, 2017, 09:59:23 AM »
Given that I'm pretty sure that not-so-suspicious halfling has a patent on that mechanical doohickey, it seems unlikely. Traps tend not to give too much money or useful components so most people just toss them rather than spending time clicking through items that ought to stack but don't (and won't, for engine reasons), even when the amazing trap disassembler unit is handy.

I will offer one bit of advice though. There's an NPC in the module somewhere that buy traps. Good luck finding them!

6
General Discussion / Re: I'm Looking for Work
« on: March 09, 2017, 06:24:47 AM »
Korin (Karin?) in the Merc's guild has the mid-range courier quests. There might be a bug in her dialog though, I need to check it.

7
Bug Reports / Re: Possible Incomplete Guild/House Portal
« on: March 09, 2017, 06:21:09 AM »
No, just those five groups. And druids are the priestly type, yes.

8
Player Requests / Re: Player Housing Requests
« on: March 09, 2017, 06:16:27 AM »
We can do this. When you're finished with the house, email me the mod or erf.

As for adding stuff to the palette, it's generally not necessary unless you intend on using said template across the whole module. As palette entries consume resources, it's generally better to avoid adding too much stuff.

That said, when adding things from an erf, I can select whch templates to import. Neglecting to import a placeable won't stop it from being in the areas, but if it's called by a script or some other, it needs to have a blueprint in the palette.

Oh yeah, a 5x5 area will cost 25 x 5000 gp given existing standards iirc. There's a forum topic around somewhere...

9
Bug Reports / Re: Possible Incomplete Guild/House Portal
« on: January 05, 2017, 03:04:18 AM »
The portal is working fine; there was never a teleport implemented (or intended) for the Arcane Archer's guild, as it's very much a minority group. That said, I can put one in if you like... Add it to my ever-growing list of things to do.

As for the Merc guild, the requirements are that you are either below level 4, or do not have any mage/priest classes. I know, it's finicky and stupid. I'll get around to changing it later.

Also, apologies about the late reply. Holiday season was busy, and it doesn't help that I don't check in here often these days. >_>

10
Player's Corner / Re: Server Status & Module Updates
« on: September 30, 2016, 12:23:46 AM »
Server is down temporarily while the ISP gets their shit together. May take a few days.

11
Player's Corner / Re: Server Status & Module Updates
« on: August 17, 2016, 06:31:24 PM »
Server's going down again for a bit of routine maintenance. Shouldn't be long, folks.

12
Information / Re: Information Request: Guild(s)
« on: July 30, 2016, 12:44:50 PM »
I guess I forgot about druids when I made that post, heh. Rangers and barbarians should have no problem though. Not sure about monks, I think they can still join.

We had thoughts to make the Church of Lathander a joinable group once upon a time, but the plans got scrubbed for one reason or another. I forget why, exactly; would probably take hours of digging through old posts to figure out. As it stands right now though, the effort potentially put into the module simply isn't worth it. We have only very few active players at the moment, and unless we can bring that back up again, or you're willing to do the module work yourself, I don't see things changing.

13
Player's Corner / Re: Server Status & Module Updates
« on: July 26, 2016, 04:14:41 PM »
Updated port forwarding settings now. It should work. Hopefully. >_>

14
Player's Corner / Re: Server Status & Module Updates
« on: July 26, 2016, 02:21:17 PM »
Nope, is it not working?

15
Player's Corner / Re: Server Status & Module Updates
« on: July 26, 2016, 12:11:53 PM »
Okay, sorry about the delay. Server should be up now. Please let me know if there are any problems.

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