Profile for SevenMass


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Quest Item Questions in Avernum 4
Warrior
Member # 7032
Profile #8
Don't carry them with you!

Leave them near the pylons in every town.

Once you've reached Fort Avernum, collect all the stuff from the pylons and place them inside the portal room, somewhat organized.
When you come across the quest that needs them, just pylon portal to the portal room and back again...

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Power to (the) Mas(ses)
Posts: 102 | Registered: Friday, April 14 2006 07:00
Hmmm, Trainer No Worky in Avernum 4
Warrior
Member # 7032
Profile #6
There is no need to edit the scripts yourself.
You just need to download the already edited scripts, then replace the files with the same name in your avernum4 directory with the files you downloaded. (just be sure to save the originals)

After you've done that, you must start a new game. It doesn't work in games you saved when you still had the original scripts.

The other way around, if you save a game with the edited script, that saved game will fail to work properly if you ever change back to the original scripts.

The NPC is the cook in fort monastery.

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Power to (the) Mas(ses)
Posts: 102 | Registered: Friday, April 14 2006 07:00
Fantastical Thoughts On RPG Game Mechanics in Avernum 4
Warrior
Member # 7032
Profile #52
I've said it before, (though maybe not on these boards) and things haven't change since:

Real life is overrated!

And game designers know it!

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Power to (the) Mas(ses)
Posts: 102 | Registered: Friday, April 14 2006 07:00
Never ending golems in final keep in Avernum 4
Warrior
Member # 7032
Profile #5
The highest Tool Use you need in the entire game is 16. That means: 13 natural points, plus an amulet that gives +1 and a set of gloves that gives +2. (you already come across both of these items by the time you get to this point in the game)

Only one character in your party needs to have any points at all (if multiple characters have TU only the one with the highest rank is used.) and the character you choose for this should be a mage, so that the TU rank can stack with the effect of the unlock spell for unlocking doors.

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Power to (the) Mas(ses)
Posts: 102 | Registered: Friday, April 14 2006 07:00
clue me in please? in Avernum 4
Warrior
Member # 7032
Profile #7
quote:
Originally written by shelob:

Hope it's not in Dharmon ... they want me dead there. I went to clean out the Shade's wealth after it was gone, and must have been attacked by 2/3 of the town.
For your next play-trough:
The shade moves back and forth between Dharmon and its neighboring city. Using the teleport gate a couple of times, you can catch him in the neighboring city, and kill him there. Thus avoiding the wrath of Dharmon.

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Power to (the) Mas(ses)
Posts: 102 | Registered: Friday, April 14 2006 07:00
Music in Avernum 5 in Avernum 4
Warrior
Member # 7032
Profile #4
I'm not requesting it, but I wouldn't mind...

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Power to (the) Mas(ses)
Posts: 102 | Registered: Friday, April 14 2006 07:00
Wishing Well in Avernum 4
Warrior
Member # 7032
Profile #1
Its chance based, keep trying and you'll get it eventually. ;)
It also works with lesser amounts btw.

[ Wednesday, August 08, 2007 09:06: Message edited by: SevenMass ]

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Power to (the) Mas(ses)
Posts: 102 | Registered: Friday, April 14 2006 07:00
Transfer characters from one computer to another in Avernum 4
Warrior
Member # 7032
Profile #6
Ah, I understand, I always had this habit to unpack my Xmas presents after the gifting ceremony was over. So I could devote my full attention at admiring them uninterrupted. (though this usually reduced the fun of it for the rest of the family :P )

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Power to (the) Mas(ses)
Posts: 102 | Registered: Friday, April 14 2006 07:00
Transfer characters from one computer to another in Avernum 4
Warrior
Member # 7032
Profile #4
Why wait until you get a new mac?

I mean, I could understand for games such as Civ4. Cause it'll run slow on older machines. But A4 runs just as fine as it has always done after the demo area.

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Power to (the) Mas(ses)
Posts: 102 | Registered: Friday, April 14 2006 07:00
Party Composition in Avernum 4
Warrior
Member # 7032
Profile #7
My current philosophy with Avernum is to play torment only.

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Power to (the) Mas(ses)
Posts: 102 | Registered: Friday, April 14 2006 07:00
Avernum 5, June Update in Avernum 4
Warrior
Member # 7032
Profile #64
Hmm, I wonder about something....

If you start out as empire soldiers in A5, shouldn't this mean that playing nephil and slith is not an option?

I know the current empire is a softy, but considering the fact that these races have already been driven off the surface, it seems highly unlikely to have them in such a party.

I mean, unless the current empire introduced a very aggressive positive discrimination program throughout his military, and its exactly that which seems very unlikely.

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Power to (the) Mas(ses)
Posts: 102 | Registered: Friday, April 14 2006 07:00
Party Composition in Avernum 4
Warrior
Member # 7032
Profile #2
quote:
Originally written by Ceylon:

What is the best party composition in A4?

Does it make sense to have a slith and a kitty, or is it better to go all human?

If you are looking for min-maxing, power-gaming, and making the strongest party possible then the general rule of thumb is to use everything that gives you the highest possible XP penalty.

This may sound odd, but due to the way XP gaining and XP-penalty/trait-bonus is balanced, this actually works in A4.

So yes, use nephil and slith characters, their bonuses outweigh the penalty.

(along with divinely touched and elite warrior/natural-mage/pure-spirit)

I'd use nephil for a sword using melee, as well as for your mage, they can double as archer but don't require any investment in archery skills, allowing you to focus on mage skills and warrior skill respectively.

A slith warrior-priest is also a powerful option.

quote:
Who should train in lockpicking? A mage for combination with the unlock spell?
Yes, the unlock spell stacks with the tool use skill for defeating the difficulty of the lock.

You will need to put 13 points in Tool Use anyway, in combination with +3 tool use from magical items this will give you the 16 TU you need for the most difficult to disable trap and the most difficult to operate control panel.
This 16 TU can then conveniently combine with the unlock spell for locks.

quote:
Is it better to have your fighters use melee or pole weapons?
Pole weapons do more damage, but you will lack a shield, this will hurt you on the long run because of the magic bonuses from the shield you will end up missing.

But the slith warrior-priest makes an interesting character. You can have both a sword and a pole in your party though...

An other philosophy is to make a party with 3 priest and one mage, giving all of them a few melee skills so they can hold their own VS magic immune enemies. (I'm playing a party like that through A4 at the moment)

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Power to (the) Mas(ses)
Posts: 102 | Registered: Friday, April 14 2006 07:00
Avernum 5, June Update in Avernum 4
Warrior
Member # 7032
Profile #45
When A5 comes out, I'll buy it, set difficulty to torment, and play my first game like that!

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Power to (the) Mas(ses)
Posts: 102 | Registered: Friday, April 14 2006 07:00
Finding 4 difficult - help in Avernum 4
Warrior
Member # 7032
Profile #7
Actually, Mr X has nothing to do with the dispel barrier spell.You need to do a quest for Kelner, (the "leader" of the tower colony) and when you complete this quest, he will give you a key in reward, that allows you to open up a locked door in his room upstairs. Behind this door, you will find the spell-book for dispel barrier.

His quest is to purge the upstairs area of a powerful demon.

The worms you are facing are weak in taking damage, but powerful in dealing damage. Thus the trick here is to attack and kill them before they can kill your party. It helps if you summon several creatures to distract them for at least their first attack, kill them before their second turn comes up.

It also helps if you buff up/summon your decoy's before you spawn them. having lost this battle several times, you should know by now how far you can walk before they spawn...

The demon you need to kill is even harder, but it becomes doable once you realize his main attacks are cold based, just summon a load of shades with your priest,(keeping a safe distance, but so that your party is in line of sight and can attack him) then talk to him, then he will turn hostile, and attack him from a distance, while summoning new shades to replace the lost ones.

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Power to (the) Mas(ses)
Posts: 102 | Registered: Friday, April 14 2006 07:00
Formello shade in Avernum 4
Warrior
Member # 7032
Profile #17
quote:
Originally written by D Pliss:

Sweet i'll blow my 4 hours before 6 am doing that =] Ty

- I finished him easy, then did the E N T I R E giant quest and part of the last rentar fight, then died and i hadn't saved sinse the shade R R R R R R R R R R r r rr r r, those are the things that make me quit games, when i die and have to do like 4 hours of play again,thats why runescape is here to save us all.

You should have come across plenty of auto-safe safe-points.

Check your auto-safe! (Unless it is already overwritten....)

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Power to (the) Mas(ses)
Posts: 102 | Registered: Friday, April 14 2006 07:00
Formello shade in Avernum 4
Warrior
Member # 7032
Profile #10
How many times you visit the castle is irrelevant, what matters is that you help the mage in the castle working on defeating the shades (she works upstairs) by bringing her what she needs.

This eventually end with a something from the shade's "construction" site, once you run into it.

Then she'll say something like: "OOH, is THAT all? Darn, if only we knew! Here, take this rod and destroy them, it shouldn't be to hard now..."

Make sure you defeat the shade in Blosk, and not in the Dharmon, or else the locals will go hostile.
For the other shades it doesn't matter where you defeat them.

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Power to (the) Mas(ses)
Posts: 102 | Registered: Friday, April 14 2006 07:00
Avernum 4 Editor Help in Avernum 4
Warrior
Member # 7032
Profile #3
No, wait;

You download the zipped file linked to at the top of this forum.
You unzip that file, and you should find a couple of files, one of them being a short instruction manual, and one of them being the file you need.

In your Avernum 4 directory there is a directory called "Avernum 4 Files." Inside that directory there is a directory called "Scripts." There you will find over 400 files, and one of those files has a name that is exactly the same as the file you will find inside the zip archive you just downloaded.

Now you replace the one in the scripts directory, with the one from the download.

From my experience, it doesn't work with existing saves, only with new games.

[ Sunday, June 03, 2007 09:01: Message edited by: SevenMass ]

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Power to (the) Mas(ses)
Posts: 102 | Registered: Friday, April 14 2006 07:00
Number for "Oozing Blade"? in Avernum 4
Warrior
Member # 7032
Profile #10
But the shields come with extra magical enchantments. With a pole weapon you have one item slot less for magic.

Though I suppose, if you are trying to build a "blade master" type of character, it would be best for it to use mostly poles at the start and later in the game switch to sword&board.

On the other hand, if I understand correctly, the mele and pole skills not only increase damage, they also effect the chance to hit, and hit chance can be translated to damage done over time.

To go back to your example of a medium investment in melee and no investment in pole skill: Depending on how difficult it is to hit your current enemy you may still end up finding a lower damage sword better.

or to put it this way: It doesn't matter how hard you can hit if you can't hit where it matters.

[ Sunday, June 03, 2007 08:48: Message edited by: SevenMass ]

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Power to (the) Mas(ses)
Posts: 102 | Registered: Friday, April 14 2006 07:00
Avernum 5, May Update in Avernum 4
Warrior
Member # 7032
Profile #49
quote:
Originally written by Student of Trinity:

What I'd love is a series of pop-ups about how "You hear a faint scratching noise." Then about the third one says, "Actually, now you can hear that the chitrachs are emerging somewhere far away, and attacking some other poor beggars for a change, instead of you."
Arch.. you! now that you have mentioned it, Jeff can no longer do this... (for legal safety) :mad:

It would have been perfect humor! :D

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Power to (the) Mas(ses)
Posts: 102 | Registered: Friday, April 14 2006 07:00
Add free-roam features in Avernum 4
Warrior
Member # 7032
Profile #20
I mean, did Avernum move to the surface?

And anyway, suppose there was such a day/night system, then you'd have to wait till it was the right time of the day every time.
Sound rather annoying to me. I don't know about you, But I'd like to move one whenever it suits me.

Realism is nice, but Game-play always triumphs realism! Every time again!
Otherwise I'd be better off getting a life in RL, And thats what I was hoping to avoid!

[ Wednesday, May 23, 2007 10:49: Message edited by: SevenMass ]

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Power to (the) Mas(ses)
Posts: 102 | Registered: Friday, April 14 2006 07:00
Experience points in Avernum 4
Warrior
Member # 7032
Profile #9
Well, I agree with the fact that it would be nice you can choose between bribing the guard, sneaking past the guard, fighting the guard, and casting a mind effect spell on the guard, all leading to the same objective, and all options giving a more or less equal amount of XP. Just like I stated above in my example.
I think that would indeed give the game a richer experience for the player!

But I think that XP should go towards gaining a level, not to leveling the indevidual skills you happen to have used for it.

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Power to (the) Mas(ses)
Posts: 102 | Registered: Friday, April 14 2006 07:00
Experience points in Avernum 4
Warrior
Member # 7032
Profile #6
quote:
Originally written by jamesmcm:

Yeah, but with the combat-based system, playing a stealthy character isn't viable. As you won't get far past level 1. Using a skill-based system fixes this.
Wait, where does "combat based system" enter into this discussion. I thought it was between getting XP to gain a level, or getting XP per skill? Or maybe I'm missing something..

In any event, in A4, you already gained XP from solving quests and disarming traps...

[ Wednesday, May 23, 2007 08:23: Message edited by: SevenMass ]

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Power to (the) Mas(ses)
Posts: 102 | Registered: Friday, April 14 2006 07:00
Experience points in Avernum 4
Warrior
Member # 7032
Profile #3
quote:
Originally written by jamesmcm:

Sort of, but it makes the entire game based around combat and turns it into a mindless hack'n'slash of sorts.
Doesn't have to be!
I've played NWN modules where you gain XP for learning new information, (by asking the right questions to NPC's) upon entering a new area, advancing the plot, disarming traps, even for detecting traps, picking locks, finding secret and hidden things, etc.
And where fighting doesn't get you much XP, or non at all. Though you can opt to get an NPC to talk by fighting him (if you fail your persuade check) or you have to defeat the key guardian before you can enter the next area.

Advancing the plot can be done in many ways, you can sneak through a guarded passage way, fight trough it, use magic to charm the guards, use persuasion to convince a guard to take a bribe from you. Depending on how you build your character, and how you like to play, either will lead to you getting past the guarded passage way, so the game can be scripted to simply grand you X XP for entering the area behind it.

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Power to (the) Mas(ses)
Posts: 102 | Registered: Friday, April 14 2006 07:00
Add free-roam features in Avernum 4
Warrior
Member # 7032
Profile #18
The AI in A4 did roam about, well, some NPC's did anyway. Take that guard outside of Fort Monastery, the one who sells you a nice belt for 300 coins.

quote:
Originally written by jamesmcm:

and a day/night engine
**coughs**
**coughs again**

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Power to (the) Mas(ses)
Posts: 102 | Registered: Friday, April 14 2006 07:00
Automatic Hint Pop Ups in Avernum 4
Warrior
Member # 7032
Profile #2
I believe someone posted a modified script some time ago where all the tutorial dialogs where removed, but I don't remember where to find it...

If you find it, and if you use it, remember to back-up the original.

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Power to (the) Mas(ses)
Posts: 102 | Registered: Friday, April 14 2006 07:00

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