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  1. Ess-Eschas


    Hello Wendy, In order to get in to Khora-Vysss, you need to head there from underground. You can't do that from the south, so you'll need to head there from the north. The path starts in the underground section of the Drake Pillars. You can get underground from the south-eastern corner of the Pillars. Once you've gone far enough, you'll find yourself in Khora-Vysss's sewer systems. You'll need to use several wheels to lower the water level at various points, allowing you to access the entire area. Once you find Kazhri-Uss, you'll also find a staircase that leads upstairs and into the heart of Khora-Vysss itself. Be careful there! The sliths are strong, and the Slithzerikai Horror is especially so. If you'd like a more visual guide, you can trace the route you'll need to take using the Avernum 5 Annotated Maps, which also feature a complete guide on how to pass the sewer systems: http://www.harehunter.info/Avernum5/Maps/MainMap51.html
  2. Ess-Eschas

    Isle of Bigail map?

    The way that mapping works in Avernum 3 is slightly different from the other Avernum games, so it can be a little unexpected if you’re not used to it. In order to see the map of an area, you need to buy a physical map. After all, you’re exploring territory that neither your party nor most Avernites know particularly well, so a map is an important tool to help you travel around on the surface! You had a map of the first area because it was given to you in Avernum; all the rest you’ll need to buy yourself. Talking to people in the major cities in each region is usually (but not always!) a good starting point. If you want to find the map of Bigail, have you tried:
  3. Ess-Eschas

    (Avernum 5) Am I doing something wrong?

    I hope that you change your mind sometime! There are some really nice moments in the later Avernum games, and I feel that they are well worth playing. Just because this hasn't been said yet, the way in which the Avernum games are structured underwent some significant changes in the second Avernum trilogy. In particular, Jeff started to experiment with a new idea: that new areas may not necessarily be fully completable when they are first encountered. This is not so evident in Avernum 4, but it becomes much, much more obvious in Avernum 5. Khora-Vysss is the most memorable example (where the player is actually warned about the difficulty), but many of the early segments of the game contain fights and events that were intended to be too hard to deal with when the player first encounters them. It sounds like this is the problem that you are coming up against. Unfortunately, this probably doesn't help too much. To play the game on Torment, you'll probably need to leave a lot of fights and side-areas until you're stronger, and that doesn't fit with the time you have available. You could, I suppose, always keep a quick text file on hand as a reminder about what you need to go back to, but that is a little extra faff. If you're not a fan of hard sidequests, and you don't want to continue with Avernum 5, I would still suggest trying Avernum 6. Sidequest difficulty is much more manageable in the sixth game, so your experience may match up more with what you're used to from the first trilogy.
  4. Hello Pajama, The coding language for the games has changed slightly since the secret switch mods were released, so unfortunately those mods can't simply be transferred into Avernum 3. However, I've put together something quickly for this game that has the same effect. Go into your script folder and find secdoor.txt. Before you modify it, make sure you make a copy of it in case anything goes wrong. Now, open the file and, at the very bottom, add the following: beginstate RUN_ANIM_STATE; if (get_ran(1,0,2) == 1) run_sparkles_on_object(ME,21,6,0); break; This will make secret switches sparkle occasionally, making them a little more visible. The sparkles only happen every now and again, so it shouldn't make the switches too obvious. However, if it's a little too subtle, remove the line 'if (get_ran(1,0,2) == 1)'. This will make the switches sparkle constantly. P. S. I actually came up with another change that made the switches flash white, even when the player is far away. However, it was really annoying in practice, since it was like having a warning light flashing on the screen. You wouldn't miss the switches, but the game would be quite uncomfortable to play at the same time!
  5. Well done for figuring it out, Californian! The Golem Factory is a tough place to get through, with hard fights and some tricky machinery, so I can understand your frustration! You’re essentially trying to work a big contraption without the manual, all the while avoiding tough, constantly spawning foes. It’s not easy! Part of the reason for the factory's difficulty is because it's an optional part of the game. A player can actually bypass the golems entirely and head on to Blackcrag Fortress to continue with the main storyline without any repercussions. I was going to suggest this as an option, along with the settings to use on the control panel, but you managed to figure out the puzzle before I got my reply in! P. S. I quite enjoy playing around with beam puzzles, although I think I'm in the minority there. Since you've solved the puzzle, I felt I should mention that it *is* actually possible to get past the four beams with only two mirrors. It requires some careful positioning, and three characters in combat mode. This destroys three beams, and blocks the fourth. I don't think it's an intended solution, since it skips some fights in the factory itself (and isn't possible with small parties), but it makes the journey through a little easier!
  6. Ess-Eschas

    Character Editor

    Hello suebee, Unfortunately, unlike the other Avernum games, Avernum 4 has no inbuilt editor. This means that the 'editor' code won't do anything in this game. However, there is a user-created editor which you can download from this topic: http://spiderwebforums.ipbhost.com/topic/6800-new-a4-editor/ In the first post, click on the link with the title 'A4editor.zip'. This contains the editor and all the documentation you need. Note that the other links in the post no longer work, mainly because this editor is quite old now. This editor doesn't have the full functionality of Spiderweb's editors, but with it you will be able to increase your party's experience and level, and give your party items, money, herbs etc.. Given the way this board handles downloads, it's possible you also might not be able to download from the 'A4editor.zip' link. If that's the case, let me know, and I'll upload the editor somewhere else temporarily. Welcome to the boards. And do enjoy your time with Avernum 4!
  7. You can find links to the original versions of Exile I and II here: Mac: http://spiderwebforums.ipbhost.com/topic/8259-old-versions-of-exile-exile-ii/?page=3&tab=comments#comment-278123 Windows: http://spiderwebforums.ipbhost.com/topic/8259-old-versions-of-exile-exile-ii/?page=3&tab=comments#comment-294941 Everything with version number 1 (that is, 1.[something]) has the original graphics. I recommend going for the latest version 1 in both cases; these are closest to the Exile experience you will remember from version 2. The very early versions of Exile I had no AP system; each party member and each enemy had only one move per turn! You’ll also be able to listen to the inbuilt music, which wasn’t present either in the very early versions, or in version 2. These links are for the demo versions. However, since Spiderweb has released the games for free, you can email support@spiderwebsoftware.com and ask for registration codes for the games for no charge. Be aware that the registration system for Exile I version 1 is different from all subsequent Spiderweb games, so make sure to be clear that you’re asking for a code for an early version of that game. Because these games herald from the middle of the 1990s, you’ll probably need to use an emulator to run them. Something like DOSBox should work for the Windows versions, and Sheepshaver or Basilisk (an appropriate name!) should work for the Mac versions. I can testify that Sheepshaver emulates the Mac versions of Exile beautifully. On the subject of the vahnatai, I think it’s implied that most of the old structures you see in Exile that aren’t built by the sliths are built by the vahnatai. After all, the nation of Exile is still quite young by the time of Exile I. There are a number of references to odd writing and spindly humanoids, especially in the areas around the barrier tunnel (just ‘Cave’ in Exile I) and the Crypt of Drath, as Samael101 mentioned. Don't forget the alien blade, too! Interestingly, Exile II adds a few more references in the main body of the caves, including an obelisk in the Great Cave itself, implying that the vahnatai had quite an expansive empire in the caves that we know from the games. However, the only explicit references are those that Slarty pointed out above.
  8. Ess-Eschas

    CBoE downloads gone?

    Hello SkeleTony_13, Thankfully, several of the old links in the forum header have been preserved by the excellent Internet Archive. I'm not a Windows user myself, so I'm afraid I can't test this, but I believe you can find the version of BoE you are looking for at this link: https://web.archive.org/web/20171027113618/https://blades.calref.net/files/BoE-1.2.0a-win32.exe
  9. Ess-Eschas

    Homeland progress report

    Yes, I was right! I was hoping that that was what you were referring to with your talk of 'trippy' floors. I always thought that aesthetic was really nice in Exodus, and I think it's good that we'll get to see it again. I didn't think too much of the Thkhi themselves when I first played through Exodus. However, thinking about the plot a little more closely for Thissa in Thassaka made me suspicious that there might be more there than first meets the eye. Granted, it's said in a throwaway line, but the connection between the rise in power of Thkhi and the cavequake that destroyed Bahssikava seems unlikely to be a coincidence. I have some ideas of how that might tie into the broader themes too, but I'll wait with interest to see how that all pans out. In any case, the name 'Thkhi' is great. Keep up the good work, Kel!
  10. Ess-Eschas

    Getting to Annwn

    Hello iris56, You should be able to get Mugain to tell you how to reach Annwn, but it's a little hidden away in her dialogue chain. When talking to her, try using the following options in sequence: 1. What are your duties here? 2. Have you been required to perform many tasks? 1. What service can you perform for me? That should open up the option for her to tell you about Annwn!
  11. Ess-Eschas

    Homeland progress report

    Oops. And here I was inadvertently bragging that my confidence level was higher than everyone else's. That's not quite what I meant!
  12. Ess-Eschas

    Homeland progress report

    Ooo, this is exciting! Such an important scene in the scenario is coming together and, if even the introduction takes place over two towns, it sounds like it’s even more broad in scope than I’d imagined! Moreover, the consequences are likely to be quite something. I can understand being nervous about it, too. At least to me, there a curious sort of responsibility in finally committing to words an idea that’s been spinning around in your head for a long time, especially if its one of the focal points of a work. Crystallising a fluid idea into reality is oddly daunting, and it never seems to get much easier, even with plenty of experience. However, its that same experience that helps ensure the final product is a good one, even if starting the process off is difficult. With your excellent track record, I have the upmost confidence that you’ll make something exceptional out of this!
  13. Ess-Eschas

    3D models of sprites

    That’s an interesting find! In terms of making your 3D model, you’re probably closer than you think! The model you’ve linked to is part of a large store associated with one particular type of software: DAZ Studio. The software used to be commercial, but a few years ago the main body of the program was released by the company for free. However, the company still charges for extras, including models such as this hatchling dragon. If you wanted to do some work on this model, you’d need to download DAZ Studio from the front page of the website. If you bought the model, you’d then be able to import it into the program and play around with it. The program should then offer the option to export to a format that a 3D-printing firm would accept. You don’t need to worry about the legal complications of printing this model. The company is quite careful in its conditions to state you’re entitled to print any models you buy for your own personal use. Here’s some text from their licence agreement: ‘The creation of three-dimensional physical representations (3D-print, molded copy, CNC-routed copy, and the like) of Content or any three-dimensional art derived from the Content is permitted only for personal, non-commercial use by the User. Additionally, the user may not grant other entities or individuals the right to produce such physical representations of the Content except for the sole purpose of providing the print to the User for their personal use.’ It’s worth pointing out that the pose of the creature won’t start out looking like that of a drayk. The modelling software should allow you to pose the creature in any way you want, but that might not be very intuitive if this is your first time using software like this. However, you might be in luck. If you didn’t mind spending a little more for a set of things you mostly don’t need, someone has put together a pose that seems to be very similar to the drayk’s pose. Look here and have a look at the pose of the turquoise hatchling at the top of the picture: https://www.daz3d.com/ss-hatchling-maps Just as a caveat, this isn't software I've used myself. I'm more familiar with 3D modelling applied to engineering diagrams. Still, I'm assuming the software behaves in similar ways!
  14. Ess-Eschas

    Nightsade Perimeter quest bug?

    I think the most likely explanation is that Cerise has been reset again. The fix I posted above is slightly fragile, and could be overwritten by doing things such as exiting the zone or even entering certain buildings. The first thing to try would be to enter the 'sdf 0 28 1' or 'sdf 0 28 2' code again. This should work anywhere within the boundaries of the actual camp but, just to be on the safe side, I suggest doing so standing in the same room as Cerise. Hopefully, that should allow Cerise to recognise that you've completed the task. If that doesn't work, then let me know what her dialogue options are this time. That will help me to figure out what your problem might be. If necessary, I can use a brute-force method and produce a more complicated set of flag changes that should convince the game that you've completed the mission. In either case, this bug is unusual. Just on the off-chance this might help diagnose the real cause of the problem, would you mind giving a little more information about your original playthrough? Where was Redbeard? What was the last major mission you worked on (that is, a mission related to the main storyline)?
  15. Ess-Eschas

    Nightsade Perimeter quest bug?

    Ah, that explains the problem! Have you noticed that Cerise makes no reference to Redbeard? This is because she has two independent sets of dialogue choices: one for before Redbeard arrives at the camp, and the other for after he arrives. The quest involving the Nightshade perimeter is only connected to the later set of dialogue choices, and can't be accessed from the earlier set. This makes sense, since I suppose Nicodemus would only feel the need to shore up the perimeter once Redbeard has arrived. However, your game has shunted you back onto the earlier set of dialogue choices. This means that you can't report back your victory, since part of the game thinks that Redbeard hasn't visited the camp yet! This also means that the fix I posted above won't work. However, fixing this problem is a little simpler. All you need to do is to enter one of the following debug commands while in Camp Nightshade: sdf 0 28 1 sdf 0 28 2 Choose the one ending in 1 if you're at the part of the game where Redbeard is still in the camp, or the one ending in 2 if he's left. It's important that you do this while inside the camp, since this flag is reset when you enter the area. The way of entering the debug command is slightly different for the iPad. In the designer's words, select the File button and then 'Use Cheat Code'. I don't have the game on a tablet myself, but I'm assuming that will bring up a keyboard for you to enter the code. This type of debug command is treated like a cheat code by the game. Don't worry, though! You won't be locked out of anything by doing this.