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Old 07-15-2008, 10:42 AM   #1
DoddTheSlayer
Elite Waterdeep Guard
 

Join Date: July 27, 2007
Location: UK
Age: 61
Posts: 45
Default DoddTheSlayer 2.0 (A tribute to Flamstryke)

DODDTHESLAYER 2.0_RISE OF THE ANCIENTS (A Tribute to Flamestryke)


Mod is now updated to version 2.3

Since nearly 20 bugs have been discovered since the release of version 2.0 i felt it better to release a new version rather than have everyone download 2.0 and then have to add 2 patches for 2.2 and 2.3
Take a look at the bottom of the readme file for all the changes.
All the links for 2.0 and patch 2.2 are no longer usable because they are not needed now.

Here are 2 links for version_2.3:
http://www.divshare.com/download/5128028-3f9
http://rapidshare.com/files/13580680...layer_2.30.rar


Recommend that you download them to a new folder on your desktop and unpack them there.
please read the readme file for further details about the mod. But for now i will give you all a list of what has been added since version 1.4

1) Only one versin of the mod which was built on top of version 1.4 expert.
2) 5 new locations created by me and one new dungeon created by Qusari.
3) Extended storyline connected by my 4 of my 5 new locations.
4) Lots of new items and a few new monsters.
5) The new skill of enchanter for specialist spellcasters.
6) Instrument and Gadget upgrades for Bards and Gadgeteers.
7) A new intro to replace the Sirtech intro created by Qusari.
8) Hirable RPC's with voices. (Only the sirtech pcs voices).
9) Generated traders now gone in exchange for reliable static ones.


UPDATE:
There is now a Patch_2.4 which is very important. You can download it here:
http://www.mediafire.com/?9gscr3zn1gu

This changes all the new items for Bards and Gadgeteers, because game code was not recognising the upgrades as they were.
You can read more about this and 2 other changes in the readme file.

This patch is only to be applied to installed mod version_2.3

NOTE: Patch 2.4 has been updated and all the link references edited for some extra changes to items with spells not working. You can re-apply the patch and it will work on a saved game.

Last edited by DoddTheSlayer; 08-17-2008 at 02:42 AM. Reason: New Patch_2.4
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Old 07-15-2008, 10:58 AM   #2
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Red Dragon
 

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Default Re: DoddTheSlayer 2.0 (A tribute to Flamstryke)

I think I might have found what I'm going to play next! Sounds good Dodd, of course I still have a way to go in deathstalkers mod.
How have you done new locations? I'm intrigued.
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Old 07-15-2008, 11:04 AM   #3
DoddTheSlayer
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Default Re: DoddTheSlayer 2.0 (A tribute to Flamstryke)

Yes. I have done 5 new locations and Qusari has done 1 new dungeon which is a mini mod in it's own right.

Qusari has also done a new intro to rplace the Sirtech intro. So don't be hasty with your mouse if you want see that.

I should point out for those who have played versions 1.3\1.4 That for a time you will not see a lot of difference in this version.
But then you will come to do a certain quest as part of the game and suddenly everything changes.
So be patient with the mod if things don't seem that different first haf of the game.
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Old 07-15-2008, 11:17 AM   #4
DoddTheSlayer
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Default Re: DoddTheSlayer 2.0 (A tribute to Flamstryke)

Sorry. misread your question. How did i do new locations?

I used the Cosmic forge editor which now has a complete terrain editor that allows you to create a new location which must be based on an existing location template.

However. The Editor is now so advanced that you can delete every single piece of terrain and every game entity from a new location and rebuild it from scratch.

Unfortunately my mod was near completion before the terrain editor and so my new locations are not all they could be.
That said i do no think you would be able to tell which original locations my new ones are built from.
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Old 07-15-2008, 11:58 AM   #5
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Default Re: DoddTheSlayer 2.0 (A tribute to Flamstryke)

Great, so there are 5 extra locations or have 5 'old' ones been removed?
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Old 07-15-2008, 01:08 PM   #6
DoddTheSlayer
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Default Re: DoddTheSlayer 2.0 (A tribute to Flamstryke)

No. None have been removed. The new locations use the old ones to create the new templates, while the existing ones remain intact.
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Old 07-15-2008, 02:40 PM   #7
Variol (Farseer) Elmwood
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Default Re: DoddTheSlayer 2.0 (A tribute to Flamstryke)

So, how do you get to the new locations? Are they the same areas, but look different?

I have not been having too much fun with DS' mod. I think the items and other things are too radically changed.
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Old 07-15-2008, 03:55 PM   #8
DoddTheSlayer
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Default Re: DoddTheSlayer 2.0 (A tribute to Flamstryke)

You will find the new locations. There will be no need for a spoiler on this.
What happens is that you play the game as you normally would and then one of the compulsory Vanilla quests will direct you to the new locations.
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Old 07-16-2008, 06:27 AM   #9
Variol (Farseer) Elmwood
Jack Burton
 

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Default Re: DoddTheSlayer 2.0 (A tribute to Flamstryke)

I just started it 2.0 this morning. I really would suggest you change most of the items in the game. It doesn't have to be super-duper stuff, just make it all different, so it feels like a new game. Finding all the same bullet stones, arrows, slings etc just make the game the same, even though there might be different stuff later.
Even changing the look of something and slightly changing it's stats make it new.
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Old 07-16-2008, 08:11 AM   #10
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Default Re: DoddTheSlayer 2.0 (A tribute to Flamstryke)

I agree Variol, that's one of the things I like about DS's mod, the different monsters and finds right from the beach.

Do you need a new installe of the game to play Dodd 2.0?
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