SPOILER
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In Chapter Two I found the Journal and the Note I needed to access the Pillar. Then I decided not to do it right away ... and went and did Charwood Village and some other stuff first. When I got back to the pillar I realized I had lost the journal somewhere along the way and now I can't "translate" the pillar (even though I'd already done so previously). I checked all stores and the pool in the temple ... it doesn't show up as a lost item.
Is there a code that would let me access the pillar? I would have to re-do WAY too much of the game to back up and do this over, just wouldn't be worth it. Thanks for any help!
SPOILER - Help With Pillar CH 2
- mcqueeney449
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- Caudimordax
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- Nar
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SPOILER /as you asked /
press:
“Nether” + “Shall” + “Rule"
but don't give up on translating the pilar - if you did it once you can do it again - maybe you could use potion or magical items to boost your lore skill?
press:
“Nether” + “Shall” + “Rule"
but don't give up on translating the pilar - if you did it once you can do it again - maybe you could use potion or magical items to boost your lore skill?
[SIZE="1"]Wizard's First Rule:
People are stupid. They will believe a lie because they want to believe it's true, or because they are afraid it might be true.[/size]
People are stupid. They will believe a lie because they want to believe it's true, or because they are afraid it might be true.[/size]
- Nar
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[QUOTE=Caudimordax].
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Nether
Shall
Rule[/QUOTE]
I knew it, I knew it
it must have happened, right??
just few sec late - I love it
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Nether
Shall
Rule[/QUOTE]
I knew it, I knew it
it must have happened, right??
just few sec late - I love it
[SIZE="1"]Wizard's First Rule:
People are stupid. They will believe a lie because they want to believe it's true, or because they are afraid it might be true.[/size]
People are stupid. They will believe a lie because they want to believe it's true, or because they are afraid it might be true.[/size]
- mcqueeney449
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- Joined: Fri Oct 01, 2004 11:23 am
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Thanks for the help guys but I have the Nether Shall Rule note ... at this point the pillar is not giving me the option of picking the words ... when I "use" the pillar it just tells me I can't read the language on it. Earlier (much earlier) in the Chapter I could read the language and the pillar gave me the word options to chose from. I didn't do it then b/c I wanted to go through all the "wrong" choices and get some points for killing all the skeletons but didn't feel like doing it right then. NOW I can't read the the thing. I don't think my Lore has gone down for any reason ... I think I need the explorer's journal which I have lost. Anyway, guess I'll just skip it ... I hate to lose the xp though.
If you can tell me where you find the journal that you can use to translate the runes, I can tell you how to get the journal back.
Alternatively, if you know how to use the toolset, open up that module (Chapter 2), find the place where it is, select its properties, find its spawn code, and find it that way. Just type the following (case sensitive):
##DebugMode=1 [press Enter]
##dm_spawnitem "typecodehere" [enter code, without "", and point your cursor at a point on the game area where you want it to spawn, and press Enter]
##DebugMode=0 [press Enter]
Like I say, if you remember where you found the journal (I can't remember off hand), I or someone else can find the code quite easily for you
Alternatively, if you know how to use the toolset, open up that module (Chapter 2), find the place where it is, select its properties, find its spawn code, and find it that way. Just type the following (case sensitive):
##DebugMode=1 [press Enter]
##dm_spawnitem "typecodehere" [enter code, without "", and point your cursor at a point on the game area where you want it to spawn, and press Enter]
##DebugMode=0 [press Enter]
Like I say, if you remember where you found the journal (I can't remember off hand), I or someone else can find the code quite easily for you
Trouts are best tickled in muddy waters
- mcqueeney449
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Thanks! I believe the explorer's journal was on one of the two corpses lying right next to the pillar. I've never used the toolset but I'll give it a shot if you can tell me the code ... I hate to leave things undone ... I'm kinda compulsive that way ... every house ... every chest ... every enemy ... I want ALL the loot.
Sorry, you don't need the toolset to insert the item, just to find the plot-items code. There is a big list of spawnable items floating around, on a website or 2, but it doesn't have any of the module specific plot items on it, so you have to find them within the module itself.
Simply open up the toolset, go to "load", select "campaign modules", select the chapter you are in, go to the area you need, and then it depends what you need to find. For example, in Chapter 1, you needed the :::Dyrad's Hair:::, so you would open up Chapter 1, go to :::Meldanen's Estate::: in the areas sub-menu, open the creatures sub-menu, and find the :::Dryad::: in that list, right-click, open properties, followed by inventory, and you can see everything in inventory, including the plot item you need. Clicking on that will open the item properties where you can grab the right code.
In your case, I went to :::Coldwood:::, went to the "placeables" sub-menu, and looked at the properties of the two corpses in that area. The second one had the item you needed to translate the runes
You type all those codes into the chatbar at the bottom of your screen, just above the quickbar.
The item tag is M2Q3KEXPJOURN, so the middle line of those codes would be:
##dm_spawnitem M2Q3KEXPJOURN
And then you press enter while pointing at an on-screen location. DON'T FORGET to type in the last line as well, leaving debug mode on will cause some freaky things, you can see all the triggers and things on screen for a start, and it has a tendency to mess up save games.
Simply open up the toolset, go to "load", select "campaign modules", select the chapter you are in, go to the area you need, and then it depends what you need to find. For example, in Chapter 1, you needed the :::Dyrad's Hair:::, so you would open up Chapter 1, go to :::Meldanen's Estate::: in the areas sub-menu, open the creatures sub-menu, and find the :::Dryad::: in that list, right-click, open properties, followed by inventory, and you can see everything in inventory, including the plot item you need. Clicking on that will open the item properties where you can grab the right code.
In your case, I went to :::Coldwood:::, went to the "placeables" sub-menu, and looked at the properties of the two corpses in that area. The second one had the item you needed to translate the runes
You type all those codes into the chatbar at the bottom of your screen, just above the quickbar.
The item tag is M2Q3KEXPJOURN, so the middle line of those codes would be:
##dm_spawnitem M2Q3KEXPJOURN
And then you press enter while pointing at an on-screen location. DON'T FORGET to type in the last line as well, leaving debug mode on will cause some freaky things, you can see all the triggers and things on screen for a start, and it has a tendency to mess up save games.
Trouts are best tickled in muddy waters
- mcqueeney449
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