Page 7 of 20

Posted: Tue May 30, 2006 6:32 am
by Steve2d
continued from previous post...
[QUOTE=part-human]67 LORD GRAEMARE: Find Lord Graemare's son, Valdane
68 VALKYRA: Travel to the Tomb of Souls and speak the words, 'AVAT DEMONICUM' before the Watcher to enter and bargain with Voraatus
69 CHAMBERMAID SHARIA: Ask the tavern girl at Fargrove Inn what she knows about the disappearance of Lord Davenmor's daughter, Ellowyn
70 GILEAH: Meet Mara at the Harrow Ruins west of Lake Dread
71 VARTUGG: Travel to the Temple of the Naga in the Forbidden Lands and win the release of Valdane Graemare, then obtain a thimble of his blood
72 VARTUGG: In the Vale of Ruin, use Valdane's Blood at the Unholy Arc to summon the Messenger, then meet Voraatus and reclaim Vartugg's bargain
73 STAROXIA: Journey to the Isle of the Damned in the Sea of Woe and find a Crystal to enter the Shadow Ruins and obtain a Relic of Power
74 STAROXIA: Travel to Grymlok's Tower in the Northlands and speak the words 'ALTOR VARE ROSTRUM' to learn the secret to enter the Vale of Ruin
75 STAROXIA: Seek the Totem of the Tree in the Savage Lands to awaken the Guardians of the Forest in the Northlands and cross a secret passage leading to the Sea of Woe
76 VARTUGG: Travel into the Black Swamps and speak the word 'IRYNTHABL' to pass the Giant Stones and reach the Swamp Lair of Barrowgrim's Witch Hag
77 VARTUGG: Secure the alliance between Lord Graemare and Vartugg according to the terms stated in Mara Graemare's letter
78 MARA GRAEMARE: Travel to Skuldoon and deliver Mara's Letter to Vartugg to win the release of Valdane Graemare
79 GILEAH: Search for Ellowyn at the camp of Lord Graemare in the northwestern slopes beyond the Bolen Fields
80 GALDRYN'S QUEST: Gather the five Relics of Power and invoke them in the magic pentagram at Talendor to acquire the powers to defeat the evil wizard Volgar
81 GALDRYN'S VISAGE: Acquire the Relic of Power hidden in the Ancient Ruins beyond the Battlefields of the Dead
82 GALDRYN'S VISAGE: Acquire the Relic of Power resting in the murky waters of a Dungeon beneath a Temple in the Sagathian Moors
83 GALDRYN'S VISAGE: Acquire the Relic of Power concealed within the fires of an Evil Sanctuary in the Vale of Ruin
84 GALDRYN'S VISAGE: Acquire the Relic of Power possessed by the daughter of Davenmor by speaking the words 'It is the Day of Days'
85 GALDRYN'S VISAGE: Follow Volgar into the Realm of the Fiend and stop him from destroying the Relics of Power
86 THE CELESTINE: Deliver the Relic of Power, Galdryn's Horn, to Mage Aliester in Fargrove
87 SEER AUGUSTUS: Return to the Temple of the Circene for further guidance from the Celestial Order
88 LORD DAVENMOR: Find Lord Davenmor's missing daughter, Ellowyn
89 TEMPLE SUMMONS: Enter the town of Fargrove and seek out the Celestial Order at the Temple of the Circene
90 LORD KINGSTON: Seek out Shadowslayer, the sword of darkness
91 LORD KINGSTON: Find the stone visage of Lord Kingston and place the sword, Shadowslayer, into its hands
92 EMMINDOR: Travel to the Forbidden Lands and seek out Staroxia's Tower to learn more about the Relics of Power
93 ELVITHRA MALVOLIN: Return to Arindale Inn and tell Narako Misume that Niviel is dead and our honor lies buried within the House of Fathien
94 LORD GALEBRIAND: Use the Magic Mirror to enter the Great Tower of Arindale and meet the wizard Emmindor
95 GRYMLOK: Enter the secret code contained in Grymlok's Book of Runes at a Moon Bridge to enter the Vale of Ruin
96 EMMINDOR: Enter the Chamber of Spirits at Talendor and invoke the fifth Relic of Power, the Ring of Protection, then defeat Lord Barrowgrim, the evil wizard Volgar, and their entire army
97 FEROS DUUL: Enter the Forbidden Lands and find Laerok Maa, obtain the Cursed Idol, and return it to Shaman Feros Duul in Skuldoon
98 THIEF PRISONER: Find the Eye of the Sigil to open the secret passage leading to the Naga Queen and her treasure
99 LORD GRAEMARE: Tell the Tavern Girl in Fargrove you seek the 'Lost Eagle' to meet Lord Graemare's agent, Mara


So, for example, you missed the Sisterhood because missed Lady Loria. Change byte 986 from the start of the Character's name to 02 and go talk to Sister Dhara.

[Edit: My first chart was short 2 entries]
[/QUOTE]

Posted: Tue May 30, 2006 1:35 pm
by k9burn
Steve2d,

Thank you so much for the information. I will try it out tonight in a test-saved game to make sure it works. I appreciate your efforts to help out others!

-Rich

Posted: Tue May 30, 2006 5:45 pm
by Steve2d
[QUOTE=k9burn]Steve2d,

Thank you so much for the information. I will try it out tonight in a test-saved game to make sure it works. I appreciate your efforts to help out others!

-Rich[/QUOTE]
Always glad to help. Let me know how it works for you. I'm hoping to have the quest tab working in the editor shortly...enjoy the info.

Posted: Tue May 30, 2006 11:37 pm
by k9burn
Update on Lady Loreia problem

It took me a while but I finally figured it out...but here is the update:

I had to set the value to 01 (not 02) for this to work. I guess technically it means I started the part to go to Sister Dhara, not finished.

I had to set it in more than one place. There seems to be identical areas for quest status (I verified the bytes are the same in both places). If I changed only 1 it did not work. Since my game is a multiplayer, I actually ended up changing it in 3 places...since I found 3 quest status areas in the save file. 2 of them were for my character, but only one was for my friends character...odd eh?

Anyway, hope that helps.

-Rich

Posted: Wed May 31, 2006 2:20 am
by George_K
[QUOTE=Steve2d]Always glad to help. Let me know how it works for you. I'm hoping to have the quest tab working in the editor shortly...enjoy the info.[/QUOTE]


Steve!

I finally figured out how to get the map, in lower left of screen, to stay on for however long you want by inputing hex data in the save file. Following is an example of the ending of my new save file, and a Crystal of Vision is NOT needed;

14000000005A62020000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000001000000000000000000000000000000000000000000000000000000000000000000000000000F44400000000000000001E001E001E0000001E0000006E0F00000000803F0000803F0000000000000000000000000080C24400000000FFFFFFFF00000000FFFFFFFF4F000000000000000000000000FFFFFFFF0000010000000000000000000000803F0000000039B43845

The 14 and 10 are place holders and changing them doesn't seem to have any affect. The 005A6202 is the amount of time I set, which is of course 40,000,000 and it could probably be set much higher. I did the starting area and sewer/theater and saved in Fargrove. The time is still 39,000,000+

Posted: Wed May 31, 2006 12:23 pm
by George_K
[QUOTE=George_K]Steve!

I finally figured out how to get the map, in lower left of screen, to stay on for however long you want by inputing hex data in the save file. Following is an example of the ending of my new save file, and a Crystal of Vision is NOT needed;

14000000005A62020000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000001000000000000000000000000000000000000000000000000000000000000000000000000000F44400000000000000001E001E001E0000001E0000006E0F00000000803F0000803F0000000000000000000000000080C24400000000FFFFFFFF00000000FFFFFFFF4F000000000000000000000000FFFFFFFF0000010000000000000000000000803F0000000039B43845

The 14 and 10 are place holders and changing them doesn't seem to have any affect. The 005A6202 is the amount of time I set, which is of course 40,000,000 and it could probably be set much higher. I did the starting area and sewer/theater and saved in Fargrove. The time is still 39,000,000+[/QUOTE]
>
>
>

The 10 is critical and if it's not exact, part of the map will be fogged over. An excellent way to set the values is just to move around a bit, then save. The save will now have the 14 and 10 placeholders and the time addresses!!!

Posted: Wed May 31, 2006 1:01 pm
by katralic
how do you use hex editor to get rod of divinity

since i cant get back into shadow ruins could someone tell me how to use a hex editor to give myself the rod of divinity. if possible the sceptor of shadows and the shadow lord amulet too. please help me i cant stand the thought of having to start over at this level (30).

Posted: Wed May 31, 2006 6:02 pm
by Steve2d
[QUOTE=katralic]since i cant get back into shadow ruins could someone tell me how to use a hex editor to give myself the rod of divinity. if possible the sceptor of shadows and the shadow lord amulet too. please help me i cant stand the thought of having to start over at this level (30).[/QUOTE]
Hmm...we'll this is a thread for the DL save game file editor. If you download the application, then adding the items you seek should be pretty self-explanatory. The rod you are inquiring about has an item code of 0215. The rest are also on the list of items that can be added within the editor. Good luck. Let me know if you have any problems with the editor.

Posted: Thu Jun 01, 2006 10:32 am
by Steve2d
[QUOTE=George_K]>
>
>

The 10 is critical and if it's not exact, part of the map will be fogged over. An excellent way to set the values is just to move around a bit, then save. The save will now have the 14 and 10 placeholders and the time addresses!!![/QUOTE]
That looks like a cool new feature for the next release :) Thanks again George!

Posted: Sun Jun 04, 2006 1:41 am
by Acleacius
Hi, have been away for a couple of months, but wanted to say great work and progress have been made, congrats, Steve2d.

I had orginally asked about the Save Editor effecting Multiplayer games. In reguards to your comment about the Character info being on each client machine, if I understood you correctly (read a couple of pages to catchup).
What I recall from Multiplayer games it is true, orignally your Character info is stored one your machine but isn't the info in the Save Game, new updated Character info?
I mean after a Multiplayer session, if I look at a Save where 4 people played, I can see the info for each of the 4 Character, each have a section in the save, isn't that correct?
Appoligies if it is a dumb question. :)

I have maded edtings in a Multiplayer Save to different Characters, with the Hex Editor and it work, to the best of my memory, so if I can do it with a Hex Editor couldn't a Save Editor do it also?

Thanks.

Posted: Sun Jun 04, 2006 5:20 am
by Steve2d
[QUOTE=Acleacius]Hi, have been away for a couple of months, but wanted to say great work and progress have been made, congrats, Steve2d.

I had orginally asked about the Save Editor effecting Multiplayer games. In reguards to your comment about the Character info being on each client machine, if I understood you correctly (read a couple of pages to catchup).
What I recall from Multiplayer games it is true, orignally your Character info is stored one your machine but isn't the info in the Save Game, new updated Character info?
I mean after a Multiplayer session, if I look at a Save where 4 people played, I can see the info for each of the 4 Character, each have a section in the save, isn't that correct?
Appoligies if it is a dumb question. :)

I have maded edtings in a Multiplayer Save to different Characters, with the Hex Editor and it work, to the best of my memory, so if I can do it with a Hex Editor couldn't a Save Editor do it also?

Thanks.[/QUOTE]
You are quite correct, if you can editor something in a hex editor, then you can edit it with a save game editor, too. I haven't really played multiplayer much and therefor don't have any save games work with. I can see that has quickly become the most requested feature :) I'll see what I can do about that...

Posted: Sun Jun 04, 2006 9:12 am
by George_K
[QUOTE=Steve2d]You are quite correct, if you can editor something in a hex editor, then you can edit it with a save game editor, too. I haven't really played multiplayer much and therefor don't have any save games work with. I can see that has quickly become the most requested feature :) I'll see what I can do about that...[/QUOTE]

Good morning Steve2d! The quest flag list, you got from another site, is partially wrong for CE. #80 is listed as Galdryn's Quest, which is incorrect. #80 should be Taluk's Quest: Kill the Vampire and return her heart.

Taluk is the npc, in the Fargrove Inn, standing next to the fireplace to the right of the bartender.

>
>
>

This is much later. New for CE;
77 Uriel Dane: Find the Devil’s Moon south of the Great Northern Lake, sprinkle Devil Dust on it to awaken Malokan, defeat him and return the Dark Artifact to Uriel Dane.
78 Staroxia’s Shadow Lord quest: Wait at the altar on the Isle of The Damned for a champion of the shadow realm, defeat it in battle and return to Staroxia to become a Shadow Lord.
79 Erlinmir: Find Erlinmir’s Flask and return it to him.
80 Taluk: Hunt down the vampire hiding in Fargrove, kill it and return proof to Taluk to collect fortune in gold.
81 Maloke Brane: Hunt down Big Bad Mog and his gang in the Forbidden Lands, then find their hidden treasure house and deliver Graemare’s Secret Codex to Maloke Brane.

Strangely enough, flags 82 through 99 returned an error, about no text found for XXXXX (it showed different numbers for each flag error) and the game froze. Maybe those are dealt with differently in game?

Posted: Sun Jun 04, 2006 8:31 pm
by Acleacius
Thanks for taking a look at Multiplayer. :)
The main reason, I ask is that it is very, very rare to have a Multiplayer Coop game.

Atm, the only thing keeping GameBanshee fans from having Mulitplayer sessions of Dungeon Lords is due to the instablity of the Quest system.
To a lesser degree we will encounter compatiblity issues with different versions, though having versional game servers like 1.4 and 1.5 CE would/could make it much easier.
I have tried to ask CE players if they notice any more stablity in the 1.5 version as far as netcode, and quest, thou my post went unnoticed or ignored. :(

Of course if you need Multiplayer Saves I am sure any of us would be glad to send you some.

Thanks again for your consideration into this. :cheersandbeers: :bowdown: :)

Posted: Mon Jun 05, 2006 11:04 pm
by Kyndig
Hey steve nice editor you got.

anyway i noticed a few minor issues you might not have noticed.

1. On the stat screen there is no max button for adv points or gold or exp.

2. on the add and modify items screens there is no max amount buttons or tabs on the repair/ charges or quantity or quality tabs or spaces. There is also no search for item button feature in the list on those screens you have to just go scroll down the list.

3. in the skill screen you set the max to 99 which is way too low for a few skillls namely the scribe channel and alchemy and the 4 magics and the 4 general ones. can you please raise the max that we can start with on skills to 999 or even 9999 so our spells can recharge mana and rewrite into our spellbooks faster and our repair time is faster and other stuff like that?

4. there are a few items in the editor that say CE but either go in wrong slots and have the inventory icon for example troll chain seems to be armor for the ce but it goes in your weapon slot and has the armor icon? any ideas?

5. I don't see any way to add like strike or parry or speed or protection bonuses or invokes or damage percents or specials to existing items. is it possible?

Oh and if you can tell me how to make the items so I don't have to repair them when I load my game I would appreciate it.

Hope you can get these minor issues fixed in the next update steve.

Good luck
and see ya
Kyndig

Posted: Tue Jun 06, 2006 5:57 am
by Steve2d
[QUOTE=Kyndig]Hey steve nice editor you got.

anyway i noticed a few minor issues you might not have noticed.
[/QUOTE]
Wow, where to begin! First, thanks for the feedback. Many of these do not appear to be issues, but feature requests. Either way, I'll try to talk to each of them individually...

[QUOTE=Kyndig]
1. On the stat screen there is no max button for adv points or gold or exp.

2. on the add and modify items screens there is no max amount buttons or tabs on the repair/ charges or quantity or quality tabs or spaces.

3. in the skill screen you set the max to 99 which is way too low for a few skillls namely the scribe channel and alchemy and the 4 magics and the 4 general ones. can you please raise the max that we can start with on skills to 999 or even 9999 so our spells can recharge mana and rewrite into our spellbooks faster and our repair time is faster and other stuff like that?
[/QUOTE]
While there are not MAX buttons, there is a drop down uder the PROFILE menu. Profile->Stats, Profile->Protections, Profile->Skils->All and Profile->God Mode all allow you set some or all the values to a "MAX" value that decided upon by testing within the game. Maximums were established based on game performance with various values. Originally 255 was the max used in the editor, but people complain that god mode made them weaker. I changed the max to 99 and everything worked much more smoothly. Note, I did put the max values in a mouse over popup box.

[QUOTE=Kyndig]
There is also no search for item button feature in the list on those screens you have to just go scroll down the list.
[/QUOTE]
I have plans to work on improving the item selection process. There probably won't be any search buttons per say. A secondary category drop down is in the works to isolate items more closely. As well as alphabetically sorting the items, instead of sort by item code.

[QUOTE=Kyndig]
4. there are a few items in the editor that say CE but either go in wrong slots and have the inventory icon for example troll chain seems to be armor for the ce but it goes in your weapon slot and has the armor icon? any ideas?
[/QUOTE]
I would need more specifics, ie item codes, what the individual issues is , etc. It sounds like you talking about some of the items that weren't intended to be obtain within the game. Experiement with them and let me know what you find.

[QUOTE=Kyndig]
5. I don't see any way to add like strike or parry or speed or protection bonuses or invokes or damage percents or specials to existing items. is it possible?
[/QUOTE]
The item engine in the dungeon lord game is a rather simple design and does not support item mod's such as these. Items are handled much more differently that other games such as diablo II, etc. In short, items are selected by a 4 digit code without modification.

[QUOTE=Kyndig]
Oh and if you can tell me how to make the items so I don't have to repair them when I load my game I would appreciate it.

Hope you can get these minor issues fixed in the next update steve.
[/QUOTE]
Once again there aren't many issues in your requests. If you do not want to have to repair the items, then must set the repair value to the items max repair value as associated with the game. I have not had the time to research each and every items repair value and code them into the editor.

I hope that this clarifies things a bit better for you. Thanks again for the feedback and I'll do my best to take under consideration your requests.

Posted: Tue Jun 06, 2006 4:38 pm
by Jodes
Steve, I think I'm having the same problem when I ad the Shadow Stones.

I choose 0019, and say put 2 in the inventory.

It adds it, and all is well. I save it. Exit, reload my game and there's nothing there, yet when I go into the save editor again, It shows I have two shadow stones.

What am I doing wrong?

Thanks!

Posted: Tue Jun 06, 2006 6:16 pm
by George_K
[QUOTE=Jodes]Steve, I think I'm having the same problem when I ad the Shadow Stones.

I choose 0019, and say put 2 in the inventory.

It adds it, and all is well. I save it. Exit, reload my game and there's nothing there, yet when I go into the save editor again, It shows I have two shadow stones.

What am I doing wrong?

Thanks![/QUOTE]

As far as setting a repair value goes, just set both fields to some rediculous value like maybe 2000, then in game one field is lower. The low value is what both fields should be. So now you can exit, and in the editor, set the correct value for both fields.

Posted: Tue Jun 06, 2006 8:58 pm
by Jodes
Sorry George, I'm still stumped.. Not sure what you mean by repair value, 0019 is the number of the item..

Posted: Wed Jun 07, 2006 4:09 am
by George_K
[QUOTE=Jodes]Sorry George, I'm still stumped.. Not sure what you mean by repair value, 0019 is the number of the item..[/QUOTE]

That's not right. There's six different Shadow Stones, so each should have a different item code. There's definitely something amiss with the editor. The window I'm talking about is the Status, which has to be set at 04 so that ingame you don't have to I.D. the item. I tried adding all six with the editor and none showed up in the Keys section where they normally go when you pick them up.

Never the less, for now you'll have to hex edit your save and replace general inventory items with the following codes;

1300 - apparently this one doesn't exist, at least not in CE, so maybe the editor was based on this and the reason it doesn't show.
CD00 - blue, used frequently throughout the game and also in the star-shaped shadow lord room.
CF00 - orange, shadow lord room.
D000 - red, shadow lord room.
D100 - purple, shadow lord room.
D300 - yellow, shadow lord room.

Posted: Wed Jun 07, 2006 8:21 am
by Jodes
Thanks for the info George!

I just finally got frustrated, put the Rod of Divinity in my belongings and got out of there! (but I did save another game so if I want to go back I can).

Now I just have to get past that Yogi guy in the Forbidden lands without my computer constantly locking up.. Last night it locked up while I was fighting him 3 times!

Can we say another glitch? lol

Thanks again!