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Does Ridge Running break quests?

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swordsman5
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Does Ridge Running break quests?

Post by swordsman5 »

The only place I have managed to climb onto the mountain tops so far was in the very first valley. So taking advantage of the situation I explored all the mountain areas that are directly accessible from that position.. hence none of the inner ranges to the east of Arindale have been visited. (also couldn't figure how to get into the shadow realm...those walls appear to go straight up for about 500 feet!) I didn't go down into any of the valleys as I wasn't sure if I'd be able to get back out again.

During my travels I had encounters with virtually every type of creature and race that the game can spawn, including Fathien Elite Guards. After clearing the fog of war from a major part of the map, I worked my way back to the original starting valley and entered the sewers as usual.

Everything was going fine until I came to do the quest for the Argalian Armour. I have Galibriand's letter, but every time I try and approach the Fathien stronghold at Ulm the guards just attack, there is no opportunity to show the letter and gain access. If I kill the attacking guards then the door remains locked. Is there any way to fix this, or have I just wasted 3 days of ridge running?
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War-Wiz
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Post by War-Wiz »

Oh Noze!!

Well, lessee......

First question: Did you save the game before you killed the two Fathien guards?

If you did there is something you might try but you'll need three empty save game slots. ;)

First, start a new character and save in a new slot.
Next, start the 1.56 editor and load your new character.
Give the new one Galebriands letter and whatever else from the editor and save.
Next, re-start Dungeon Lords and choose multiplayer (LAN) and load your current game.
This is the neat part :D
Now load your "Last single player character", should be the new character.
Follow me so far?? :laugh:
If I'm right you should now be able to enter Ulm.
Go in as far as the fireplace on your left then save in the second new slot. You won't have to fight.
Now, quit the game and restart in singleplayer from where you saved before Ulm with your original character.
Once again save the game but in the original slot and quit. This is to "que up" your original character.
We do it again.......Load the saved game (by the fireplace) in multiplayer (LAN) and choose the "Last single player character" (should be your original character) and save right away in the third new slot.

You should now be able to continue your singleplayer game with your original character. :cool: There is one little problem though :confused: If you had "Divine Favor" from the Elves you won't have it any longer :(
You'll have to go by way of Talendor to get to Fargrove, at least until you can unlock the moonbridges, or climb the mountain just south of the east gate of the fortress. If you have the quest from Uriel Dane, mountain climbing is the only way in. Getting out is easy, just climb a ladder at the guard towers on either the east or west gate and jump. :D

Or yeah, start over

Da Wiz :mischief:
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swordsman5
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Post by swordsman5 »

Right, thanks. Well at least I never saved a game after the guards attacked me, so that seems to be the way forward. However when using the editor I have never been able to get any material items to appear in my inventory, skills and stats work without a hitch though, ( the editor could do with a comprehensive readme so that thicko's like me can use it properly!!!! :laugh::laugh::laugh :) I have never heard of Divine Favour...is that something from CE? I'm playing 1.4.
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War-Wiz
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Post by War-Wiz »

Assumptions

Oops....my bad......assumed you were playing CE :o

Those wooden towers and walls by Lake Lohr were finished in CE. There were quests and items added in as well as having to aquire favor to pass through.

For the editor;

1) load character
2) select "items"
3) select "add"

A drop down menu should appear

4) select "miscellaneous"
5) scroll down and choose "Galebriands Letter"
6) at the bottom of the items screen select "save"

The letter should now appear in your inventory list on the right

7) save your character and exit

Da Wiz :mischief:
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swordsman5
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Post by swordsman5 »

I tried that with weapons earlier, I assumed that you would also have to put something in the boxes that are marked Equip/Junk Qty 1 & 2, but what gives with the boxes marked Timer and Other?

After having put the quantity as 1 and checked the Equip box then saved the character nothing happened in game. Also I have found that if you try and do too much at any one time an error message appears... something to do with the maths if I remember right, you can choose to ignore it and continue, I don't really understand what is going on there. But you find that in game there is a skill highlighted and you can keep upgrading that skill without using any advancement points.....nice glitch really!!:laugh:
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War-Wiz
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Post by War-Wiz »

"Go now, to Ulm!"
I assumed that you would also have to put something in the boxes that are marked Equip/Junk Qty 1 & 2, but what gives with the boxes marked Timer and Other?
There might be some differences between CE and ver. 1.4 that I'm not aware of but anyway;

When adding miscellaneous items like rings, letters, etc. the only box that has to be checked is the ID'd box.

When adding armour or shields though, you have to imput the value (hit points) into the Qty.#1 box. The Griffon Shield has a value of 1500 for example. Otherwise it needs repair when you restart the game after saving in the editor.

As far as timer or other, I dunno :confused: I've never even tried to use them :p

There are some helpful hints in the editor sticky, but unlike other threads, start at the last post and work your way back :D

You want to be carefull when adding to your weapon skillpoints. Raising them higher than you need to doesn't seem to do much but if you raise them even higher your characters skill level with that weapon will actually start to deteriorate. :speech:

Da Wiz :mischief:
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swordsman5
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Post by swordsman5 »

Well thanks for trying to help out with the Ulm problem...unfortunately setting the game up as a LAN didn't help, the new char just got attacked as soon as she approached the gates, so I still couldn't get in. Ah well, I'll chuck this game in the bin and start another char and keep off the mountain side around Ulm until I have got the armour. The game spawned a few Fathien guards on the mountainside around Ulm and in killing them it obviously does break the MQ.
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Post by War-Wiz »

I'm sorry my idea didn't work out for you. Ah well..... :(

Da Wiz :mischief:
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Post by swordsman5 »

That's OK, I'm now using the char that I ran up to try and fix the previous one. I found something rather interesting though. On a previous thread somewhere here was a discussion about what exactly causes the lock-down of Fargrove, there were three causes mentioned...1) acquiring a moonstone, 2) Starting the Armour quest in Arindale, and 3) talking to Lord Greymere about his son.

Well I decided to go ridge running from the start, I had acquired a moonstone and visited all the Moon Bridges (except Fargrove) BEFORE entering the sewers. Fargrove was not locked down.... I then had the conversation with Greymere and Fargrove was still open. After that I started the Arindale armour quest and made a point of popping back to Fargrove after every phase. I made a point of going into Davenmoor's home and going out through the gates on each occasion.

After the first visit to Emindor there is a guard outside of Fargrove that tells you that the gates are closed and he's following Ocatta's orders, although you can still get in and nothing is out of place. After seeing Emindor for the second time, following the visit to Talendor, I warped back to Fargrove....everything was normal, I got the message to meet Mara, went back to Davenmoor's...still normal, went out of the Western gate and THEN got attacked by the guard, so Ocatta had managed to take over in the 2 minutes between leaving and re-entering Fargrove!!!:laugh::laugh::laugh:

The upshot of this is that it would seem that the primer for the lock-down is the second conversation with Emindor, and the trigger is the info about Mara, once those parts are in place the next time you try and enter Fargrove the coup has taken place.
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