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Re: Worldmerge
Old 29. April 2012, 22:22   #821
Evolvei
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Re: Worldmerge

This mod seems like a great idea. Will the mod still work with the current version of TW2?

If Worldmerge will work with the newest version of TW2 then I am going to buy Pirates of the Flying Fortress so I can play Worldmerge. If not then I will wait for a sale for Pirates.
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Re: Worldmerge
Old 30. April 2012, 05:14   #822
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Re: Worldmerge

After installing TW2, then installing POTFF supposedly updates to 1.3, then installing the mod (you'll likely have to tell the mod install where the main TW2directory is). Now the worldmerge mod will work, offline single player only.

Once everything is ready, start a new game in TW2 and create a character and immediately save. Start POTFF and import the save you just created in TW2. Do not update the saved character. You start out in Vahkmaar castle as normal but you now have all three quest lines available in the same environment.
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Re: Worldmerge
Old 30. April 2012, 18:01   #823
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Re: Worldmerge

Thank You tw george,

Bought Pirates and installed Worldmerge. No Problems.

Much good karma to youngneil1. Thank You youngneil1 for what must have been a good amount of time and effort to make TW2 more enjoyable for a lot of people.
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Re: Worldmerge
Old 17. May 2012, 16:36   #824
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Re: Worldmerge

I've been playing Risen 2, including the three DLC's. This game has some possibilities too.

this is several days later;
Just been thinking about games with online content (TW2 online maps, etc.)
I wonder if an MMO could be converted to a single player offline game? What with the rumored Elder Scrolls MMO, wouldn't that be the ultimate?

Last edited by tw_george; 6. June 2012 at 15:21..
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Re: Worldmerge
Old 27. June 2012, 21:15   #825
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Re: Worldmerge

Enjoying this thanks but have caused a problem for myself with the "Crystal man" questline. I collected all the IX items and got teleported to the Hatmandor sewers for the Mirage quest but stupidly teleported out at the start and can't get back there. Is there a JUMP coordinate that gets me back to the start of that quest please or am I screwed? Thanks.
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Re: Worldmerge
Old 27. June 2012, 23:19   #826
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Re: Worldmerge

Why not just teleport to Hatmandor, then access the nearby sewer entrance. Please don't say you don't save hardly ever!

In the sewer, you first need to talk with Muzzle.

Last edited by tw_george; 28. June 2012 at 02:45..
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Re: Worldmerge
Old 28. June 2012, 08:23   #827
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Re: Worldmerge

Tried that but the sewers in this questline don't appear to be the same as the base game, the new characters/shopkeepers where not there, just the old ones like Bouncer. (I'm assuming it is a copy in another area in the mirror Ekronas like all the other "Crystal man" sections).

I have got other saves but I did a lot after postponing the start of this quest when I teleported out and want to try to avoid having to redo it. Was hoping there was a simple jump coordinate. Thanks

UPDATE: managed to solve it myself (after some trial and error) with:
JUMP Map_21_A01_1 & JUMP 960 1800 200
problem was with getting back to underground teleporters as they don't seem to show on the teleporter map. Hope the questline plays out OK now though.

Last edited by 800ster; 28. June 2012 at 10:10.. Reason: Solved
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Re: Worldmerge
Old 16. July 2012, 17:23   #828
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Re: Worldmerge

Those coordinates worked really great. Strange thing is, that location can't be accessed in the same dungeons unless you are on that particular quest.

By the way, Dungeon Lords has been redone yet again and has been released in Europe as Dungeon Lords MMXII. No sources yet.

Last edited by tw_george; 20. July 2012 at 03:03..
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Re: Worldmerge
Old 20. July 2012, 10:53   #829
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Re: Worldmerge

Quest played out fine so I managed to finish the crystal man quests. Finished the game now but had to abandon the last part of the POTFF expansion as I found a game stopping bug that I could not bypass. Everytime Lassitude (Lost Thoughts quest) tried to appear the game crashed, I managed to jump past the first time (sarcophagus) with a quest cheat command but Lassitude also appears a little later and that I could not bypass.

Good game though and really enjoyed Worldmerge. Also looking forwards to the Dungeon Lords remake as I played the original and enjoyed it.
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Re: Worldmerge
Old 21. July 2012, 08:24   #830
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Unhappy Re: Worldmerge

Quote:
Originally Posted by Lasiurus View Post
just wanted to confirm that after unistalling worldmerge, the gamepad works correctly. But right after installing any version of worldmerge, the "B" button stops working, at least I can tell that based on the fact that I can't use the block breaker skill. Don't know about "Y" or "X".

I downloaded a .WD extractor, if someone could tell me which modded .WD file contains the information on controller configurations, I could check to see what may be missing.
I can confirm is the bug from \Scripts\RPGCompute\RPGCompute.eco
(the modified version from WORLDMERGE CORE XXX.wd, xxx=the difficulty and gender name of your choice when u install)
the file governs the changes made for skills by this mod
if you get rid of the modified version, you can use the xbox controller.
However, you lose skills revamps like stamina system..etc

Trying to find a way to edit it..and see if I can make xbox controller work again, but it seems eco is a compiled script...
have no idea how to edit it.
Anyone willing to help?
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Re: Worldmerge
Old 21. July 2012, 20:03   #831
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Re: Worldmerge

After getting through worldmerge several times and writing a walkthrough, I keep getting a sore index finger and damaging left mouse button in KOAR. youngneil1 modded Kingdoms of Amalur Reckoning to be more difficult!

youngneil1, what about us really old gamers? Surely there is an easy way to quickly dispatch huge enemies and muyltiple attacks. The only trainer that works for me has no easy kill or instant kill option. Those are only available from ch******pens, if you have an unlimited account.

>
>

For a long time, the link to youngneil1's YSA (koar) site no longer works. I wonder why!

Last edited by tw_george; 3. August 2012 at 07:53..
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Re: Worldmerge
Old 3. September 2012, 16:33   #832
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Re: Worldmerge

Yea, and its kinda hard to find his KOAR mod (lates version is called Shapes, thank god for google cache)

Back on topic, I hope everything is ok with youngneil1, haven't seen him in quite a while.

May try to see if world merge will still work with that Defense DLC installed.
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Re: Worldmerge
Old 25. November 2012, 23:58   #833
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Re: Worldmerge

Don't know if this mod is to be blamed.
Everything seems to be working fine. But now I have come across a strange problem. After finishing Desertgate, and coming to the second gate controlled by the Varns (fighting guards), I have 7 parameter points. When I get there there is 3 Varns left, 1 archer and 2 mages. Attacking them and/or killing them nets me a lot of parameter points. After sucsessfully hitting them a couple of times I suddenly have 46 parameter points. This increase to 70 points when killing one of them..

Anyone heard of this before?

If I teleport away, and kill some varns at the Savannha, I dont get loads of parameter points.

Last edited by krist2; 25. November 2012 at 23:59.. Reason: extra infor
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Re: Worldmerge / Install on a Mac
Old 11. February 2013, 07:38   #834
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Exclamation Re: Worldmerge / Install on a Mac

Hi,

I can not use the .exe installer on a Mac. Please tell me where to download the single files package and where to install them manually?


Kind regards & thanks

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Re: Worldmerge
Old 14. February 2013, 07:07   #835
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Re: Worldmerge

Youngneil1 chose to package the mod as an executable file instead of compiling it into a .wd file. He's the one who would have access to all the original data and the knowledge of exactly which files need to be included and where they need to be placed. Unfortunately, he's been idle here since April of last year.

I'm not even certain that the files are interchangeable between the Mac and PC version. Obviously raw data files like the parameter file should be, but without knowing exactly what types of files are included in the .exe, I couldn't even say with any certainty that you could just extract it on a PC and copy the files onto a Mac and expect it to work.
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Re: Worldmerge
Old 30. March 2013, 21:37   #836
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Re: Worldmerge

So the mod is working fine and i love it so far,BUT...I'm getting the same problem that
"800ster" had a while ago,with the Lassitude crashing the game,same as him,i managed to skip the first time(on the unconsciousness part i think),but now he shows up again and i crash,and there is no way around it...can someone help please?


Edit:Sad to see that this is dead,oh well,time to move on and play something else.

Last edited by PaladinCarnage; 8. April 2013 at 02:10..
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Re: Worldmerge
Old 13. April 2013, 11:34   #837
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Re: Worldmerge

Does Worldmerge comes with all additional mods that are listed ?
P.S. I am new to this forum.
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Re: Worldmerge
Old 13. April 2013, 17:29   #838
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Re: Worldmerge

As far as I'm aware, yes. The mods shown are included in the download and listed individually on the main page for the purposes of giving credit to contributors.
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Re: Worldmerge
Old 17. April 2013, 17:24   #839
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Angry Re: Worldmerge

Hi! the mod runs fine though! the only problem i have is the AI info *enemy refreshed* ect"" keeps spamming the screen how can it be fixed?

Thanks youngneil1 for an awesome mod! and cheers! to all ...
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Re: Worldmerge
Old 29. April 2013, 12:35   #840
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Re: Worldmerge

I installed Worldmerge yesterday and all went OK, I chose Vanilla, I followed the process to start a new game.

1. Install the mod as described
2. Make a fresh character in the normal singleplayer main campaign
3. Save her/him
4. Go back to main menu
5. Start a Pirates of the Flying Fortress expansion game (worry not, this will due to modding lead to the normal start of the main campaign) - because of the added content (inter alia treasures and experience points) it's recommended to set the ingame difficulty level to "hard" (regardless of choosing the Novice, Expert or Master variant of Worldmerge)
6. Import your fresh character into the expansion game without choosing to level her/ him up

Number two is where my problems lie, there are some strange character things going on when I try to initially create my character, heads merged with other heads, faces in front of heads, see through heads etc.

Is this the way it is or have I some other problem ?

Other than this it all seems to be working OK.

Last edited by Alf; 29. April 2013 at 12:58..
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