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Posts posted by Necx
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http://forums.obsidian.net/topic/72614-endless-paths-level-13-is-uncompletable-major-bug/
See in that thread the answer lies within.. goodluck
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It worked..
Must complete the Heritage Hill tower quest. Sigh so much time wasted running around not knowing it was related to outside quest....
I'm gonna finish it tomorrow..
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It appears you need to complete the Tower in Heritage Hill before you can proceed past this. You learn the language the spirits are speaking during that quest.
I'll give it a shot luckly today I went and cleared it and left the endless alone.
Strange that you have nothing saying that the endless has ties outside quests.
If so basicly finishing act 2 will allow you to pass floor 13 (Yes I know it's not really all of act 2 but close)
Sigh was going to bed but I'll try it real fast see if it worked.
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funny bug to add I got one of my 6 compainions to go thur the door by massive clicking.
Howerver 1 vs guardian = death
Couldn't get more than 1 through the door either.
Don't think this is possible until a fix is put in place or you cheat and break achievements.
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I cheated my way past it but I'm sure I'll revisit it again in other playthroughs
bring up the console
iroll20s - to enable cheats
nofog - to see what's beyond the door
findcharacter guardian - because the Guard of Od Nua is on the other side
teleportpartytolocation whatever - replace whatever with the output was for the Guardian (cre_guardian_adra I think it was) in the next room
but get ready to a fight because it will literally drop you right on top of him
Small problem it kills achievements...
Has to be a official fix or way to do this..
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Same I've passed on it for 2 days now and I want to finish it.
I thought maybe the sword had to be forged but that wasnt right. I then thought maybe cause I went down the pit and skipped floors i needed to complete them. After that I thought maybe I should of not imprisioned Klek. Nope Nope and Nope.
The floor can't be moved and all monsters on the entire floor besides the doors are all dead. I've sneaked around for hours thinking maybe I missed something.
Nope.
Floor 13 Lost soul isn't talking and I've spoken to all of them over and over.
Below is the guide also which everyone is reporting the same problem.
http://guides.gamepressure.com/pillarsofeternity/guide.asp?ID=29967
is their a noclip command?
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3hrs to go so moist right now!
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Almost GO time! Looking forward to launch day
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Was interesting to say the least.. Funny to hear his unedited comments.. haha
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Like the facial structures on the dwarf..
Smashable doors would be fun..
The dwaft update now has the Song: diggy diggy hole in my head...... thanks
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Bloodlines was pretty damn good..
Nice Piece!
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Eternal Gauntlet of Eternity...
E.G.O.E
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No RMAH or many of the mistakes of D3..
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UI Design - Tim and I have been talking about our user interfaces recently. We want to make sure that we improve the functionality of the original designs without completely losing the feeling of those interfaces. One thing we want to avoid is making the UI too "minimalist". We don't want it to feel bloated, of course, but we also recognize that the IE games had "solid" interfaces. They looked like they were made of materials -- wood, stone, and metal -- and had substance to them. When you look at the interfaces for the IE games, they help immerse you in each setting. We'd like to do the same for Project Eternity.
Functionally, we're using Icewind Dale II as our starting point. We've been looking at inventory recently. Tim and I have designed a system that uses three types of gear storage: equipment, top of pack (this name may change!), and stash. Equipment is what your characters are currently using and have ready to use. This includes weapon sets that you can swap between during combat. "Top of pack" is a finite amount of gear that you can access outside of combat for a variety of purposes: replenishing consumables, checking out a shiny new sword you picked up a while back, etc. The top of pack cannot be accessed during combat, but is present as a strategic pool of items that you can access while exploring. The stash is where all of the "other stuff" goes: things you aren't using, items you want to sell, and various doo-dads you'll be looking at later.
When you find gear, you have the option of placing it wherever you'd like as long as there's room for it. You can use it immediately, put it in your top of pack, or just chuck it in the stash. Once an object is in the stash, you can access it at camps, your home, and similar locations. We've created this division of inventory space to add strategy to your gear loadout decisions instead of having a weight limit, while also allowing flexibility for backup equipment. Most importantly, it doesn't prevent you from doing what adventurers love to do most: loot everything they find that isn't bolted down.
Thank you for taking the time to look at the UI.. Some games I won't mention names that came out in 2012 really took step's back in the UI dept. Also dig Inventory part as well!
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Really Looks Awesome! The Ball should be a gag item that is left in the game as a lookback..
Insane Ball of Full Fail!
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No thank you for making the game.. Really looking forward to see this project unfold!
Od Nua - Level 13 - Spirit wont give password to open door to stairs
in Pillars of Eternity: Technical Support (Spoiler Warning!)
Posted
http://forums.obsidian.net/topic/72614-endless-paths-level-13-is-uncompletable-major-bug/
See here