With version 1.67, I was still experiencing a massive slowdown in the Crypt Maze in SoU chapter 2. I came up with a fix that worked on my system, and thought I'd share. Will it work on yours? Don't know. Is it worth a try? That's up to you.
What to do: Download one of the files. (See below for the differences between them.) Place the file in the erf folder in your NWN install folder. If you haven't completed the SoU campaign yet, make sure the line
CODEWORD XP1=ffrodriguez
is in the [Game Options] section of your nwnplayer.ini file. In the Toolset, open the campaign module XP1-Chapter 1. Import the downlaoded file, overwriting all resources. Save the module as SoU-Chapter 1. Repeat this for XP1-Interlude and XP1-Chapter 2, each time changing "XP1" to "SoU" when you save.
To use the fix, you'll need to start a new game in one of these modules. Note that you must go through "Other modules" to use these modules; starting an official SoU campaign will not utilize this modification.
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The "Plus" file contains what's in the basic file, and also includes some fixes that should cause your henchman to remember tactics from chapter to chapter. I haven't tested this though, so a typo might have slipped through. If you're not adventurous, use CryptMaze.erf.
Both files are tagged as requiring SoU 1.30, but they are based on the 1.67 files. When I tested CryptMaze.erf, I was running 1.67.
This fix should be completely compatible with Vulcano's Mischa add-on. (Yes, the directions for that add-on should sound similar. I borrowed a little of his setup.) However, if you want the "Plus" version, you need to import the Mischa add-on before importing this fix.
If you're looking for a fix in the middle of a game in progress, you might want to try downloading ud_crypt_03.ncs into your override folder. This should fix the maze in your current game, but could potentially cause problems in other modules. Only use this if you're already stuck in the maze.
Let me know if this works for you.
New: The file xp1_pcisunholy.ncs is for people playing an evil cleric. This opens up a conversation branch written just for them. Just place this in your override directory, and you're good to go. (I'll add this file to the import at some later date, along with some other fixes.)
This may abnormal, but figured I'd post to make sure.
When I pulled up the campaign modules, there was an XP-Chapter 1 and an XP-Interlude, but there was no XP-Chapter 2. Any clue how/why this could happen? I did complete the fix on chapter one and the interlude, and would really like to make sure I'm not screwing something up here. thanks for your time...
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