(Discontinued)
Please contact me at [email protected] if you want a copy.
I'll be working on my next module called Nihil in the coming months. If you want any information on that or wish to lend a hand contact me with the same email above. Thanks!
(Release 004-Final)
Grammar and spelling has been checked by two other individuals besides myself. Load Screens have been set to the default setting; to alleviate confusion, and other miscellaneous changes have been done to the module. For all intents and purposes this module is done!
(Release 003)
Three years in the making and my first module. This is a Story-driven Ravenloft Module based to some extent on the Ravenloft novel Vampire of the Mists.
You will be playing a Sun Elf Necromancer named Solalis Ionius which is included in the .rar as a .bic file, but any other elf/half elf wizard/necromancer will do, if you choose another class or race it is possible to play though but you may find some confusion if you do so.
Hack and slash is rated low and you could theoretically get through the game with only fighting a couple battles.
Remember that though there is a straight path through the game there are more endings then the common one for which everyone expects, but you have to go out and search for them.
Pay mind to your journals and any books you should find.
Save often, I can't stress that enough.
Also, even though this went through a beta session, there still may be some mistakes inherent. If you happen to find any then please bring those to my attention and I'll try to solve them as soon as I can. Thanks.
I know most of you won't bother to get the true endings, but I believe it is worth your while to do so.
Finally, I hope you all enjoy it as much as I have building it.
////////////////////////////////
Installation for the Ravenloft Revelations Beta (also included as a text document within the download)
Winrar:
I didn't know this was a concern, but as this is compressed as a .rar file you may or may not need Winrar to extract this, but if you find you do here is the link:
(Choose the version of your choice from the top portion.)
Posted by karen at 2012-09-16 22:11:58 Voted 9.25 on 09/16/12
Thank you for the hours of fun. The scenary was very well done, the characters interesting (I never played a necromancer before lol), and I really enjoyed the use of the lab. Very creative! I really enjoyed this mod, but it's almost impossible to get the "True" ending without a walk-through so a big thank you to Seraphimsage1 for all the help!
Posted by Seraphimzen at 2010-04-11 16:14:43 Voted 10.00 on 12/23/09
The module has been discontinued. Please contact me at [email protected] if you want a copy.
Future Project
I'll be working on my next module called Nihil in the coming months. If you want any information on that or wish to lend a hand contact me with the same email above. Thanks!
Posted by Seraphimzen at 2010-03-18 20:41:47 Voted 10.00 on 12/23/09
Around April 9-11, I will be discontinuing this project for my next module. There may be one more update before then, so just a heads up.
Posted by Spidercat at 2010-02-15 11:28:01 Voted 9.75 on 02/15/10
Finished with true ending =)
First and before I forget, could you please tag that stand in the chapel as plot, so that it can't be accidentally destroyed.
For those of you who have the "no rest" bug : Baron is very helpful little guy. Taking control of him de-stuck me every time.
Okay. Now first the tomatoes. But they're not rotten and I'm not throwing them, mind you ;-)
- Language has been greatly improved since beta but there are still many grammar/syntax issues and some weird phrasings. But in my opinion it is acceptable, especially since english is not your mothertongue.
- Is it normal that I lose hp when I dismount ? Near the end, I lost almost all my hp !!
- Also, a small number of spells sometimes disappeared from my known list.
- Finally - and this is the biggest issues for me - there are many areas where I walked through things. The huge stairways in the castle in particular need walkmesh cutters.
Nonetheless, I feel compelled to give you a very high note, your module is a real jewel and you deserve it. Your areas are just awesome, I opened your module in my toolset and I must say I'm amazed at how you get the most out of existing placeables. I love the way you work ! The custom items contribute to the atmosphere, most especially the carrion steed, which is a sight to behold ! And then you get to play a necromancer. Not just your regular wizard specialized in necromantic spells. You really get the real thing, raising dead henchmen, taking control over / destroying enemy's undead creatures through sheer will, you even can have undead companions. And then you can play scientist too, what with all the quests that are solved in your lab !
Once more, I really loved to play RR and this time I got a true ending. Gods be damned I searched and searched to get it, but as you say it's worth it.
So... congratulations and a huge thank you for this awesome module ! I'm looking forward to your next piece of jewelry ! \>^.^
Posted by Spidercat at 2010-02-14 04:46:23 Voted 9.75 on 02/15/10
Hi Seraphimsage, a note about the church howling quest : I did find the third piece of evidence but I left it where it was since I had no idea what it was about. Maybe adapt the description, or update the journal ?
I'm sorry to say, I also have the "no rest" bug. Sometimes saving & reloading helps, sometimes not. Taking control of a companion will also help (or not). I hope you find a fix for this.
This is my second playthrough and I enjoy it even more than the first time =)
Hi, Seraphimzen,
Re the bug, it seems to be transient. I'm not sure when it first appeared. It would happen for short periods of time at first, so I didn't bother about it. Then it became constant, in all the areas I visited. I could rest in my bed in the Clinic, but not do a normal rest. It seems like it would not drop me out of combat. Except that sometimes it would, after several to many combats. Then when I started off to Strahd's castle, it pretty much disappeared. I was able to complete the mod with no trouble, at least from that (see below). Very strange .... and transient so hard to track down.
I did find one other bug. I went to Strahd's Crypt before going to the Throne room. When the mod put me back at the Spiral Staircase, the transition no longer worked. I reloaded, went to the Throne Room first and the transition in the Spiral Staircase was fine.
This is a terrific first module!!!! There were some bugs, typos, and so on, but those are a matter of more extensive beta testing. I hope you will continue to build mods and look forward to playing your next one.
Cheers,
Dave
Posted by Seraphimzen at 2010-01-26 20:57:27 Voted 10.00 on 12/23/09
(Spoilers)
Church Howling Quest:
The three pieces evidence can be found at:
--- Two pieces can be found in the Church's office.
--- The third piece can be found near the back of the church's exterior. You can loot it from the bench there. Look at in-game map of the town if you need further help locating it.
Hopefully that helps, but if not, bring it to my attention right away.
Posted by GC2004 at 2010-01-26 12:02:47 Voted 10.00 on 01/26/10
Excellent work friend! I absolutly love it. However I seem to have the same problems as mister Fritz, I couldnt find the 3rd piece of evidence, and the entrance to the misty woods keeps repelling me by some unknown force...strange. It tells me I better make at least one friend/companion in case something happens to me in the woods, which oddly enough is already done since I got the dwarf and the pair of gnome/halfling with me...I also noted that even though while I was doing the quest for the noble at the inn, he would keep saying/repeating the same offer, as the introduction script is being repeated in circle again and again. Also the captain wont talk to me 'til I finished the lathander/church quest, is that normal? 'Cause I'm suppose to seek his permission in order to talk to the burgmaster....
On a side note, it would be cool if we could explore lord Strahd's castle a bit more in the beginning part, though I suppose we can in the later part, assuming we come back to the castle. I haven't got to that part as of yet. The ambiance could need a little extra vampiric theme instead of just being silent in some rooms, that would add aextra punch if you ask me, but thats your decision in the end and I respect that.
I for one has always been a huge vampiric/Strahd/Ravenloft lover. I find your mod superb with the gothic ambiance, you even added the tree with the hanged peoples and the field with with the ever-burning pile of corpses. The lich looked evil(reminded me of Darth Vader somehow), Strahd however did not look too scary, perhaps a little touch of new clother would add a scarier look? The talking aranea is awesome, the people in the city are great too.
Btw was there another option than to break the door to the clinic for opening it? Now everyone can get in I suppose, but oh well it wont change a thing I suppose, wont it?
All in all, awesome mod so far! Keep up the good work! Though about a part 2?
Posted by Seraphimzen at 2010-01-25 20:00:00 Voted 10.00 on 12/23/09
I admit this bug confounds me DaveFritz. When did it first start occurring? Was it after a particular battle, and if so which one?
As for the amulet, it gives you the option to skip the battle with Strahd, but you can still defeat him without it. The amulet is also required if you want access to the secret endings, and is retrievable at any time before you stake Strahd in his tomb.
(Spoilers)
As for the NPCs, some are from the book: Strahd, Jander, the Burgomaster, the Vistani Hag; one of the trio mentioned, and Tatyana. The Wraith; I purposely didn't mention her name, but she was the rogue who accompanied and later betrayed Jander. You meet her in Jander's Room at the castle, near beginning of the game, and later at the werewolfs' cave in the forest; provided you investigated the forest crystal first. Though made up, Phoebe is supposed to be the daughter of Brother Martyrn, the priest who was also a companion of Jander. The protagonist's mentor is not part of the book series; but he is part of a particular organization in Ravenloft mentioned in his letter located in his secret study later in the game. Baron and Discord were a personal invention; though I wouldn't be surprised if some similar duo exists.
Thanks, Rosie.
Still have the strange bug, though.
Cheers,
Dave
Posted by Rosie at 2010-01-24 13:59:30 Voted 8.75 on 01/24/10
DaveFritz
The amulet isn't in his room at the mansion, but in Strahd's castle. You don't need to talk to Phoebe. I spent ages wandering around the house before I worked this out.
Hi, Seraphimzen,
Well, I've run into another bug of some sort. I cannot get out of Combat Mode. The combat music and comments play continuously.I tried another mod and do not get this effect after combat.
I can go back to my Clinic and rest in the bed, but still remain in Combat mode. Most importantly, though, I cannot talk to any of my companions. Jander has joined the party. I tried to recover his amulet, but I think I have to talk to Phoebe to get back to the room. Because I cannot get out of combat mode, I cannot talk to Phoebe. She is too busy to talk to me, as are the others.
Do I absolutely need Jander's amulet to defeat Strahd? If so, what is the item code, so I can generate it with the Console?
Cheers,
Dave
Posted by Rosie at 2010-01-24 08:57:07 Voted 8.75 on 01/24/10
Weird. This mod is quite a bit better than quite a few with better scores, it doesn't seem to have the credit it deserves, in my opinion. Anyway, I guess I did all the quests in the right order as I didn't experience any bugs. I enjoyed playing a necromancer, and the various special touches you provided (the horse, the various controllable undead, the familiar, the lab etc). The areas were fabulously well designed, I liked the companions and NPCs (are they all from the novel? I'd heard of Jander and obviously Strahd before, but what about Baron and Discord? They were cool), and I found the sidequests an interesting break from the norm, especially the puppet master quest. To be honest, I have no idea about the voting system any more. But personally, I think this deserves to be a little higher up the list than it is, so I'm giving it quite a high vote. Yep, there are still some grammatical errors, no I haven't taken points off for them. The points off are for two reasons - one, journal entries would update before I'd actually experienced the event (such as the final meeting with Helen); and second, because even though I created my own sun elf necromancer instead of using yours, the NPCs still kept on referring to me using your character's name, which was a tiny bit weird. Still, no big deal, I really enjoyed this mod. Thanks for all your hard work.
Hi, Seraphimzen,
Thanks again!!! I'm on my way. Yeah, I'm kind of good at finding odd bugs.
Cheers,
Dave
Posted by Seraphimzen at 2010-01-23 12:01:30 Voted 10.00 on 12/23/09
As to your next question DaveFritz, once you complete the Church Howling quest, and returned to the Captain of the Guard; in the Town's jail, he will give you his permission. You can then visit the Burgomaster and those areas will be opened up for exploration.
I did not consider the idea of that quest being done before visiting the Burgomaster. So, I'll look into that, and see if I can alleviate that concern. This information has been immensely helpful. Thanks!
Hi, Seraphimzen,
Thanks!! I'll check that out. In the meantime, another problem has cropped up. I revived the puppet boy but now the game won't let me enter the Misty Woods. When I approach the transition, my character is jumped back to the intersection with the circular road. This happened both before and after reviving the puppet. Is this now waiting for me to complete something else? The Journal tells me to go the Misty Woods. Or is there a script I can run from the console to disable that trigger?
Cheers,
Dave
Posted by Seraphimzen at 2010-01-23 04:00:46 Voted 10.00 on 12/23/09
Thanks for bringing that to my attention DaveFritz.
The last piece of evidence can be found in the garbage(pile of broken benches) outside of the church.
For more precise directions as to the containers location, should you look at your in-game map, you will find a extra map-note on the top left corner of the church's exterior, located approximately at the center of the city exterior's map. Hopefully that answers your question, but if not, or you have further queries then either post below or email me at: [email protected].
Hi, Seraphimzen,
I'm having trouble with the Church Howls quest. I can only find 2 pieces of evidence. Since I can't get this quest moving, I can't seem to get permission to talk to the Burgomeister, either. I do have some other things that can be done, but that line seems stuck.
Cheers,
Dave
Posted by Seraphimzen at 2010-01-21 22:58:28 Voted 10.00 on 12/23/09
A little over two months have passed since the last response. I'll keep up the module posted on the vault until mid-April. Then, I'll post the lessons learned, and begin my next module.
Should you have any personal: questions, advice, or concerns, for this or the future module, then, please email me at: [email protected]
Posted by Seraphimzen at 2009-12-23 13:35:51 Voted 10.00 on 12/23/09
(Release 004-Final)
The module's Grammar and spelling has been checked by two other individuals besides myself. Load Screens have been set to the default setting; to alleviate confusion, and other miscellaneous changes have been done to the module. For all intensive purposes this module is done!
Posted by Seraphimzen at 2009-12-04 01:59:35 Voted 10.00 on 12/23/09
500 downloads! :D
For those who played the module or will be playing the module in the near future. I would appreciate some: feedback, comments, identification of any further bugs/glitches that are still inherent, any insights, and/or confusion you had while playing this module.
Posted by Seraphimzen at 2009-11-10 22:17:23 Voted 10.00 on 12/23/09
Would you like some help with the conversations? I have little-no-no area design skills, and not enough time to work on my own mod, but I am half-decent at scripting and writing.
Posted by Seraphimzen at 2009-11-03 22:12:22 Voted 10.00 on 12/23/09
Next Update is uploaded:
-The Difficulty level on a few of the bosses has been raised. They shouldn't be overwhelming, but they shouldn't be a complete cakewalk either. More opinions and insights are needed on this before any more work will be done.
-Jacob's grave conversation description has been edited.
-Baron will no longer be referring to himself as Gnobnar, and he shouldn't have any bardic feats.
-I went over and edited the spelling and grammar in a number of the conversations. It is debatable if that alleviates that concern or makes it worse. Should any more of these mistakes pop up; as they no doubt will, then please be as specific as possible. I'm no English Major; as many of you claim to be, but I'm earnestly trying to improve my own skills where I can. As such, helpful suggestions and constructive criticism are appreciated, and will be taken into advisement.
-The choice to implement Tony's AI is still in the planning phase.
-Miscellaneous changes
Posted by Seraphimzen at 2009-11-02 20:30:02 Voted 10.00 on 12/23/09
Kaedrin's PRC pack is a likely cause based on your description Chris. If that problem repeats with you or anyone then please bring it to my attention.
Aeon114, it is unfortunate you did not enjoy the module. As for your qualm with the first quest that serves an important function both as: a introduction quest, and to foreshadow one of the later events. This is one of a few events I did not directly explain, but if you want to know I did provide a hint in one of the written references in the game.
Posted by aeon221 at 2009-11-02 19:03:18 Voted 4.75 on 11/02/09
Dialog is painfully bad, and seriously detracts from an otherwise entertaining adventure. The excessive use of *emote* text was a particular annoyance.
Some quests are pointless and should not have been included -- for example, the FedEx quest at the very start where you follow a skull around picking up six flowers. Zero player interaction is necessary, and it serves no significant story purpose.
Area design is entertaining, but insufficient to carry the rest of the mod.
I experienced no game stopping bugs.
Posted by chris421 at 2009-11-02 15:03:29 Voted 9.00 on 11/01/09
I have a sneaking suspicion that my BIC crash may have been due to the fact that very often I do run Kaedrin's PRC pack. Any localvault characters that were built with that, in the absence of Kaedrin's, might have difficulty loading in the "character select" screen. "character select" attempts to select/display whichever character is first alphabetically. Same deal for servervault with mismatched HAKs or overrides.
Posted by Seraphimzen at 2009-11-01 11:36:45 Voted 10.00 on 12/23/09
Thanks for bringing those concerns to my attention Chris421.
I was wondering when someone would make the connection between Baron and Gnobnar in more ways then one. Nonetheless, since you brought it up, I'll change: the voiceset to Male Prankster, and take out the bard related feats.
As for the BIC issue, I tested this a number of times and there should be no reason that the BIC is not accepted. The character has no custom content or anything else that would deny it's use, but I'll continue to look into it further in case I missed something. Personally, a year ago I recall facing a similar problem, but at that time the problems were thought to be a faulty update, and were no longer a concern once the next update was released. If you or anyone else continues to experience this after recopying over the .bic and .txt; in that same folder, to the local vault then please tell me right away.
As for Jacob's grave, I'll make the change to the conversation's description to alleviate any confusion.
As for Tony's AI, I'll look into it for a future update. No guarantees until I can conduct some extensive tests with that custom feature.
Posted by chris421 at 2009-11-01 06:31:47 Voted 9.00 on 11/01/09
Awesome Ravenloft module. Just a few minor issues/suggestions:
The included BIC somehow was crashing my PC when going to the �Select Character� menu--my override is completely empty. Had to create Solalius myself from scratch.
Also, the use of the Grobnar voiceset is problematic because more than once �Baron� introduces himself as Grobnar (like when picking locks). Further his bard abilities (for a level 1 rogue) look like they�re remnants of a toolset copy. You should probably rebuild your companions/npcs from scratch with their correct base class.
The graveyard with the Jacob corpse, which is a dig upon receiving a quest only, shouldn�t just say �you need a shovel� prior to getting the quest. I was like �Dang I have a shovel�why can�t I dig this one up but the others I could!�.
Lastly, think about merging TonyK�s AI. With this many companions/pets it�d be nice to set their functions appropriately.
looks awesome, I love ravenloft I use to be a ravenloft DM now the books are just good memories in my bookshelf, the only bad think is I will have to buy storm of zefir to play this, but looks gorgeous.
10 - A Masterpiece, Genuinely Groundbreaking 9 - Outstanding, a Must Have 8 - Excellent, Recommended to Anyone 7 - Very Good, Deserves a Look 6 - Good, Qualified Recommendation 5 - Fair, Solid yet Unremarkable 4 - Some Merit, Requires Improvements 3 - Poor Execution, Potential Unrealized 2 - Very Little Appeal 1 - Not Recommended to Anyone