Lomshir Plain QA
- Jehlicka
- Content Designer

- Posts: 535
- Joined: Mon Jun 23, 2014 4:34 am
- Location: Prague, Czech Republic, EU
Re: Lomshir Plain QA
NPC missing their scripts:
- Gusaref --ok
- Lorkim -- ok
- Abaloun Gralkjay (Trends Informant) -- ok
- Ulan Tharash (Druid Instructor) --ok
- Gusaref --ok
- Lorkim -- ok
- Abaloun Gralkjay (Trends Informant) -- ok
- Ulan Tharash (Druid Instructor) --ok
- Jehlicka
- Content Designer

- Posts: 535
- Joined: Mon Jun 23, 2014 4:34 am
- Location: Prague, Czech Republic, EU
Re: Lomshir Plain QA
Haekemish camp needs to be redone --done
Need to check out the quest related to Scouts...only one is moving betwen two camps, which is not as I remember from VG live
Update:
Thinking of changing the scripts of Haekemish Scouts and Haeekmish Elite Scouts. They are needed for the quests ID 8929 and 8930.
Now they walk near the Beacon and then despawn. After some time they do respawn and walk the same path, but meanwhile (before they start to walk again) you can kill them inside the camp (they are just standing there).
I would like to set their movement in loop = they go near the Beacon (different routes), sneak a bit there (random pause movement and animation) after that they run (higher speed like 250 or 300) back to their camp to report what they spied.
This would allow players can catch&kill the scouts on their way back to the camp too. Also, we wouldn't have to deal with the dilemma of whether it's ok to kill them at the campsite or just on the way to the Beacon.
Update 2:
Decided with Jakkal to change it this way.
Mobs to change their current script:
Haekemish Elite Scouts
116108
116110
116113
Haekemish Scouts
116854
116831
116863
116864
Other Scout ones (unscripted) will be scripted as described above.
I have created new NPC named Zareb Perceye (Haekemish Scout Trainer) - regulart scouts reports to him, and elite scouts to Areth Manswander Haekemish Scout Captain). This will make easier to create individual path per scout. --created
Also need to change Areth Manswander's (Scout Captain) attachment - she is weaponless now, does not make a sense. --fixed
==All set==
Need to check out the quest related to Scouts...only one is moving betwen two camps, which is not as I remember from VG live
Update:
Thinking of changing the scripts of Haekemish Scouts and Haeekmish Elite Scouts. They are needed for the quests ID 8929 and 8930.
Now they walk near the Beacon and then despawn. After some time they do respawn and walk the same path, but meanwhile (before they start to walk again) you can kill them inside the camp (they are just standing there).
I would like to set their movement in loop = they go near the Beacon (different routes), sneak a bit there (random pause movement and animation) after that they run (higher speed like 250 or 300) back to their camp to report what they spied.
This would allow players can catch&kill the scouts on their way back to the camp too. Also, we wouldn't have to deal with the dilemma of whether it's ok to kill them at the campsite or just on the way to the Beacon.
Update 2:
Decided with Jakkal to change it this way.
Mobs to change their current script:
Haekemish Elite Scouts
116108
116110
116113
Haekemish Scouts
116854
116831
116863
116864
Other Scout ones (unscripted) will be scripted as described above.
I have created new NPC named Zareb Perceye (Haekemish Scout Trainer) - regulart scouts reports to him, and elite scouts to Areth Manswander Haekemish Scout Captain). This will make easier to create individual path per scout. --created
Also need to change Areth Manswander's (Scout Captain) attachment - she is weaponless now, does not make a sense. --fixed
==All set==
Last edited by Jehlicka on Wed Jul 06, 2022 11:57 am, edited 2 times in total.
- Jehlicka
- Content Designer

- Posts: 535
- Joined: Mon Jun 23, 2014 4:34 am
- Location: Prague, Czech Republic, EU
Re: Lomshir Plain QA
Named Laylas the Unseen has pretty strange pathing, mostly underground, need to check it, especially move near the entrance, where the named goes underground --fixed
- Jehlicka
- Content Designer

- Posts: 535
- Joined: Mon Jun 23, 2014 4:34 am
- Location: Prague, Czech Republic, EU
Re: Lomshir Plain QA
Haekemish Excavation dungeon needs to be cleared a bit, overcrowded now, too many pathers --done
Someone previously combined everything with everybody without any purpose, must be fixed --done
Nameds are combined and having multiple spawns, but not mark as "is_unique". Must detect them and fix it. --fixed
Issue with different outfits causing the trouble while gnomes wear the helmet --fixed
Beacon of Souls area - cleanup needed --done
Cackling Packleaders - distance of their following mobs must be fixed --done
--need to redo path of these ones (one loc together), or delete their pathing and place them:
760187:116775 --ok
760175:116535 --ok
760187:116774 --ok
760190:116820 --ok
Someone previously combined everything with everybody without any purpose, must be fixed --done
Nameds are combined and having multiple spawns, but not mark as "is_unique". Must detect them and fix it. --fixed
Issue with different outfits causing the trouble while gnomes wear the helmet --fixed
Beacon of Souls area - cleanup needed --done
Cackling Packleaders - distance of their following mobs must be fixed --done
--need to redo path of these ones (one loc together), or delete their pathing and place them:
760187:116775 --ok
760175:116535 --ok
760187:116774 --ok
760190:116820 --ok
- Jehlicka
- Content Designer

- Posts: 535
- Joined: Mon Jun 23, 2014 4:34 am
- Location: Prague, Czech Republic, EU
Re: Lomshir Plain QA
All done in this chunk.