OSY Discussion Forum

Discussions on multiple topics, open to all
It is currently Sat May 25, 2013 3:36 pm

All times are UTC - 8 hours [ DST ]




Post new topic Reply to topic  [ 7 posts ] 
Author Message
 Post subject: Molarix: Death Knights
PostPosted: Sat Dec 05, 2009 9:15 am 
Offline
Vice Admiral
Vice Admiral
User avatar

Joined: Wed Sep 04, 2002 9:23 pm
Posts: 8459
Location: Where the rubber meets the road.
The "Eye of Archerus" quest (or maybe that's what the item is called, can't remember) is broken, essentially halting the entire DK chain. It's likely with the heavy scripting of the Death Knight starter quests that many more are broken as well. On another home brew server I played, their solution was thus:

- Do the first few quests of the chain, up to the Eye of Archerus. One of them was modified to also award you your 46 (or whatever) talent points that you are supposed to get at 55. Also, the first couple of quests are normally good for a level or two when the rates are cranked up. On Molarix this gives you 2x the number of talent points, which is fine.
- A teleporter was there to get you out. This one was a cheat style teleporter that took you anywhere, but that's not necessary. Just a teleport to Light's Hope Chapel is sufficient, and do a few more quests to get to level 58. Then off to Outland.
- two other items - The Death Date Spells and the Archerus Charger mount - on this realm we would put in GM tickets for these, but maybe a quest could also bestow those on you as well. I think the reason they kept these tickets was because they were planning to fix all this anyway, but whichever.

Interestingly, once you use the Death Gate spell to return, the DK zone is properly "phased" meaning it thinks you are complete. Training, runeing, etc all works as per usual in the above scenario.

_________________
Give a guy a gun, he thinks he's Superman. Give him two and he thinks he's God. - Superintendant Pang, Lashou shentan (a.k.a. Hard-Boiled)
I note that you don't have any OSY member quotes in your sig. - the twinkster
Nonsense. "Bias" is people whom don't agree with me. - FondueDaredevil

Gabe: I wish you weren't a fucking liar.
Tycho: I'm not a liar.
Gabe: Well, I wish you didn't lie.


Top
 Profile  
 
 Post subject: Re: Molarix: Death Knights
PostPosted: Wed Dec 09, 2009 5:13 am 
Offline
Captain
Captain
User avatar

Joined: Fri May 09, 2003 10:15 am
Posts: 1684
Hmmmm.... I'll do some research and see what I can find out about these issues. I've been so busy lately (new washer/dryer, new kitten, Christmas shopping, Christmas events, lots of work) that I haven't even fired up the WoW in client in over a week :) Oh and then there is Dragon Age that apparently sucked down the few free hours I had last weekend... sigh. What a tough life!


Top
 Profile  
 
 Post subject: Re: Molarix: Death Knights
PostPosted: Mon Jan 18, 2010 12:49 pm 
Offline
Captain
Captain
User avatar

Joined: Fri May 09, 2003 10:15 am
Posts: 1684
Okay so yeah -it's been awhile since you posted this. I've been going through the DK Starter Area quest chain this morning. I fixed the "Death from Above Quest" or whatever it's called with the eye. Yesterday a beta patch got released that fixes the scripting in the quest. However there were a lot of DK starter quests that were unable to work right. The ones I went through and tested now are set to autocomplete when you talk to the quest giver. This allows you to at least get the plot line, but doesn't force you to try and figure out how to do a broken quest.

I still haven't finished with the DK starter area - but it should at least be somewhat passable by now. If you have a character with a broken quest. you'll need to abandon that quest and get it again for the autocomplete to take effect.


Top
 Profile  
 
 Post subject: Re: Molarix: Death Knights
PostPosted: Mon Jan 18, 2010 12:54 pm 
Offline
Captain
Captain
User avatar

Joined: Fri May 09, 2003 10:15 am
Posts: 1684
Also it would appear (though this was not the case with the eye quest), that most of the broken DK quests are only broken because MaNGOS lacks support for vehicles which a lot of these quests rely upon. There are a couple of test patches floating around but most either don't apply cleanly to the most up to date source tree or cause stability problems in some quests (which I'm not willing to accept).


Top
 Profile  
 
 Post subject: Re: Molarix: Death Knights
PostPosted: Mon Jan 18, 2010 3:07 pm 
Offline
Captain
Captain
User avatar

Joined: Fri May 09, 2003 10:15 am
Posts: 1684
Screw it. I've spent 6 hours trying to fix DK quests. New policy: If you start a DK - it's your problem. If you want help with it, let me know if I happen to be on. Otherwise blah. I'm going to wait for content db fixes from YTDB.


Top
 Profile  
 
 Post subject: Re: Molarix: Death Knights
PostPosted: Mon Jan 18, 2010 3:49 pm 
Offline
Vice Admiral
Vice Admiral
User avatar

Joined: Wed Sep 04, 2002 9:23 pm
Posts: 8459
Location: Where the rubber meets the road.
I think that's okay.

As long as the quest chain is doable, it should open up Deathgate, the Mount, and the talent points rather than cooking up workarounds. I'll see about trying it out this week to see if it works.

Worst case, all a DK really needs is a teleport out and his talent points. The mount is easy to replace because DKs already have the training. The only thing is Deathgate, which is how to quickly teleport back for training and access to the runeforge, which basically means a hearth to Dalaran, then portal to a capital, then fly to EPL.

_________________
Give a guy a gun, he thinks he's Superman. Give him two and he thinks he's God. - Superintendant Pang, Lashou shentan (a.k.a. Hard-Boiled)
I note that you don't have any OSY member quotes in your sig. - the twinkster
Nonsense. "Bias" is people whom don't agree with me. - FondueDaredevil

Gabe: I wish you weren't a fucking liar.
Tycho: I'm not a liar.
Gabe: Well, I wish you didn't lie.


Top
 Profile  
 
 Post subject: Re: Molarix: Death Knights
PostPosted: Mon Jan 18, 2010 5:20 pm 
Offline
Captain
Captain
User avatar

Joined: Fri May 09, 2003 10:15 am
Posts: 1684
Well I got the mount and was getting talent points. I didn't get to the Deathgate because I had some quest break on me because I was supposed to get the head of some High Inquisitor - but his body disappeared after I killed him and I was unable to get the head. I'm guessing this was just a weird issue for me and likely won't be a problem for everybody.

At this point I just scrapped my DK since I had done and redone certain quests so many times (using GM commands to undo them) that who knows what was right and wrong at that point....

The primary issue with DK quests beyond a lack of vehicle support (which is being worked on by coders on the MaNGOS forums) is the fact that YTDB groups some of these quests together, but MaNGOS doesn't seem to be handling the grouping correctly. YTDB also works with the server TrinityCore and my impression is that it actually has vehicle support and proper grouping support. So for the vehicle quests - I set them to autocomplete whereas for the grouped quests I removed the groups and set one quest in particular to drive the quest chain to the next level.

I won't guarantee the entire set of DK quests works at this point. Not until I decide to blow a few more hours and do the DK starter quests again. I'm 95% sure you can get the mount and most of the talent points at this point however.


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 7 posts ] 

All times are UTC - 8 hours [ DST ]


Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
cron
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group