The day of release for Predestinated Days draws ever nearer and the final tests are underway and any last bugs and typos are being fixed as they are found. Interestingly, I first started reporting about this module back in May 2019, but the module itself had already had some time spent on it, with its original conception going back much further than this date suggests. Read on for more info...
A Campaign In The Making
Indeed, the earliest PDF note file I have illustrating the areas being built for the campaign is called "Area Information 12-10-10", which shows the areas for all three modules I had planned for the campaign were being constructed as far back as October 2010. For the second module specifically, it listed 20 areas, three of which were never used, but many more have been added since. The point being, I believe I can easily say that this second module has easily had more than a decade of work in its making.
This same document records some of the area designers at the time, who I remain thankful for all their help in bringing this second module to life: HOSA (two areas used), Hoegbo (four areas used), and Eguintir (two areas used). Some of Hoegbo's work (three areas) have currently not been used in the second module, but I do hope to use what I have in a later update, or maybe even the third module. Other areas for the second module, I have managed to rework from some I have found online, or have built afresh myself. Out of interest, the same document mentions Hoegbo for a couple of areas in module 3, and works of SGK73 currently making the lion's share of those areas for the third module. So, once again, if I am blessed with the time, I will be starting the third and final module of the campaign with many of the area designs already in place.
Predestinated Days
Without doubt, this second module is of a much larger scope than the first module I made in NWN2. Furthermore, with the advent of NWN2:EE, I hope it will be a welcomed addition to those custom modules offered to potential newer fans to play who may have only just acquired NWN2 in its latest edition for the first time. Note, however, the first module of the campaign, The First Day, has also recently been updated to be compatible with the Enhanced Edition, and so if you like to play the full campaign (currently available), then you will be able to do so regardless of the NWN2 edition you choose to play in.
To date, there are only two issues I have found with the Enhanced Edition that I have been unable to fully "fix" to my own satisfaction:
1) The Multiplayer (MP) Reload Crash (EE ONLY): This crash occurs when a MP game is saved and the player then tries to reload the saved game from a desktop start. I have had reports that this does not occur with every computer setup, but I have had the issue on three computers I have tested it on, and it only appears to affect custom campaigns in MP. Therefore, if you only intend to play in Single-player (SP) mode, then this will not affect you anyway.
WORKAROUND: Thankfully, I did find a workaround if you do play a MP game and encounter the issue. If you load a SP game (it can be any) and then drop back to the Multiplayer menu (without exiting to desktop), you can then load the MP game that previously crashed when loading. Unless Aspyr fix this issue, I have been unable to avoid this crashing loading a MP saved game the normal way to date.
2) The TBCombat Scripted Pause, Unpaused (EE ONLY): This is only a cosmetic nuisance rather than any kind of game-breaker. However, if you like to use the Turn-Based Combat system I have included within my campaign, which automatically pauses the game for a combat encounter, then the Enhanced Edition has an issue where the game would unpause if you hover over any creature in the game. I found a way to ensure this unwanted unpausing was immediately paused again, however, all the while the pause and unpause error occurs, you get that message spammed to the chat window. You can reduce the amount of spamming by trying to avoid hovering over creatures while the game is paused, but it can still be annoying when you do. Unless Aspyr fix this issue, I have been unable to avoid this spamming to date. (NOTE: This only affects a scripted pause and NOT a manual space bar pause.)
These two Enhanced Editions aside, I am pleased to say that with the help of those like Travus, I have been able to fix all tile set issues that also manifested in the Enhanced Edition. As long as you play with the latest files I have available to date, then the Enhanced Edition should now display meta tiles (those with the problems) correctly.
The Final Testing
As you may be aware from my previous blog reports, I am now going through the final testing stages for the new module. I have alpha testers concentrating on the third and currently least tested stage of the module, while a couple of beta testers are playing the module from the start. There were one or two important discoveries in the third stage by the alpha testers, but I was able to update the patch files quickly to ensure the beta testers did not encounter the same issues by the time they got there. Furthermore, both beta testers ended up starting from the latest Beta 7 and Beta 8 versions of the second module, which means they have 100% of the content, with the only difference being some visually blocking of some rooms that openly show before they should do, and a walkmesh fix.
Indeed, the latest files released today are the same as they are testing with, which means anything they find and report as a problem will require fixing for v1.49. However, the likelihood is that this version will not be required until 1st October, when Predestinated Days is due for release. At that time, all fixes will then be prefixed with a "2" marking it as supporting up to the release of the second module. Therefore, the next release is likely to be v2.49, or I may jump to 2.50 to mark the new patch number signifying the start of supporting the second module. At this time, I will likely also remove earlier patch notes from the download page as a new start for this current stage of the campaign as a whole.
Importantly, and especially for players using the Enhanced Edition, I also updated the Althéa_Other download today, which contains the haks for the campaign. It is this latest download that contains the updated tile fixes for the Enhanced Edition, and so it is important to ensure you have this newer version if you intend to play in the Enhanced Edition.
The Moment Before
It is a strange time for me now, as we draw close to the release date. Prior this time, much of my life has been about building this second module, and supporting the first, of course. However, now that the date of release draws ever closer, I recognise the time in my life as changing from that of "before I released the module" to what I hope in a month's time will be that of "after the release" of this huge undertaking. A real era change for me and my wife. My hope is that the module brings as much joy and happiness as it has us in its making. Yes, there's been frustration and stress too, but I am happy with the final result, and it ends at a place where I can begin to consider the final module, that will bring us to The Last Day.
Until then, all is relatively quiet for me at the moment, and while I have apprehension about certain aspects, I now leave it to see what will come of it... and for now, just a couple of screenshots I took along the way this last month showing some of the last stage of this upcoming module, Predestinated Days... may they help instil an interest for a new adventure for you to pass some time with...
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| Hoodoo: A Man of Mystery! |
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| The Hero, Kennith, Attends A Meeting! |


















