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He then dropped out of sight shortly after being named a person of interest in the case. Spending long stretches of time alone together had created a strain in their relationship , and the two were stopped and questioned by police in Moab, Utah in the aftermath of a physical altercation they had.

Witnesses told cops they had seen Laundrie hit Petito , and Petito also found herself accused of striking Laundrie. In the end, the cops separated the two for the night without filing charges against either. Her death was ruled a homicide by strangulation.

North Port police and the FBI searched for Laundrie for more than a month before finally discovering his remains and some personal belongings in the Myakkahatchee Creek near the Carlton Reserve on Oct. Death can't stop this feud Can you save the Metzengerstein line before it's too late?

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Story is interesting and portrays clashes and struggle between sides in a war thoroughly, letting player wonder what might happen next and what might be the enemies next move. Just like in real war, both sides make plans, but their result will become clear on the battlefield. For explorers there are some side-quests and for those especially daring, who can't let a cave stay undisturbed, even some secret enemies. Only negative thing I noticed, was that squad system was not foolproof enough and if player let retreat option remain on, then it resulted in companions disappearing entirely and not returning when retreat option was turned off.

This ment broken quests. By being careful and never turning it on, one can easily avoid this issue, but leaving such a booby trap in game is still bad idea. I wondered, why not use normal uncontrollable companion system where companions are put on the squad portraits on the right side of screen , but player can't directly control them. This would probably have worked same as current squad system, but without booby trap.

So remember - never-ever call retreat on your squad! Some battles had neverending enemies, but it was usually easy to identify such a situation and if needed, stay back for a while, letting enemies gain upper hand and retreat stage to start.

I encourage everyone to try this module for a refreshing change from usual party based battles with few participants. Replayed this with a new build a couple weeks ago. Took one level of Cleric for certain defensive spells and feats. That got me a higher Diplomacy rank for the bartering system as well. There are a couple of handy things you can get if you are willing to wear the other guy down. This is one module where carefully considering your logistics options can pay off very well.

As fantasy representation of 18th century warfare, it has a rather different flavor than most other modules. So in addition to recon and sniping you should consider a few combat engineer activities as well.

Hit one bug during the Terrible Beauty quest but found the stray gnome that was causing it and wrapped up without problems. In addition to the two required overrides, I also used the Rebalanced Animal Companions override which worked quite well.

The Danaan Unvanquished has unarguably the best level and area design I have ever seen done by a modder. Misery Stone was in first place and this title wins it, by a chin hair. It really captures the look of some familiar natural old world America scenes.

I'd love to finish this mod, but I run into problems with key characters disappearing such as Desiree Gaillard. If I keep an old save game I can back the story up, but that shortens my attention span.

Incidentally, I'm happy just being a ranger hunting kobolds and selling their feet. I've also been trading in Bhanga Leaf and have some great trade relationships going in game. The areas are just that beautiful to me. Still I know there is a story that I want to finish, but I can't do it unless perhaps I use some console controls and then I'm worried that if the build is this fragile I might ruin the game completely.

I love to see character classes focused on in storylines. I also like this world McKellar has drawn up and have considered covering another character class trying to scratch by in this story setting of freedom v.

My favorite series as well. I have never hit a snag with Desiree so I don't have a fix for that. If JE isn't here tomorrow tell me what quest you are trying to complete and I may be able to suggest something.

Well if I remember the first time I ran into trouble it was trying to recover the dead body on Gwailor hill. I remember it because for a long time I didn't know I needed the body and I just went to hunting and trading around the area.

Kind of became a trapper mogul like Buffalo Bill. Became a little burned out with it. So, I started over and ran into some other issues that I can't remember. Started over again and ran into something else. Always seems to happen at Jessamine Cape. So, I put the adventure aside for a few years. I'm back, made sure I had the most recent versions. Played Last of the Danaan over again. The story was even better this time! Loved it! Started Unvanquished and everything seems smooth until I got to the recover that body quest at Cape Jessamine.

Brought the body back and Desiree is no where to be found. I think she and some of Hoods Rangers were supposed to come with me but that whole follow, stop, and retreat item novelty isn't the smoothest. If you have the body in your inventory, your journal should be telling you to return and speak with Desiree.

She should be in the dining room of the mansion. Don't ask. If you can't catch him here, he's also on the Nexus.

I can't get the toolset to run on this machine under Win I'll install Danaan on my other computer and figure out what her tag is. I run the knolls off and just before I chase them to the Gwailor Hill I save near the little campfire out back the plantation. If I reload that save file Desiree is gone.

I check the house I check the front where she is originally placed in the toolset. I asked a couple of cows and they tell me she is Disappearing Desiree who joined the circus Also, I took out a great number of Knolls just before proceeding to Gwailor Hill area and the quest updated early. I think this might be the cause for me not being able to retrieve the halfling body. When I do get the journal to update appropriately it tells me to go and see Desiree.

In which case she is no where to be found. EDIT: I have to get some sleep and I forgot to ask if you knew how to use the console to enter commands and run scripts. Just in case, the directions are listed below.

I'll be on again late tomorrow evening. For the newbies, all commands are used in debug mode as follows:. The game will display a response to each input when you hit enter. If it says "unsuccessful" you either typed it wrong or got the wrong script. See Option 2. See below for an example. It looks like this:.

You are now back in game play mode and that's all there is too it! After clicking all over the items that are used for squad command I seemed to get Desiree to reappear. I didn't realize she had to come with me for the ambush sequence. I had been doing that quest with only the main character. I played both of the modules of this campaign in a row, and I can say that they are really impressive, even for players like me that are not huge fan of big battles and may find themselves and difficult when they have to keep control of many things on their screen.

Great environments, a rich lore and a beautiful adventure are all good reasons for enduring the challenge! So, did this more or less not long after I finished its predecessor, and I thoroughly enjoyed it as it built on the successes of the previous one while also trying to expand past just focusing on waht is core for a Ranger and going into a Ranger in other aspects. That said, while we actually commanded squads this time I must echo that I feel like it was just adding more trouble than it really was worth - you never really were in a position to do any different tactics from the rest of the force and most of the time you'd just find a location and halt there.

IMO, would've been easier to just leave the player a 'free element' or have them deciding deployments as which fronts your reinforce and then it's a free element.

Alternatively, you need to give the player a mission setup where you need to thread that element to a flank, but without a 'do not attack' command that won't really work. I don't mind items not being sellable, but you tend to get a lot of junk you can't quite get rid of without dropping it or using Bao Bao as a pack gnome which you technically can even after releasing her, admittedly.

The Thulkins were still in fine form heck, they nearly took the redoubt "legitimately" in my playthrough , and the golems were a threat until you got the ranged counters or just toss in a Sonic Flare and then hack them to pieces with those to unsellable Elysian Sabers you might stumble upon if you were making sure Pao's new home was safe enough Well, I'll let the X-to-1 casualty rate they took in the Bayou amhibious assault and that includes golems!

Which makes me agree with the unwinnable battles complaint - the Thulkins did a good job at it because they were tough enough, used proper tactics like flanking, and were properly hyped as this big danger, so when they stormed Akrabah you really felt like you were just trying to stem the tide and knew it was a delaying action.

The Imperial Marines It doesn't help that the Marines weren't that aggressive in pushing, so the golems would get shredded on their own and then the marines got shot up without any real cover. IMO, those battles where you're meant to lose should have just had overwhelming force show up at a certain point - say, the marines get a Grenadier battalion to back them up and they push out all at once, forcing you back and then they set about starting up a forward base so they can't be pushed off so easily later for the finale to start.

I think by that point, the player's overleveled for the low magic setting at that scale of fighting - I certainly had issues with the final assault which had the scale that the player's level wasn't overwhelming, but the Bayau amphibious skirmish definitely had the issue because you could easily and quickly take out a large chunk of a squad before they could really react, and they didn't pursue aggressively enough if you fell back.

IMO, I would have set it up as a 'I have this to sell, what would you offer for it' and in turn "I'd like to buy some X, what would you take for it" so we can pick what we're after. Have more valuable items only be available with higher raport, and in turn require something valuable in trade.

Especially since some items like Healer's Kits are more easily purchased through the few standard merchants. Otherwise, I vastly prefer the conventional trade system as it just works so much more smoothly.



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