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#31 |
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Hungry Ghoul
Join Date: Jun 2005
Posts: 31
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Re: Co8 Mod Pack 4.0.0
Nice work co8
All this for the love of D&D thanks alot you have made an average game very good.![]()
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#32 |
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Mountain Giant
Join Date: Mar 2005
Posts: 175
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Re: Co8 Mod Pack 4.0.0
awesome job gang it's so nice to be part of a group that actually takes action instead of the easier option(complaining and saying"i wish.....)
now if i can get a talented low level programmer to help with the gui /dll mods for adding another class i might get somewhere..for 4.5 (got a working button on the char class selection page but it doesnt do anything expect look cute right now..) |
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#33 | |
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Mindflayer
Join Date: Nov 2003
Posts: 538
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Re: Co8 Mod Pack 4.0.0
Quote:
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#34 |
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Goblin Raider
Join Date: Jun 2005
Posts: 2
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Re: Co8 Mod Pack 4.0.0
I really really love this mod, and really really love you guys!
You ARE SO GREAT! ------------------------------------------------------- However, can anyone add some edit tools next time? For example, a Temple-Keeper......? |
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#35 | |
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Hungry Ghoul
Join Date: Oct 2003
Posts: 33
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Re: Co8 Mod Pack 4.0.0
Quote:
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#36 | |
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stumbler in the dark
Join Date: Mar 2005
Posts: 295
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Re: Co8 Mod Pack 4.0.0
Quote:
Working on: Wall of fire, Power words, Prismastic Spray (still), Prismatic Wall, Prismatic Sphere, The Bigby's Hand spells ( I know I said before that they didn't work with the way ToEE the crpg was set up but I have thought of some work arounds), Repulsion, Incendiary Cloud, Delayed Blast Fireball (adding to Allyx' refinements) and Maze. For the spells with choices I have come up with a way of setting options using the console before the spell is cast. It will require that the user knows how to access the console, and can type in commands from there. It is kludgy but it is the best solution I can come up with right now. I also have an idea ( and it is only an idea right now) about how to make things like Tenser's Floating Disc and Bags of Holding work. For the other modders: if you want to set a condition on an item use item_condition_ add_with args; obj_get_int and obj_set_int can be useful (check out my new spells); in regard to the last 2 functions mentioned I think they can be very useful as they should be the gateway to everything about the objects used in ToEE, I just haven't figured out how yet (and I could be wrong.) Anyway, look for a release of my spells by midnight MST Monday November 7, 2005. Darmagon P.S In case it might be useful here is a ToEE list I found from a post many moons ago. |
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#37 |
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Master Crafter
Join Date: Dec 2004
Location: U.K.
Posts: 3,301
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Re: Co8 Mod Pack 4.0.0
Hey Darmagon, THAT'S GREAT - you get the power word stuff working AND all those other spells? That's just cool, How about I make you some scrolls to go with them eh?
__________________
"I don't want it back. You can never get rid of the smell, you know. Besides, that dagger was Flint's!" - Tasslehoff Burrfoot.
Last edited by Allyx; November 7th, 2005 at 03:22 PM. |
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#38 |
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Goblin Raider
Join Date: Oct 2005
Posts: 9
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Re: Co8 Mod Pack 4.0.0
I was just on my way to Nulb, when I came across a caravan, ruthlessly slaughtered by the gnolls that I allowed to leave the moathouse. Now there is no escape from the scene of the crime.
The world map is inaccessible and there are no exits to be found. I seem to recall that liv was planning to fix this in her next version, but since that probably won't be happening... |
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#39 |
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Hungry Ghoul
Join Date: Oct 2003
Posts: 33
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Re: Co8 Mod Pack 4.0.0
My CTD problem is Toffee-related. The non-Toffee version of 4.0.0 runs fine.
Come to think of it, isn't .NET a bit flaky on Win98 systems? |
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#40 |
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Master Crafter
Join Date: Dec 2004
Location: U.K.
Posts: 3,301
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Re: Co8 Mod Pack 4.0.0
@ demonward, check this out, it's a quote fron the common issues and solutions thread.
Stuck in the middle with the sacked caravan -------------------------------------------------------------------------------- Symptom: I'm using Liv's mod, and suddenly I find myself on a map with a caravan of people that have been slaughtered by gnolls. But no matter what I do, I can't exit the map! Why? Solution: (Quoting Shiningted, with our deepest thanks) Quote: Open the console by hitting shift-~ and type in from utilities import * <hit enter> then type in game.fade_and_teleport(0,0,0,5001,624,301) <hit enter> That'll drop u back in Hommlet, outside Frank's house. Alternately, Allyx has created a temporary fix for this bug. Download it here . Now this word from Allyx: Quote: Here is a temporary fix for this problem, It'll teleport you back to homlett after the last line of the dying woman's dialogue. Drop it in the data/dlg folder and overwrite the old one.
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"I don't want it back. You can never get rid of the smell, you know. Besides, that dagger was Flint's!" - Tasslehoff Burrfoot.
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#41 |
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Prophet of Wizardy
Join Date: Feb 2005
Location: A different zone
Posts: 1,413
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Game was going fine. Was in level 2 and went to the safehouse in Nulb and CTD? Killed both traders so no asassins. Had been in/out several times before. Finally, i had to delete and re-install. Now i can't get the front end to work. Lot's of different errors. Re-installed and now i get application errors and cave_short. mp3 error? I have no clue here. I've re-installed 3 times now and I know i'm doing it right. Atari 2, .NET, etc. It worked fine before.I'm lost and confused.
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#42 | |
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Blue Meanie
Join Date: Apr 2005
Location: Portland, Oregon
Posts: 1,960
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Re: Co8 Mod Pack 4.0.0
Quote:
__________________
"No. The only thing that lasts forever is apathy. But who cares." |
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#43 |
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Bastard Maestro
Join Date: Apr 2004
Posts: 4,877
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Re: Co8 Mod Pack 4.0.0
George, I got that same error reference to the cave mp3 after reinstalling one of the release candidates without deactivating the module first, like Cerulean says. That's probably what's happening with you. There's a button to deactivate modules in Toffee.
I also had problems with the house in Nulb causing CTDs long before Co8 4. I suspect that's just a garden variety case of save corruption. Sorry, that means ditch that save and try an earlier one. |
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#44 |
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Prophet of Wizardy
Join Date: Feb 2005
Location: A different zone
Posts: 1,413
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I went back and deactivated the mod, reinstalled from this thread and it launched okay but I got the 511 magicmissle thing, no looting and humble npc doesn't work. Am in process of starting from scratch again.
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#45 |
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Hungry Ghoul
Join Date: Sep 2004
Location: Iowa
Posts: 37
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Re: Co8 Mod Pack 4.0.0
Hey! I got that 511 Magic Missile thing & the NPC's gettiing greedy, too!
But I found out why...when I went to activate the game, I did not change which mod I wanted in the Toffee start screen so I was playing the origional game...seems like the patches were not active. This Ol' Dwarf is a bit relieved to know that he is not the only one with a few goofy bugs around here...( now where did that can of Raid go to...) |
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#46 |
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Goblin Raider
Join Date: Nov 2005
Posts: 3
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Re: Co8 Mod Pack 4.0.0
I'm also having problems doing crafting. For some weird reason, I can't enchant anything with more than just a +3 modifier. Meaning no flaming, no keen, no holy weapons, etc. Me is bummed. I dunno if this is a problem with the mod, a problem in general, or I'm a dumbass and there's something I missed.
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#47 |
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Prophet of Wizardy
Join Date: Feb 2005
Location: A different zone
Posts: 1,413
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Finally, after many re-installs i'm back on track. I did a fresh install, Atari 1&2, .NET, only i put it in ToEE this time and my documents, and 4.0. Right now everything is working okay. Weird stuff man.
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#48 |
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Goblin Raider
Join Date: Oct 2005
Posts: 9
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Re: Co8 Mod Pack 4.0.0
Thanks Allyx!
Do you think the slaughtered caravan scene could be fixed in 4.0.1? |
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#49 |
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Master Crafter
Join Date: Dec 2004
Location: U.K.
Posts: 3,301
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Re: Co8 Mod Pack 4.0.0
It's something that needs to be fixed - permanantly, I only provided a temporary fix because I wasn't too sure what Livonya had planned for her 2.0 mod (that never quite made it here).
Incidentally, has anyone actually saved amii (the swamp lotus quest) and ordered a third item from her father (the wood cutter) before paying off the gnolls and ariving on this caravan map?
__________________
"I don't want it back. You can never get rid of the smell, you know. Besides, that dagger was Flint's!" - Tasslehoff Burrfoot.
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#50 |
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Hungry Ghoul
Join Date: Sep 2004
Location: Iowa
Posts: 37
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Update on my ongoing problems, in case anyone has been interested...
I did a complete install from ground zero. Did not make any of my special modifications, ie. portraits, voices, dialogue... played to get Meleny up one level. Made her a Cleric. Stil got this: NPC level up to a Cleric 1st level had an odd error. When choosing domains I got this; Error. Missing 18120 in mes\pc_creation.mes with two buttons to choose eitther 'Positive' or 'Negative'. Still had the dialogue snafu with the Elven Princess when I got to that point. So I scrapped that save & made my modifications & decided to just live with it. Nothing changed with leveling Meleny to a first level cleric. (no surprise) A little bit ago I rescued the Princess Tilhati. Her dialogue options were all there! (what the *$&# did I do different?) This is what I did NOT do in this run through. I did not completely clear the moathouse. I left the bugbears & the gnolls alone. I did not encounter the wandering bard. I did not do several quests in hommlet, including; Unhappy Tailor Grain for the church Terjon searches for St. Cuthbert artifact Stealing farmers Desperate Housewives DH is the only one I have not had in this game before. I have usually activated it but I have never completed it. I am wondering if activating this quest, & having it unresolved, could in any way affect other quests? Only the people that did the work know what all was modified & the ramifications that 'could' possibly take place. Please give it some consideration. This Ol' Dwarf is still of the opinion that this game is the best adventuring experience he has had in the last half-century or so. This mod pack, with all the little quirks, makes that opinion a conviction! Allyx, I have saved Amii and have placed an order with her father, but I have never had any package arrive yet in any game I have played. This is the first time it did not take FOREVER to find the swamp lotus. I had the encounter the second trip back to town with loot from the battle with Lareth's guards. As I said, this time out I have left the gnolls alone & I have just rescued the Elven Princess & Prince Thrommel. Now I go & do everything I can in Nulb. (This will be my initial enntry there for this run through the game.) Ah well, about time for my warm milk toddy & mid-day nap... Last edited by Orrin Oakenshield; November 5th, 2005 at 12:12 PM. |
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#51 |
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Master Crafter
Join Date: Dec 2004
Location: U.K.
Posts: 3,301
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Re: Co8 Mod Pack 4.0.0
Ok, could you test my hunch for me then? keep checking in with the woodcutter for your item, order a second one, wait for that, pay off the gnolls in the moathouse, order a third item, wait for the woodcutter to tell you your item was attacked by gnolls, then go back to the moat house and back, when you get to the caravan map, check the treasure chest, your item should be there.
__________________
"I don't want it back. You can never get rid of the smell, you know. Besides, that dagger was Flint's!" - Tasslehoff Burrfoot.
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#52 |
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Hungry Ghoul
Join Date: Sep 2004
Location: Iowa
Posts: 37
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Re: Co8 Mod Pack 4.0.0
I have never recieved the first package, even before completing the game in previous run-throughs. But since the gnasty gnolls are still cooling their jets in the moathouse right now, something I have not left hanging before, I will follow your procedure & inform you of the results. With any luck... later today.
PS. my hard copy of the Keep on the borderlands is torn up, written on, soda stained, & in general appearance, well used. I found it in my "storage" closet. DM's notations & players notes in the folder make me look forward to whatever you & your teammates come up with. ![]() Last edited by Orrin Oakenshield; November 5th, 2005 at 01:00 PM. |
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#53 |
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Prophet of Wizardy
Join Date: Feb 2005
Location: A different zone
Posts: 1,413
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Went to the safehouse in Nulb and an army was in there. The traders, and a whole bunch of other "things". I haven't done the trader encounter yet, not high enough level yet. Why are they there now? Didn't sell anything to them, kike Lareth's boots or eye cloaks. Man I ain't gping back in there for a long while.
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#54 | |
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Blue Meanie
Join Date: Apr 2005
Location: Portland, Oregon
Posts: 1,960
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Re: Co8 Mod Pack 4.0.0
Quote:
This should be an easy fix for 4.0.1. I have had that same problem with the Elven Princes in the unmodded game. I don't know what is causing it. I have looked at the dialog file and it should work. But sometimes it doesn't.
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"No. The only thing that lasts forever is apathy. But who cares." |
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#55 |
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Goblin Raider
Join Date: Nov 2005
Posts: 3
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Re: Co8 Mod Pack 4.0.0
Ha ha, disregard my last post, I'm an idiot.
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#56 | |
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stumbler in the dark
Join Date: Mar 2005
Posts: 295
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Re: Co8 Mod Pack 4.0.0
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I thought I had protection from spells done but it is gving me holy hell in testing. The problem is that in order to make it work correctly (ie. work only against spells and not natural abilities etc.) I had to change all the spell scripts. But all the scripts are not set up the same so I couldn't just find and replace them with a utiility. I am having to go through each spell and manually change many of them, and there are a lot of spells! After that is done I am torn between working on 'Wall of Fire' and 'Prismatic Spray' (to make the sent to other planes thing work). On the one hand, working on 'Wall of Fire' will give me knowledge that I can use in all the wall spells as well as repulsion, incendiary cloud, and the Bigby's hand spells and maybe some others. On the other hand, making the sent to other plane thing work in 'Prismatic Spray. will give me knowledge I can use for the other prismatic spells and other plane related spells. However, from what I have right now, I am pretty sure that it will take more time for 'Prismatic Spray" then for all the other spells combined so I am leaning towards getting all I can done by monday and leaving off on 'Prismatic Spray' until after that... Darmagon |
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#57 |
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Hungry Ghoul
Join Date: Sep 2004
Location: Iowa
Posts: 37
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Hello.
First off: Allyx, I have cleared Nulb and have completed all the temple quests on the first two levels. I have spent over an hour just traveling the overworld. I have rested for months at a time. I am done for the day. My first package just is not showing up. Sorry. Can some change be made to the .py file or something to make it happen? Cerulean the Blue, thank you for that explanation. Her clerical ability is not being hindered nor is her domain spells. I chose the 'Positive' button. Right now she is level 11. Multi-classed druid/cleric plus one level wizard will give her some awesome crafting abilities in a few more levels... Hey! She told this Ol' Dwarf she wanted adventure. She is going to pay for her fun, same as anyone else. Last edited by Orrin Oakenshield; November 5th, 2005 at 11:40 PM. |
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#58 | |
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Blue Meanie
Join Date: Apr 2005
Location: Portland, Oregon
Posts: 1,960
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Re: Co8 Mod Pack 4.0.0
Quote:
__________________
"No. The only thing that lasts forever is apathy. But who cares." |
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#59 |
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Lay off the junk son
Join Date: Oct 2004
Location: Sydney
Posts: 9,149
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Re: Co8 Mod Pack 4.0.0
I would second that - time events arent the games strongest point.
Great news about the spells Darmagon, u n Allyx r champions. Gaear, we gotta have that Bink video, its our first one! One more frontier falls. ![]()
__________________
My blog! http://rpg-rant.blogspot.com/ My webcomic! http://rpg-rant.blogspot.com/2007/08/kecik-1.html
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#60 | |
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Goblin Raider
Join Date: Nov 2005
Posts: 6
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Quote:
Now for the above quote - IMHO, the only two things missing from the game now are: 1) custom portraits, which looks like we will, thank God, we will be getting soon, and 2) custom voices. Those portraits above are great (but not easy to get working correctly for novices) and will close that chapter. If I could make two small requests in regard to ToEE and the great job all you modders have done, I will be forever satisfied. In regard to the stock Atari ToEE voices, only 2-3 are worth using. I mean who is going to use "raspy" - I have nightmares about that voice... lol. #1 Could we get a new voice mod? That would own for us players who play with game sound alot and bore easily. #2 Can the voice and the portrait packs be rolled into an easy installer program for the computer illerate people like myself? Thanks to everyone who worked on this new version - you guys/girls should be given all of Atari's / Wizard's / Troika's profits for ToEE...IMHO. Last edited by astraldeva; November 6th, 2005 at 09:15 AM. |
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