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#1 |
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Alive and Kickin'
Join Date: Apr 2006
Location: Bliss
Posts: 266
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5.0.x Cumulative Mods and Fixes (CMF) Submissions Thread
I am putting this thread up as a place to submit mods and fixes for the next major release. In an attempt to keep things organized, I am requesting that this thread be used only to submit mods and fixes. Ideas, requests, and feedback are all needed, but please put them in the appropriate thread for that topic.
During the 5.0.0 beta phase, a running Cumulative Fixes post was used to ensure compatibility. I am going to continue with that here. To make sure that all the new content stays intact, newly posted fixes will be compared into the latest CMF .rar archive. The latest CMF patch can be obtained from the Downloads section here. To learn what is contained in the Cumulative Mods and Fixes (CMF), refer to the posts in this thread. New CMF patch release notifications will be made here as well. Last edited by Gaear; March 28th, 2008 at 11:47 AM. Reason: goodbye multi-colored text |
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#2 |
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Bastard Maestro
Join Date: Apr 2004
Posts: 4,877
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Re: 5.0.1 Mods and Fixes Thread
Sober Elmo and Senshock minor dialogue fixes.
Added to Cumulative Fixes 15-07-06 20:15
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SUPER MODERATOR, Circle of Eight Forums Last edited by rufnredde; July 15th, 2006 at 04:23 PM. Reason: Add to Cumulative Fixes |
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#3 |
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Mindflayer
Join Date: Apr 2005
Posts: 1,755
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Re: 5.0.1 Mods and Fixes Thread
Zook and Travel Agent minor typo corrections. (Not in correct folders sorry - will do for next things I post)
Added to Cumulative Fixes 15-07-06 20:15 Last edited by Zebedee; July 17th, 2006 at 09:32 PM. |
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#4 |
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Mindflayer
Join Date: Apr 2005
Posts: 1,755
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Re: 5.0.1 Mods and Fixes Thread
Lerrik and Cousins typo corrections.
Added to Cumulative Fixes 16-07-06 17:30 Last edited by Zebedee; July 17th, 2006 at 09:32 PM. |
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#5 |
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Mindflayer
Join Date: Apr 2005
Posts: 1,755
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Re: 5.0.1 Mods and Fixes Thread
A few more typo corrections (Nybble, Chanda, Hextor priest, 00308Lareth, Assassin Leader).
Added to Cumulative Fixes 16-07-06 17:30 Last edited by Zebedee; July 17th, 2006 at 09:32 PM. |
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#6 |
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Mindflayer
Join Date: Apr 2005
Posts: 1,755
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Re: 5.0.1 Mods and Fixes Thread
Typo corrections to a couple of mes files.
Added to Cumulative Fixes 16-07-06 17:30 Last edited by Zebedee; July 17th, 2006 at 09:32 PM. |
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#7 |
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Blue Meanie
Join Date: Apr 2005
Location: Portland, Oregon
Posts: 1,960
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Re: 5.0.1 Mods and Fixes Thread
There was a bug in the Cumulative Mods and Fixes. An old version (not the one in 5.0.0 Final) of Co8.py was used. This has been corrected. Please re-download.
I also updated the readMes function in Co8.py to be compatible with portrait.mes.
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"No. The only thing that lasts forever is apathy. But who cares." Last edited by Cerulean the Blue; July 17th, 2006 at 08:54 PM. |
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#8 |
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Blue Meanie
Join Date: Apr 2005
Location: Portland, Oregon
Posts: 1,960
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Re: 5.0.1 mods and fixes bug reports
With some help from Gaear (and Livonya) I have discovered the problem that allowed parties of less than 6th level to get the Revenge encounter. Here's the fix.
[EDIT] Also, a minor typo fix in Jade Empress' dialog. Added to Cumulative Fixes 24-07-06 1:50
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"No. The only thing that lasts forever is apathy. But who cares." Last edited by rufnredde; July 23rd, 2006 at 09:55 PM. |
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#9 |
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Bastard Maestro
Join Date: Apr 2004
Posts: 4,877
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Re: 5.0.1 Mods and Fixes Thread
Here's a tuneup of Valden's .dlg file, with three added mp3s. There had been three instances where he'd utter generic (and non-voiced) greetings.
Added to Cumulative Fixes 24-07-06 1:50
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SUPER MODERATOR, Circle of Eight Forums Last edited by rufnredde; July 23rd, 2006 at 09:56 PM. |
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#10 |
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Mindflayer
Join Date: Apr 2005
Posts: 1,755
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Re: 5.0.1 Mods and Fixes Thread
Blue did a hell of a lot of work and tutoring so this Lubash amendment is primarily down to him. But I did do a few little things.
Zebedee did a lot more than his gives himself credit for. It was a learning process for both of us.-Cerulean the Blue Please see http://www.co8.org/forum/showthread....6360#post36360 for more details and discussion. NB: You will probably need to open your data/scr folder and delete the py00074lubash.pyc file for this amendment to work. It may work without having to do that, but it probably won't ![]() Added to Cumulative Fixes 24-07-06 1:50 Last edited by Cerulean the Blue; July 24th, 2006 at 02:39 AM. |
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#11 |
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Blue Meanie
Join Date: Apr 2005
Location: Portland, Oregon
Posts: 1,960
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Re: 5.0.1 Mods and Fixes Thread
My fix for the multiple juggernauts contained an error. Oh, yeah, it kept there from being multiple juggernauts in the first place. But it also kept Belsorig from speaking, and any juggernauts from spawning. In fact, the script wouldn't even compile. Here's the fix.
Added to Cumulative Fixes 03-08-06 6:27
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"No. The only thing that lasts forever is apathy. But who cares." Last edited by Cerulean the Blue; August 3rd, 2006 at 01:25 AM. |
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#12 |
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Mindflayer
Join Date: Apr 2005
Posts: 1,755
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Re: 5.0.1 Mods and Fixes Thread
Sad and heroic merchants (00236 and 00237) get the Timed_destroy treatment to their run-off scripts.
Added to Cumulative Fixes 03-08-06 6:27 Last edited by Cerulean the Blue; August 3rd, 2006 at 01:25 AM. |
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#13 |
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Bastard Maestro
Join Date: Apr 2004
Posts: 4,877
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Re: 5.0.1 Mods and Fixes Thread
Little fix for Otis so he doesn't give bad information upon arriving at the orc cave prespawn.
[edit] Scratch that; fix for Burne, Raimol, Zert, Otis, Tuelk, and Wicked so they don't give bad information upon arriving at the orc cave prespawn. These are the only joinable NPCs who have comments specific to ogres upon arriving at that map. Now their comments are general or 'be careful' warnings. Added to Cumulative Fixes 03-08-06 6:27
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SUPER MODERATOR, Circle of Eight Forums Last edited by Cerulean the Blue; August 3rd, 2006 at 01:26 AM. |
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#14 |
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Mindflayer
Join Date: Apr 2005
Posts: 1,755
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Re: 5.0.1 Mods and Fixes Thread
This 'mod' is work done by Cerulean the Blue (the hard yards in the scripting) and Zeb (any errors and mistakes in the files). Many thanks to Rufnredde for help and advice.
These files change the scripts and add some minor dialogue changes to Lubash, Gnoll Leader and Tower Sentinel. They are not yet for full inclusion in the cumulative fix pack. They require community consensus and more testing (fresh eyes) to spot any bugs before they can be used. Should the community like the results, they can be implemented for further NPCs. Should the community dislike the results, the mod can be amended or scrapped (it cannot be made available seperately without risking odd results in future modding). What this change does: The proactive NPC will seek out the party leader by first choice, then any group member. Should it find a group member, if the party leader is within range (40 feet of the group member who triggers dialogue) the player can choose to bring the party leader forward to speak to the NPC. Please feedback on the Who should NPCs talk to? thread in this forum. Many thanks. Zeb [edit: .pyc files must be deleted from your data/scr folder before you run a game with these changes] Added to Cumulative Fixes 03-08-06 6:27 Last edited by Cerulean the Blue; August 3rd, 2006 at 01:26 AM. |
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#15 |
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Mindflayer
Join Date: Apr 2005
Posts: 1,755
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Re: 5.0.1 Mods and Fixes Thread
The evil assassination 'quests' have now been added to the logbook. These particular quests are done but the questline will be expanded as I gain the ability to do what I want with this quest chain. Any problems, let me know via the bug reporting thread for the cumulative fixes.
Added to Cumulative Fixes 03-08-06 6:27 Last edited by Cerulean the Blue; August 3rd, 2006 at 01:26 AM. |
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#16 |
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Blue Meanie
Join Date: Apr 2005
Location: Portland, Oregon
Posts: 1,960
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Re: 5.0.1 Mods and Fixes Thread
Merchant Shop Inventory Refresh Fix
Many of you knew this was being worked on. It is finally done, though I suppose more testing is in order. One set of eyes can never catch everything. This fixes the problem of certain merchants never having their shop inventory refresh. The merchants this fix fixes are: Burne The Tailor in Hommlet The Leather worker in Hommlet Bing (can only barter with him after he is healed) The Cabinetmaker in Hommlet (now with masterwork wooden items after a quest) Skole in Nulb Ah Fong in Nulb The owner of the Bazaar of the Bizarre in Verbobonc If I missed any, let me know and I will add them. The fix for the Cabinetmaker contains many dialog changes and new dialog. Also included is a fix for the Blacksmith so that his inventory will refresh 24 hours after giving him the giants head, whether or not you bought anything from him or talk to him in the intervening time. Another inclusion is a nifty little batch file written by rufnredde called delete_pyc.cmd. It will be placed in your scr folder. Double clicking on it will delete all the .pyc file (and only the .pyc files) in your scr directory. Since you should always delete all the .pyc files in your scr directory after installing a CF, this batch file is really handy. Thanks, ruf. Here are the files. Install in the standard way. [EDIT] THERE WAS SOME MISSING ENTRIES IN THE PROTOS. PLEASE REDOWNLOAD. Also, I made some changes so that various written items I created will now display in a pop-up window rather than a dialog box. Added to Cumulative Fixes 03-08-06 6:27
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"No. The only thing that lasts forever is apathy. But who cares." Last edited by Cerulean the Blue; August 16th, 2006 at 10:58 PM. |
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#17 |
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One-eyed wanderer
Join Date: Jun 2006
Location: Portland, OR
Posts: 34
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Re: 5.0.1 Mods and Fixes Thread
This adds brigand-style (black) masterwork leather armor to Bing's shop inventory.
The description/protos ID# is 6305 Added to Cumulative Fixes 03-08-06 6:27 Last edited by cpdm; August 18th, 2006 at 02:07 AM. |
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#18 |
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Mindflayer
Join Date: Apr 2005
Posts: 1,755
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Re: 5.0.1 Mods and Fixes Thread
This fix is for Terjon to grant atonement to paladins over level 10. Sadly the voiced files specifying the exact amount of gold have not been included as they are well beyond my capacity to mod.
Added to Cumulative Fixes 17-08-06 5:03 Last edited by Cerulean the Blue; August 18th, 2006 at 12:06 AM. |
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#19 |
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Blue Meanie
Join Date: Apr 2005
Location: Portland, Oregon
Posts: 1,960
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Re: 5.0.1 Mods and Fixes Thread
Mass Inflict Spells
This mod includes the mass versions of Inflict Moderate Wounds, Inflict Serious Wounds, Inflict Critical Wounds, and a change to Inflict Light Wounds, Mass (which was already in the game, under the name Circle of Doom in some files). I'll leave it to Spellslinger to effect the spontaneous casting of these. Added to Cumulative Fixes 17-08-06 5:03
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"No. The only thing that lasts forever is apathy. But who cares." Last edited by Cerulean the Blue; August 18th, 2006 at 12:06 AM. |
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#20 |
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One-eyed wanderer
Join Date: Jun 2006
Location: Portland, OR
Posts: 34
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Re: 5.0.1 Mods and Fixes Thread
Changes the cutlass to be considered a short sword by the game engine, because that is the closest weapon-type according to the 3.5e rules.
Alterations include: small sized, weighs 3lbs, costs 15GP, does slashing damage, considered a shortsword, critical threat range of 19-20 Also changed the rusty and masterwork versions(with appropriate prices), and Bertram, the only character who has Weapon Focus or Finesse relating to the cutlass. Added to Cumulative Fixes 17-08-06 5:03 Last edited by Cerulean the Blue; August 18th, 2006 at 12:06 AM. |
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#21 |
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Blue Meanie
Join Date: Apr 2005
Location: Portland, Oregon
Posts: 1,960
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Re: 5.0.1 Mods and Fixes Thread
It was recently pointed out that stacked jewelry (i.e. quantities greater than one) put into the Extraplanar Chest were reduced to a quantity of one when the chest was recalled. Here is the fix.
Added to Cumulative Fixes 17-08-06 5:03
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"No. The only thing that lasts forever is apathy. But who cares." Last edited by Cerulean the Blue; August 18th, 2006 at 12:06 AM. |
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#22 |
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Mindflayer
Join Date: Apr 2005
Posts: 1,755
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Re: 5.0.1 Mods and Fixes Thread
Quick fix for a silly mistake in tower sentinel .py. Put it into your data/scr folder and then clear your .pyc files.
Added to Cumulative Fixes 17-08-06 5:03 Last edited by Cerulean the Blue; August 18th, 2006 at 12:07 AM. |
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#23 | |
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Blue Meanie
Join Date: Apr 2005
Location: Portland, Oregon
Posts: 1,960
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Cujo asked me to post this here. It has his new Robes and Helm of Midnight, plus a sickle that now looks like a sickle, and a change to the look of the kobold sergeant.
Cujo's New Robes Quote:
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"No. The only thing that lasts forever is apathy. But who cares." Last edited by Cerulean the Blue; August 18th, 2006 at 12:07 AM. |
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#24 |
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One-eyed wanderer
Join Date: Jun 2006
Location: Portland, OR
Posts: 34
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Re: 5.0.1 Mods and Fixes Thread
One word dialogue fix for Lila's intro to the Desperate Housewives quest. She calls Paida "the teamster's wife" Changed it to "the wainwright's wife".
Added to Cumulative Fixes 17-08-06 5:03 Last edited by Cerulean the Blue; August 18th, 2006 at 12:07 AM. |
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#25 |
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Blue Meanie
Join Date: Apr 2005
Location: Portland, Oregon
Posts: 1,960
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Re: 5.0.1 Mods and Fixes Thread
Some fixes for bugs I have found from examining the Debug Output. Some of these deal with bugs in the Portrait and Voice packs. Using these fixes without the P&V Packs should not cause a problem, but if you do use the P&V Packs, these fixes should be applied after installing it.
Added to Cumulative Fixes 17-08-06 5:03
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"No. The only thing that lasts forever is apathy. But who cares." Last edited by Cerulean the Blue; August 19th, 2006 at 07:30 PM. |
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#26 |
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Blue Meanie
Join Date: Apr 2005
Location: Portland, Oregon
Posts: 1,960
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Re: 5.0.1 Mods and Fixes Thread
As promised, I'm posting the .dll hacks that Spellslinger has so graciously done for us in this thread.
These have yet to be fully tested. It seems the only way to get a lot of people to test and report on these things is to through them in a mainstream mod and let people have at them. They are tested enough to ensure that the game actually loads and that they fix what they are supposed to fix. They may introduce other bugs, but the only way we will see that is if people play them. Here is what they fix: Spontaneous Casting for Druids and Good Clerics above 5th level spells should now work correctly. The Mass Inflict spells for Evil Clerics have been posted, but they are not yet implemented in the .dll. All spontaneous casting of spells above 5th level for Evil Clerics is Mass Inflict Light Wounds for now. NPCs outside the party will now incur an Attack of Opportunity (AoO) just like party members do when drinking potions. This particular fix may make it necessary to revamp many of the strategies for NPCs so that they will at least try to take themselves out of range before drinking a potion, but this has not been done yet. The problem with feats for a Rogue leveling up to levels above 12 should be fixed. You can download the Spellslinger's .dll hacks here. To install, extract the files to a dummy folder, then copy the temple.dll to your modules\Co9-5.0.0 folder. If you have the latest CM (5.0.1 Cumulative Mods) installed, you do not need the spell_enum.mes file. If you do not have the latest CM installed, then copy spell_enum.mes to your data\rules folder. [EDIT] Spellslinger has provided a new temple.dll that has the spontaneous casting fixed for evil clerics. You need the latest CM to use it. You can download it here. Added to Cumulative Fixes 20-08-06 12:43
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"No. The only thing that lasts forever is apathy. But who cares." Last edited by Cerulean the Blue; August 19th, 2006 at 07:44 PM. |
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#27 |
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Blue Meanie
Join Date: Apr 2005
Location: Portland, Oregon
Posts: 1,960
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Re: 5.0.1 Mods and Fixes Thread
Here is a trial fix for traps in the game.
Currently, if you fail to disarm a trap the rolls window says you get experience for it, but you don't. This was done to prevent gaining experience by repeatedly attempting and failing to disarm the same trap (you should only get experience for it once) since traps re-armed themselves. This fix stops traps from re-arming, so now they will only go off once. As usual, unzip the file to your ToEE root directory when 5.0.0 is the last module started with Front End, and delete the .pyc files in your data\scr folder. Added to Cumulative Fixes 20-08-06 12:43
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"No. The only thing that lasts forever is apathy. But who cares." Last edited by Cerulean the Blue; August 19th, 2006 at 07:45 PM. |
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#28 |
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Blue Meanie
Join Date: Apr 2005
Location: Portland, Oregon
Posts: 1,960
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Re: 5.0.1 Mods and Fixes Thread
There was an error in description.mes of the CM updated 18-08-06. It is fixed now. Please re-download.
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"No. The only thing that lasts forever is apathy. But who cares." |
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#29 |
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Blue Meanie
Join Date: Apr 2005
Location: Portland, Oregon
Posts: 1,960
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Re: 5.0.1 Mods and Fixes Thread
Found a bug in Rannos Davl's dialog that was interfering with the escape. Fixed said bug.
Added to Cumulative Fixes 27-08-06 20:43
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"No. The only thing that lasts forever is apathy. But who cares." Last edited by Cerulean the Blue; August 27th, 2006 at 03:42 PM. |
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#30 |
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Troll Berserker
Join Date: Jun 2005
Posts: 126
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Re: Power Words!
(This was also posted in the stickied 5.0.1 modifications thread above, but here it is in case you missed it.)
Here are the three famous Power Word spells! To test these, place them as follows: - All of the .py files go into your data/scr folder. BE SURE TO DELETE YOUR OLD .PYC FILES! - All of the .txt files go into your data/rules/spells folder. - The .mes file goes into your data/mes folder. After you start a new game, this should add Power Word Blind, Power Word Stun, and Power Word Kill at the 7th, 8th, and 9th level Sorcerer/Wizard spell lists, respectively. These Power Words function according to the 3.5e SRD, meaning that they are all Enchantment (Compulsion), Mind-Affecting spells. Power Word Kill is a Death effect. Each spell targets a single creature and has no saving throw, but spell resistance applies. Internal code notes: - The Power Word Blind spell uses the sp-Blindness effect (from the Blindness spell), and it uses that spell's type checking, so it doesn't display a graphic if the subject is immune to blindness (such as an ooze). - The Power Word Stun spell uses the sp-Sound Burst effect to create stun. Allyx's version of the spell used Daze, but Daze and Stun have different rules; Daze makes you lose a turn, but Stun throws some penalties onto you as well. As a result I opted to go with a spell effect that stuns the target instead of daze. - Power Word Kill should just do a straight-up kill on the target. Note that, unlike earlier editions of D&D, in 3.5e the Power Words do not have an area effect version. BIG BIG THANKS: To Cerulean the Blue, who mentored me through my first spell mod. To Allyx, who provided code work on different versions of the Power Word spells, which was invaluable for reference. Quick update: Apparently the War domain (Cleric) gets the Power Word spells, but this is only listed on the domain's spell list, not on the spell descriptions themselves. Oops! So, I updated the rules files to include the appropriate levels for the War domain. Yep, your clerics of Heironeous can now kill people with impunity. - Jess. Last edited by Gaear; March 11th, 2008 at 08:13 PM. |
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