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Old March 9th, 2013   #61
phlippy g
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Re: Circle of Eight Modpack v7 / v7 NC Bug Report Thread

I had a problem with the scarlet brotherhood fight on the swamp map.Where if I did'nt have a reach weapon with me.I would not have been able to reach all the chests.
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Old March 9th, 2013   #62
Rudy
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Re: Circle of Eight Modpack v7 / v7 NC Bug Report Thread

So, I'm messing around with creating items, and I think that skill_tumble and skill_use_magic_device are switched with each other...
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Old March 9th, 2013   #63
Rudy
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Re: Circle of Eight Modpack v7 / v7 NC Bug Report Thread

Two more bugs, as well as their solutions.

First bug is that Wands of Longstrider are not craftable. The solution is simply to add the item code for wands of longstrider, 12571, to the item_creation.mes file where the craftable wand codes are listed. Should be line 518 of the file in version 7.7.0

Second is that Wands of Good Hope are craftable by anyone with the right feat, regardless of level or spells, since it does not actually check for the spell requirement or caster level.

In short, to fix the problem the following line needs to be added to the item_creation.mes file:

{12615}{"SGood Hope" C7}



Note that:

12581 is the item code for a wand of fireball (the 5th level caster version, though I don't know that it's explicitly called out as such by name)
12615 is the item code for a wand of good hope

item_creation.mes incorrectly identifies wand of good hope as being 12581 in the commented out lines, which is not a big deal, but perhaps explains why there is no line with the requirements for Good Hope.

If you care about fixing the comment then change: "// 12581 - wand of good hope" to "// 12581 - wand of fireball". If you wish, add "// 12615 - wand of good hope" while you're at it.

I'd happily attach my edited item_creation.mes, of course, but I'm adding all sorts of experimental items right now, so it wouldn't be wise.


FIXED

Last edited by Rudy; March 10th, 2013 at 09:56 AM.
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Old March 12th, 2013   #64
Gaear
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Re: Circle of Eight Modpack v7 / v7 NC Bug Report Thread

Fixed everything in the post above, thanks.
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Old April 3rd, 2013   #65
ConjurerDragon
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Re: Circle of Eight Modpack v7 / v7 NC Bug Report Thread

7.7 NC, Earth Temple.
Spoke to the Turnkey and responded to his demand to leave with not taking orders from him --> fight starts.
Turkey gets seriously injured and starts talking again, that I have proven my worth, that he can provide information when I later return.

But as soon as the dialog ends the fight immediately continues which seems wrong from the dialog.

Could perhaps the animal companion bear who attacked the Earth Temple Bugbar next to the Turnkey caused that?
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Old April 8th, 2013   #66
ConjurerDragon
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Re: Circle of Eight Modpack v7 / v7 NC Bug Report Thread

7.7 NC:
I retrieved the golden Orb from Falrinth and returned to Alrrem. Speaking to him I refused to give up the Orb and in the following fight killed Alrrem and his two priests.

Problem: Alrrems 3rd quest (retrieve golden Orb from Falrinth) is still listed blue as "accepted" in the quest log.

There would be 2 solutions to that.
1) When having the Orb and using the dialog option NOT giving it to Alrrem have the quest marked as botched, because when giving it to him the quest is completed. So add the botchedquest condition to lines 601 and 602 - or if only once then to line 610 (Alrrems answer to the party refusing to hand over the orb).
{game.quests[54].state = qs_botched}

Quote:
{620}{Ahhh! Mine at last! Thank you so much for everything you've done. I take back everything bad I might have said to you, alright? I will take you down to the Greater Temple now to meet with Hedrack. Um, do not mention the Orb to him.}{Ahhh! Mine at last! Thank you so much for everything you've done. I take back everything bad I might have said to you, all right? I will take you down to the Greater Temple now to meet with Hedrack. Um, do not mention the Orb to him.}{}{620}{}{game.quests[54].state = qs_completed; pc.reputation_add( 13 )}
Quote:
{601}{No. I am keeping it for myself!}{}{8}{}{610}{}
{602}{Me no give it to you now!}{}{-7}{}{610}{}
2) Or have the quest completed successfully only for retrieving the Orb, even when not handing it to Alrrem - for my lawful neutral party that literal interpretation would fit. "The quest was to retrieve the Orb from Falrinth and bring it to you. Nothing about actually GIVING the Orb to you" Then the completed quest condition should already be given in the "we have the orb" report and not in the later hand-over of the orb.

Quote:
{320}{I have the Orb of Golden Death.}{}{8}{( game.quests[54].state == qs_mentioned or game.quests[54].state == qs_accepted ) and anyone( pc.group_list(), "has_item", 2203 )}{600}{}
{321}{Me get orbie thing for you. Me have it now.}{}{-7}{( game.quests[54].state == qs_mentioned or game.quests[54].state == qs_accepted ) and anyone( pc.group_list(), "has_item", 2203 )}{600}{}

Last edited by ConjurerDragon; April 9th, 2013 at 02:40 PM.
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Old April 9th, 2013   #67
Gehennis
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Re: Circle of Eight Modpack v7 / v7 NC Bug Report Thread

Re: Circle of Eight Modpack v7 / v7 NC General Commentary & Discussion Thread
NE party has just reached 8th level and have started on the temple. Took them to the broken tower to see Laereth after rescuing him- but he acted as if he were still held in prison. I followed the script to get him back in my party and now can't get rid of him. When talking to him there is no option for dismissing him, even after returning to the tower.

To make it worse, decided to rest in the broken tower- and the entire crowd went hostile, even with Laereth with me (there were also a few bugbear there as well). I haven't tried returning with him to Hommlett yet (mainly because I don't feel like rescuing him again if the same thing is going to happen). Any ideas of what went wrong?

Edit: tried this with the NG party- same results...
Last edited by Gehennis; 1 Day Ago at 03:56 AM.


Have moved this here as I'm not sure if this is or isn't a bug...
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Old May 10th, 2013   #68
Gehennis
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Re: Circle of Eight Modpack v7 / v7 NC Bug Report Thread

Quote:
Originally Posted by ConjurerDragon View Post
7.7 NC:
I retrieved the golden Orb from Falrinth and returned to Alrrem. Speaking to him I refused to give up the Orb and in the following fight killed Alrrem and his two priests.

Problem: Alrrems 3rd quest (retrieve golden Orb from Falrinth) is still listed blue as "accepted" in the quest log.

There would be 2 solutions to that.
1) When having the Orb and using the dialog option NOT giving it to Alrrem have the quest marked as botched, because when giving it to him the quest is completed. So add the botchedquest condition to lines 601 and 602 - or if only once then to line 610 (Alrrems answer to the party refusing to hand over the orb).
{game.quests[54].state = qs_botched}





2) Or have the quest completed successfully only for retrieving the Orb, even when not handing it to Alrrem - for my lawful neutral party that literal interpretation would fit. "The quest was to retrieve the Orb from Falrinth and bring it to you. Nothing about actually GIVING the Orb to you" Then the completed quest condition should already be given in the "we have the orb" report and not in the later hand-over of the orb.

If I might offer a 3rd option sir: give the orb to Alrrem, kill Alrrem, retrive orb- you complete the quest AND keep the orb...
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Old June 14th, 2013   #69
gazra_1971
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Re: Circle of Eight Modpack v7 / v7 NC Bug Report Thread

The following information applies to the Co8 modpack 7.8.0 NC:

(note: I don't know if any of these bugs have already been reported, so my apologies if any already have)

At least one of the zombies in the moathouse dungeon currently does not have Damage Resistance (5/Slashing) (see screenshot below) - all zombies are supposed to have DR(5/Slashing).

When I hired Raimol (Man-At-Arms) from Gremag for 20 gold, Gremag forced my character to pay another 180 gold for chain mail for Raimol, but Raimol only has leather armour when he joins the player's party (see screenshot below). Raimol is supposed to have chain mail armour when he joins the player's party. I know the traders are nefarious, but the original PnP module specifically states that the man-at-arms wears leather armour BUT comes with chain mail armour IF the player hires him because the player has to pay for his chain mail armour (see screenshot below). Besides, my lawful evil party has accepted Gremag's quest to assassinate Armario, so it would be in Gremag's best interest to not screw my character over, and there is no recourse in the game for my character to dispute with Gremag for renegging on his deal.

The Lawful Evil party alignment quest is to retrieve Fragarach and return it to Turuko. A party with a Lawful Evil alignment is unable to recruit Turuko or Kobort. There are very few recruitable evil NPCs that are actually usable in the game (Darley, Scorpp, and Oohlgrist are unusable when it comes to interaction with almost all other NPCs in the game, and Sargen and Lareth both permanently leave the party as soon as the party visits a town. It's SO stupid that a party with a lawful good alignment can recruit the lawful evil NPC Turuko, but a party with the lawful evil party alignment is unable to recruit Turuko - is this because Turuko needs to be not in the player's party in order to resolve the Lawful Evil party alignment quest? If that is the case, then couldn't Turuko and Kobort be scripted to be allowed to join the player's party if the player's party alignment is lawful evil, but then leave the player's party when the player acquires Fragarach? Or maybe they don't need to leave the player's party at all if it was possible for Turuko to automatically destroy Fragarach by the use of scripting? The original PnP module states that Turuko and Kobort will attempt to join a "good" party, hold back from combat, and attack the party when the party is badly wounded. As far as I am aware, Turuko and Kobort don't actually do this in the computer game, so wouldn't it be reasonable to allow them to join a party with a lawful evil party alignment if the objectives of the player's party is to do lawful evil deeds in the computer game?

The looting window is now not at the same vertical level as the party character's inventory window (due to the new text font or the new interface) (see screenshot below).
Attached Images
File Type: jpg zombie damage resisitance.JPG (88.2 KB, 8 views)
File Type: jpg Raimol's equipment.JPG (58.1 KB, 6 views)
File Type: jpg man-at-arms chain mail.JPG (28.4 KB, 6 views)
File Type: jpg looting interface.JPG (66.4 KB, 6 views)

Last edited by gazra_1971; July 11th, 2013 at 11:07 PM.
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Old June 18th, 2013   #70
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Re: Circle of Eight Modpack v7 / v7 NC Bug Report Thread

The following information applies to the Co8 Modpack 7.8.0 NC:

The moathouse interior's secret portal has a search DC of 20 (so it is working correctly).

The moathouse dungeon's secret portal has a search DC of 0 (see screenshot below).

The Temple of Elemental Evil interior's secret portal (i.e. on the ground floor) has a search DC of 0 (see screenshot below).

I had a random encounter with a hill giant that threw a boulder at my character on its first turn (which meant that the hill giant didn't threaten any area surrounding it, so it was easy for my party to move into melee with and surround the hill giant), then (on it's second turn) it moved to my character and made an unarmed attack (which provoked an attack of opportunity from all of my party's characters surrounding the hill giant) (see screenshot below). This was WAY too easy to get the hill giant's head for Brother Smyth so that he would start selling masterwork items!

FIXED

At Hickory Branch, (my party left the Hickory Branch map multiple times before entering the cave, and my party talked with all of Lord Hungous' lieutenants on the Hickory Branch exterior map before entering the cave), during the combat inside the cave, my wizard charmed Lord Hungous and Lord Krunch. My party did not rest inside the cave after winning the combat. When my party exited the cave, Lord Krunch began a dialogue with my party (see screenshot below). After the dialogue, Lord Krunch disappeared, but I could still see the blue circle where his character had been. He was charmed at the time, so he shouldn't have been able to resist my party and escape like that.

Grud Squinteye promises to reduce NPC vendors' prices in Nulb if the player gives him the Giant Gar's corpse, but when I completed the quest, Lodriss was still offering items for sale at the same price as beforehand (and I suspect that all of the other NPC vendors in Nulb don't reduce their prices either).

The volume level of the sound of the Arena of Heroes spectactors is WAY too loud! It is SO loud that I had to turn my computer system's sound volume level down to almost 0, which returned the sound of the spectators cheering to a comfortable sound level (but I could barely hear NPCs talking or the sound of attacks because the sound of the spectators was drowning out all other sounds).

The volume level of the sound of the Haste spell is slightly too loud.

The game crashed to desktop when I either right-clicked on my wizard's portrait (at the bottom left of the screen) or when I left-clicked on my wizard's spell tab in the inventory interface (I can't remember which). I got an error message detailing some memory addresses (see screenshot below). I don't know if the memory address values are of any use in debugging, but I thought I would provide them just in case.
Attached Images
File Type: jpg search DC 0 moathouse dungeon.JPG (72.0 KB, 5 views)
File Type: jpg search DC 0 ToEE ground floor.JPG (98.8 KB, 6 views)
File Type: jpg unarmed hill giant.JPG (74.3 KB, 5 views)
File Type: jpg Lord Krunch's dialogue.JPG (60.5 KB, 6 views)
File Type: jpg memory CTD.JPG (21.6 KB, 7 views)

Last edited by gazra_1971; July 11th, 2013 at 11:07 PM.
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Old July 2nd, 2013   #71
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Re: Circle of Eight Modpack v7 / v7 NC Bug Report Thread

The following information applies to the Co8 Modpack 7.8.0 NC:

The Potion of Greater Heroism in Senshock's Chest has a price value that is less than half the price value of the Potion of Heroism.

Aerich Dragonsbane in the Bows & Fletchings shop (in Verbobonc) sells the following items for only 8 copper pieces each:
Holy Crossbow +1
Crossbow +1 of Fire
Anarchic Crossbow +1

Paulo the Alchemist (in Verbobonc) sells the following items for only 2 copper pieces each:
Spore No More
Ooze You Lose
Distilled Alcohol
Quicksilver

Simon (in his Wonder World shop in Verbobonc) sells the following rings for only 2 copper pieces each:
Major Ring of Creating
Major Ring of Divining
Major Ring of Evocating
Major Ring of Illusing
Major Ring of Transmuting
Major Ring of Necromancing
Major Ring of Summoning
Major Ring of Protecting

00477Alchemist.dlg has a typo in line 1 (the correct spelling of the word is emanates), has a typo in line 10, and has a typo in line 55:

Quote:
{1}{[You see a mysterious figure. Power emenates from deep within him, like a great font of arcane force subtly cloaked - possibly by the fur cloak he is wearing. In a voice pregnant with menace and possibility, he says esoterically] Hello.}{[You see a mysterious figure. Power emenates from deep within him, like a great font of arcane force subtly cloaked - possibly by the fur cloak he is wearing. In a voice pregnant with menace and possibility, he says esoterically] Hello.}{}{}{}{}

{10}{Sell? Sell? This shop sells knowledge, young sir. It sells the secrets of the eremetic art. It sells the key to eternal life, to youth, wisdom, greatness. [He picks up a tiny vial that is dwarfed by his huge, acid-scarred gloves and holds it up.] Its sells the very aquae veritatae themselves!}{Sell? Sell? This shop sells knowledge, young miss. It sells the secrets of the eremetic art. It sells the key to eternal life, to youth, wisdom, greatness. [He picks up a tiny vial that is dwarfed by his huge, acid-scarred gloves and holds it up.] Its sells the very aquae veritatae themselves!}{}{}{}{}
{11}{Aquae veritable what was that?}{}{1}{}{20}{}
{12}{B:Aaah, an Alchemist. Excellent. Show me your wares.}{}{15}{}{0}{pc.barter(npc)}
{13}{Sorry, already bored with this line of conversation. Bye.}{}{1}{}{0}{}


{55}{Then when you wish to use the capsule, just tap your weapon against it and the capsule breaks and the liquid flows over the blade, ready for instance use. It works on any weapon, even arrows, but only lasts for a blow or two, and once the capsule is broken it can't be, well, unbroken.}{Then when you wish to use the capsule, just tap your weapon against it and the capsule breaks and the liquid flows over the blade, ready for instance use. It works on any weapon, even arrows, but only lasts for a blow or two, and once the capsule is broken it can't be, well, unbroken.}{}{}{}{}
00472cyn.dlg is missing an apostrophe in the word "its" (it should read it's) and has a typo in line 1:

Quote:
{1}{Hi there, my name is Cyn. I love natural products, the wilder the better! As a young girl I was always out alone in the woods. I'm an only child, so my fantasy had lots of space to develop. By watching the creatures, I came to love natural products too, whether its spider silk, sooo sensous against the skin, or latex from the rubber trees. But most of all I love leather, the tickle of the whip, such bliss!}{Hi there, my name is Cyn. I love natural products, the wilder the better! As a young girl I was always out alone in the woods. I'm an only child, so my fantasy had lots of space to develop. By watching the creatures, I came to love natural products too, whether its spider silk, sooo sensous against the skin, or latex from the rubber trees. But most of all I love leather, the tickle of the whip, such bliss!}{}{}{}{}
00476Provisioner.dlg is missing an apostrophe in the word "its" in line 10 (also, the word "yourselves" is used to address the player's party (which isn't appropriate if the player is just using a solo character):

Quote:
{10}{O, I provide adventuring gear. [Looks you over.] I'm sure you know what I mean! But in all honesty, its mainly the basics here, for novices. The exploits of seasoned adventurers such as yourselves inspire many imitators. I am here to make sure they get the best equipment before setting out.}{O, I provide adventuring gear. [Looks you over.] I'm sure you know what I mean! But in all honesty, its mainly the basics here, for novices. The exploits of seasoned adventurers such as yourselves inspire many imitators. I am here to make sure they get the best equipment before setting out.}{}{}{}{}
FIXED

The following vendor NPCs in merchant's row each have only 1 HP (Hit Point):
Aerich Dragonsbane (Merchant)
Anom (Mystic)
Carl (Merchant)
Cyn (Merchant)
Dame Nelly (Merchant)
Heather (Leatherworker)
Jesus Staccatori (Merchant)
Veenah (Merchant)

The secret portal in the Moathouse dungeon (in room with zombies) has a search DC of 23 (so it is working correctly).

The secret portal in the broken tower has a search DC of 0 (see screenshot below).

The secret door in ToEE dungeon level 2 (on the west side of the map) has a search DC of 27 (so it is working correctly).

The secret door on the northern wall of Feldrin's room (in ToEE dungeon level 2) has a search DC of 0.

The secret door in the corridor between the Air Temple and the Water Temple has a search DC of 0.

The secret portal on the southern side of Falrinth's and Smigmal Redhand's secret area (of ToEE dungeon level 3) has a search DC of 0 (see screenshot below).

The 2 secret doors in ToEE dungeon level 3 in southeastern area (just south of Whitman (Farmer) and Mandy (Farmer's Wife)) both have a search DC of 26 (so they are working correctly).

Prince Thrommel's secret room has a search DC of 29 (so it is working correctly).

The secret door in the Greater Temple (just to the west of the room where Barkinar and Deggum are) has a search DC of 29 (so it is working correctly).

The secret door on the eastern wall of the room where Barkinar and Deggum are has a search DC of 0 (my elf PC rolled a 20 for his automatic search roll, so I don't know if this caused the search DC to become 0).

The secret door in the corridor between the room where Barkinar and Deggum are and Senshock's room has a search DC of 28 (so it is working correctly).

The Secret portal (i.e. the elevator throne) in Zuggtmoy's prison has a search DC of 0 (see screenshot below).

The secret door behind the curtains in Zuggtmoy's prison has a search DC of 31 (so it is working correctly).

Sometimes, when viewing the looting interface, the name of the corpse that I am looting will be off-centre - the text will appear to the left of where it is supposed to appear in the looting interface (see screenshot below).

When I was using the log interface, one time when I clicked on a quest tab, the game CTD (crashed to desktop) the instant that I left-clicked a quest tab. I received an error message which stated the instruction address that couldn't be read (see screenshot below). Curiously, this is the EXACT same instruction address as the one in the post above this post (except that they are at different memory addresses)! I don't know whether my computer has a faulty memory stick or whether this instruction in the computer game's program is bugged.
Attached Images
File Type: jpg search DC 0 broken tower.JPG (122.0 KB, 6 views)
File Type: jpg search DC 0 secret portal to Falrinth's area.JPG (64.4 KB, 4 views)
File Type: jpg search DC 0 Zuggtmoy's throne elevator.JPG (116.7 KB, 4 views)
File Type: jpg loot interface text bug.JPG (10.7 KB, 4 views)
File Type: jpg quest log CTD bug.JPG (20.6 KB, 4 views)

Last edited by gazra_1971; July 11th, 2013 at 11:06 PM.
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Old July 7th, 2013   #72
gazra_1971
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Re: Circle of Eight Modpack v7 / v7 NC Bug Report Thread

The following information applies to the Co8 Modpack 7.8.0 NC:

gamequestlog.mes has 2 typos in line 295 (the correct spelling of the word is undesirables):

Quote:
{295} {You've detected something amiss at the Moathouse once again. Captain Asaph would want you to investigate and root out and undesireables.}
00547mother.dlg has a typo in line 100, and is missing an apostrophe in the word "thats" (it should read that's) in line 161 and line 176):

Quote:
{100}{[You see some sort of swamp creature, like a cross between a hag and a mushroom. It looks at you with a sly intelligece, then speaks.] We have visssitors! Welcome, welcome. What can Mother do for you?}{[You see some sort of swamp creature, like a cross between a hag and a mushroom. It looks at you with a sly intelligece, then speaks.] We have visssitors! Welcome, welcome. What can Mother do for you?}{}{}{}{}

{161}{B:Wow, thats a very, er, prestigious class of abilities you have developed. I guess I better buy something.}{}{1}{}{0}{pc.barter(npc)}

{176}{A potion of Heal? Meh, thats not so rare, they sell them in Nulb... you can do better.}{}{1}{}{180}{}
00228kids_off.dlg has a typo in line 1530 (it should read an):

Quote:
{1530}{She comes from outside town, way out past the new castle. [The child waves in a easterly direction.] I guess she hasn't taken anyone, 'cause all my friends are all still here. [The child looks puzzled, then says triumphantly:] But that's because we all make sure we are inside and upstairs before it gets dark!}{She comes from outside town, way out past the new castle. [The child waves in a easterly direction.] I guess she hasn't taken anyone, 'cause all my friends are all still here. [The child looks puzzled, then says triumphantly:] But that's because we all make sure we are inside and upstairs before it gets dark!}{}{}{}{}
FIXED

Reading captain Asaph's note causes the 'Return to the Moathouse' quest to become mentioned. Arriving at the Moathouse map causes the 'Return to the Moathouse' quest to become completed AND the 'Season of the Witch' quest to become mentioned. Going to the Moathouse Cave Exit map instead of the Moathouse map prevents the 'Return to the Moathouse' quest from becoming completed and prevents the 'Season of the Witch' quest from becoming mentioned.

There is no reference in the computer game for the player to seek out Kent for information regarding the Moathouse Respawn, and talking to Kent does not change the status of the 'Season of the Witch' quest.

In the Moathouse Respawn, if the Blood Amniote splits in 2, then the blood amniotes will often attack themselves instead of the player's characters (see screenshot below).

During the combat in the moathouse dungeon, I believe that I charmed Seleucas (Lieutenant), and I definitiely let Lareth run away. When I returned to the moathouse dungeon for the Moathouse Respawn, as my adventuring party was running along the corridor just before the brigand barracks, I heard combat music start, but when my party came into sight of the witch and her undead minions, combat did not automatically start. My party's characters could run around the brigand baracks without combat starting against the witch and her undead minions. Seleucas was still there. Left-clicking on the witch caused her to display a random floating text (see screenshot below). Left-clicking on Seleucas caused him to display the following floating text (see screenshot below). The witch and the undead all have red circles around their bases (indicating that they are hostile), whereas Seleucas has a green circle around his base. When I pressed C to initiate combat, combat ensued normally, but Seleucas was allied with my party against the undead. I suspect that the fact that the witch casts 'Greater Invisiblity' on herself (as soon as the player's party comes within proximity of her) might have something to do with combat not automatically starting with that encounter.

In the Moathouse Respawn in this computer game, the Hulking Corpse has Damage Reduction (5/Bludgeoning). An online D&D source (http://www.realmshelps.net/cgi-bin/mainlist2.pl?name=Hulking_Corpse) verifies that this is correct. Regarding undead in D&D, zombies have DR(5/Slashing), whereas skeletons have DR(5/Bludgeoning) - both of these damage reductions make sense. Considering that the Hulking Corpse looks like a giant zombie (and NOT a skeleton) (see image below), it would be logical for the Hulking Corpse to have DR(5/Slashing), not DR(5/Bludgeoning).
Attached Images
File Type: jpg blood amniote.JPG (47.0 KB, 8 views)
File Type: jpg moathouse witch & lieutenant.JPG (68.3 KB, 5 views)
File Type: jpg Seleucas being a wise ass.JPG (71.0 KB, 5 views)
File Type: jpg hulking corpse.jpg (79.2 KB, 9 views)
File Type: jpg search DC 0 Barkinar's room.JPG (75.0 KB, 5 views)

Last edited by gazra_1971; July 8th, 2013 at 08:55 PM.
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Old July 7th, 2013   #73
sirchet
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Re: Circle of Eight Modpack v7 / v7 NC Bug Report Thread

You can also find the Hulking Corpse in The Libris Mortis, page 109.

It's a DnD book of the undead for 3.5e.
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Old July 11th, 2013   #74
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Re: Circle of Eight Modpack v7 / v7 NC Bug Report Thread

The following information applies to the Co8 Modpack 7.8.0 NC:

gamereplog.mes has a typo in line 2013:

Quote:
{2013} {You are at home in the Fire Temple, but the others Temples will not respect that safety.}
00352captain_achan.dlg has typos in line 171 and line 311 and line 321 (the correct spelling of the word is peaceably):

Quote:
{171}{I found him hiding out right here in Verbobonc. He would not come peacably, so I had to kill him.}{}{1}{game.global_flags[956] == 1 and game.quests[79].state != qs_completed}{180}{}

{311}{I found him in Hommlet. He was staying at the inn like a normal person. He would not come peacably, so I had to kill him.}{}{1}{game.global_flags[957] == 1 and game.quests[80].state != qs_completed}{180}{}

{321}{I found him in Nulb, patronizing the brothel of all places. He would not come peacably, so I had to kill him.}{}{1}{game.global_flags[958] == 1 and game.quests[81].state != qs_completed}{180}{}
00122alrrem.dlg states in line 390 that the Ogre Cave is "a short distance to the east". Currently, the Ogre Cave is actually to the WNW (west northwest) of the Temple of Elemental Evil:

Quote:
{390}{The band wandered into some caves and made them their own. The caves have become their base of operations for raiding. Here, I'll mark them on your map for you. [He marks your World Map with a location a short distance to the east.]}{The band wandered into some caves and made them their own. The caves have become their base of operations for raiding. Here, I'll mark them on your map for you. [He marks your World Map with a location a short distance to the east.]}{}{390}{}{game.areas[9] = 1}
Wakefield (Hextor Priest) is a large-sized creature and has the feat Greater Weapon Focus (Light Mace). Considering that he is human and a level 5 fighter, he should be medium-sized and not have the feat Greater Weapon Focus (Light Mace) because only level 8 (or higher) Fighters are able to acquire the feat Greater Weapon Focus (weapon). I only mention these errors because Wakefield is a recruitable NPC.

In the Waterside Hostel (in Nulb), when my party got into a bar-room brawl with the thugs (after one of my characters caught Dala stealing an item from him), Dala submitted right at the start of the combat (before her lover was dead or even wounded) (see screenshot below).

In the Waterside Hostel, during the combat against Wat, Rentsch, and their thug henchmen, Alira (Patron) attacked the barkeep (see screenshots below). My party deliberately avoided attacking Alira, and Alira returned to her original location during the combat. During the combat, when I hovered the mouse pointer over Alira, Alira had a green circle around her base (indicating that Alira was not hostile towards my party), but I couldn't end the combat until my party killed Alira.

My party killed Romag and his entourage in his room. Then, in the Earth Temple, none of the Earth Temple Guards were KOS (kill on sight) against my party (see screenshot below). I had to initiate combat against them manually by pressing the C key.

My party completed the 3 quests for Alrrem and gained the reputation 'Member of the Fire Temple'. Later, my party recruited Ashrem who wanted to confront his brother, Alrrem. Ashrem got my party into a combat against Alrrem, where my party killed Alrrem and his entourage in the adjoining room to Alrrem's room. But when my party entered the Fire Temple, Bassanio greeted my party as if my party was still allied with the Fire Temple.

In the Gnome Tunnels (underneath Verbobonc), the Drow Matriarch cast a spell (presumably either Righteous Might or Divine Power) which changed her size from medium-sized to large, but then she did not threaten any area around her (as if she was not wielding a melee weapon) (see screenshot below).

The volume level of the special sound effects during the War of the Golden Skull are WAY too loud! They drown out the normal sounds like the sound of making melee/ranged attacks and casting spells. The sound of running water outside the Town Defense and the sound of the explosions are especially WAY too loud!
Attached Images
File Type: jpg Dala submits at start of combat.JPG (70.8 KB, 5 views)
File Type: jpg Alira attacks barkeep.JPG (69.0 KB, 6 views)
File Type: jpg Alira won't attack me.JPG (57.3 KB, 6 views)
File Type: jpg Earth Temple not KOS.JPG (40.2 KB, 6 views)
File Type: jpg drow matriarch threatens no area.JPG (87.1 KB, 4 views)

Last edited by gazra_1971; July 11th, 2013 at 11:10 PM.
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Old July 11th, 2013   #75
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Re: Circle of Eight Modpack v7 / v7 NC Bug Report Thread

The following information applies to the Co8 Modpack 7.8.0 NC:

00484wakefield.dlg has a typo in line 1:

Quote:
{1}{We've done it, @pcname@. We've killed most all of them. No doubt there's other who've run off, but that doesn't matter. What matters is that we've made a statement here today, a statement that says no longer will Hextor bend to the likes of St. Cuthbert and his trollish followers. I thank you for your service to our lord. Now we must part ways and seek refuge from those that would hunt us, but I shall never forget this day!}{We've done it, @pcname@. We've killed most all of them. No doubt there's other who've run off, but that doesn't matter. What matters is that we've made a statement here today, a statement that says no longer will Hextor bend to the likes of St. Cuthbert and his trollish followers. I thank you for your service to our lord. Now we must part ways and seek refuge from those that would hunt us, but I shall never forget this day!}{}{}{}{}
My party let Lareth run away, then my party rescued Lareth from Burne's Tower prison basement, but during the War of the Golden Skull, Lareth has returned to his spawn point in Burne's Tower prison basement (see screenshot below).

During the War of the Golden Skull, my party sided with Wakefield. None of Hommlet's inhabitants in the Grove or the cellars of Burne's Tower, the inn of the Welcome Wench, or the Church of Saint Cuthbert were KOS (Kill On Sight) when my party was within sight of them. My PCs could even talk to NPCs such as Terjon and the NPCs would agree to heal or raise dead any of my party's characters. My party had to initiate combat against them by pressing the C key.

After my party completed the 'War of the Golden Skull: Attacker' quest, Wakefield and his Hextorite army disappeared from the Hommlet map, but some of the Hextorite army continued to display floating text even after they disappeared (see screenshot below), and my party is stuck on the WotGS Hommlet map because my party can't access the World Map (see screenshots below). My party rested in the Inn of the Welcome Wench for 8 days, but my party is still stuck on the WotGS Hommlet map. Gaear, is there a console code that you could inform me of that would allow me to progress further in my game so that I can continue to test the Co8 Modpack 7.8.0 NC for jerkstop and any other bugs?

Last edited by gazra_1971; September 3rd, 2013 at 10:10 AM.
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Old July 12th, 2013   #76
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Re: Circle of Eight Modpack v7 / v7 NC Bug Report Thread

Hey gazra, that's unexpected that you didn't automatically transition to the normal Hommlet map after WotGS was completed. I'll have to check into it. In the meantime, you can teleport directly to the normal Hommlet map with this code:

Code:
game.fade_and_teleport( 0,0,0,5001,480,480 )
That will put you in the center of the regular Hommlet map.
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Old July 12th, 2013   #77
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Re: Circle of Eight Modpack v7 / v7 NC Bug Report Thread

The following information applies to the Co8 Modpack 7.8.0 NC:

I applied the console code above, which caused my party to appear on the regular Hommlet map (where my party was able to use the World Map again). My party went into the Inn of the Welcome Wench, went upstairs, but Fireforge wasn't there. When my party exited the Inn of the Welcome Wench, my party appeared on the WotGS Hommlet map again (where I could hear explosions and see fires burning on buildings), and my party could no longer use the World Map, so my party was stuck on the WotGS Hommlet map again.

I exited the game, ran the game again, loaded my last saved game (where I hadn't used the console code above), entered the console code above, which caused my party to appear on the regular Hommlet map, then my party used the World Map to travel to the Moathouse Ruins, then my party used the World Map to travel back to Hommlet, where my party appeared on the WotGS Hommlet map (where I could hear explosions and see fires burning on buildings), and my party could no longer use the World Map, so my party was stuck on the WotGS Hommlet map again.

I've included my last saved game (before I ever used the console code above) below in case you want to test my game or check the current state of any global flags or variables in my game.
Attached Images
File Type: jpg search DC 0 corridor between Air Temple & Water Temple.JPG (96.0 KB, 4 views)
Attached Files
File Type: rar 338.rar (859.4 KB, 1 views)
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Old July 14th, 2013   #78
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Re: Circle of Eight Modpack v7 / v7 NC Bug Report Thread

Yeah, I'm sure it's a flags/variables issue. The reason you keep going back to the WotGS map is that the game doesn't think it's completed somehow. So it's actually 'working' as intended.
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Old July 15th, 2013   #79
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Re: Circle of Eight Modpack v7 / v7 NC Bug Report Thread

gazra, you can end your troubles by consoling:

Code:
game.global_vars[501] = 7
After that, all doors will lead to the regular Hommlet map.
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Old July 17th, 2013   #80
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Re: Circle of Eight Modpack v7 / v7 NC Bug Report Thread

long_description.mes has a typo in line 6655 (it should read "a harmonic"):

Quote:
{6655}{This amazing artefact resonates with every spell its wearer casts. Once per day, that resonance can be unleashed in an harmonic convergence that restores all the day's cast spells to the wearer's mind, allowing them to be cast again. This effect only applies to wizards.}
When the player completes the War of the Golden Skull: Attacker quest, Fireforge does not appear upstairs in the Inn of the Welcome Wench, so the player is unable to do any of Fireforge's quests or buy any of Fireforge's magical weapons and armour. ALL of Hommlet's inhabitants disappear from Hommlet, even Rannos Davl and Gremag, even though my party did not kill them during the War of the Golden Skull. My party was doing Gremag's quests, so my party was unable to complete Gremag's assassination quests because Armario disappeared from Hommlet, and Rannos Davl and Gremag disappeared also.

During the Moathouse Respawn, in the Gnarley Forest, the Drow Fighter did not act at all during the combat. The Drow Fighter did not move or attack in both turn 1 and turn 2 (see screenshots below).

After completing the War of the Golden Skull: Attacker, when my party returned to Verbobonc, all Verbobonc men and women initiate combat against my party on sight (see screenshot below) - when all of the characters in my party skip their turn during the combat, the Verbobonc men and women run off, which almost always ends combat and allows my party to continue moving around Verbobonc - but there was one instance where 2 Verbobonc men that had run off and disappeared in the first turn of combat did not cause the combat to end - my party was stuck in combat mode forever because the 2 Verbobonc men were invisible and could not be targeted, but their portraits were still in the combat queue at the top left of the screen - the 2 Verbobonc men were in between the Bazaar of the Bizarre and the building immediately to the north of it. This seems absolutely crazy and suicidal that Verbobonc men and women would initate combat against my party!

Last edited by gazra_1971; July 17th, 2013 at 09:28 AM.
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Old July 17th, 2013   #81
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Re: Circle of Eight Modpack v7 / v7 NC Bug Report Thread

I wonder if by any chance was the fighter affected by what appears to be a cloud effect present?

Is that fog or stinking cloud I see in your shots?
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Old August 3rd, 2013   #82
Sitra Achara
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Re: Circle of Eight Modpack v7 / v7 NC Bug Report Thread

- Help.tab entry on Greater Heroism should list spell duration as 1min/level. (note that the spell itself is implemented correctly)

- What Lies Beneath - you can question Boroquin twice, thus upping the evidence counter twice.

- Emridy Meadows has a texture mismatch for the night-time version of the Slavers' area

- Greater Invisibility short description says duration is 1min/level, while it's 1 round/level (again, it's implemented correctly, just need to fix the text)

FIXED
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Old August 5th, 2013   #83
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Re: Circle of Eight Modpack v7 / v7 NC Bug Report Thread

Quote:
Originally Posted by Gazra
long_description.mes has a typo in line 6655 (it should read "a harmonic"):

{6655}{This amazing artefact resonates with every spell its wearer casts. Once per day, that resonance can be unleashed in an harmonic convergence that restores all the day's cast spells to the wearer's mind, allowing them to be cast again. This effect only applies to wizards.}
We may have to disagree on this one, Gazra. This was a deliberate spelling based on the fact that the emphasis in 'harmonic' is on the second syllable: that's right well grammer, that.
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Old August 9th, 2013   #84
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Re: Circle of Eight Modpack v7 / v7 NC Bug Report Thread

I'm seeing a sharp upturn in crashes in 7.9NC (having also recently played 7.8NC quite a bit without a hitch). Usually happens on 'transitions' - entering a new map, changing UI, playing a movie etc. (i.e. never completely out of the blue).
And after a few crashes, it will even start to crash on startup, at the loading screen, at a particular stage (when the loading bar is about 75% full).
I'll try re-activating the module, but that has been my experience so far...
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Old August 10th, 2013   #85
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Re: Circle of Eight Modpack v7 / v7 NC Bug Report Thread

There is a graphical glitch in some of the Hommlet interior maps - it looks like the map is duplicated on top of a copy of itself, only rotated slightly. Noticed this in the Captain's house and at least one other place (can't remember which one).

FIXED
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Old August 10th, 2013   #86
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Re: Circle of Eight Modpack v7 / v7 NC Bug Report Thread

While playing Co8 Modpack 7.8.0 NC, when I clicked on the menu option to quit the game, the game CTD (crashed to desktop). I received the following error report (see screenshot below).

I activated the 'Temple of Elemental Evil' module and then installed and activated the Co8 Modpack 7.9.0 NC (I installed it to The Temple of Elemental Evil game folder). The only change that I made in the options was setting Delayed Blast Fireball delay to 0 (it was set to 1 by default). When I tried to run the game for the first time, the game CTD while the game was loading. The CTD happened the instant that the splash screen was supposed to display (i.e. the screen that displays the text "CIRCLE OF EIGHT MODPACK 7.9.0 NC" and "Initializing sector data"). It has been a LONG time since that last happened to me (if at all), and the last time that that may have happened was when using a MUCH older version of the Co8 Modpack NC (if at all). I received the following error report (see screenshot below). All subsequent times that I have run the game, the game has been working perfectly.

I always play the Co8 Modpack NC at a resolution of 1680x1050 and always play the game in fullscreen mode and always have the intro enabled (the intro played fine the second and third times that I ran the game).

I'm using Windows XP SP3 and Java 7 Update 5.
Attached Images
File Type: jpg error report for CTD when quitting game.JPG (20.9 KB, 4 views)
File Type: jpg error report for CTD at splash screen.JPG (55.4 KB, 4 views)

Last edited by gazra_1971; August 11th, 2013 at 08:28 AM.
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Old August 12th, 2013   #87
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Re: Circle of Eight Modpack v7 / v7 NC Bug Report Thread

Quote:
Originally Posted by SA
There is a graphical glitch in some of the Hommlet interior maps - it looks like the map is duplicated on top of a copy of itself, only rotated slightly. Noticed this in the Captain's house and at least one other place (can't remember which one).
That's very odd (and unprecedented). I'm thinking you might indeed need a reactivation, Sitra.
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Old August 12th, 2013   #88
Sitra Achara
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Re: Circle of Eight Modpack v7 / v7 NC Bug Report Thread

I double checked to see that I haven't lost my sanity - it seems that indeed the modpack is lacking files that should override the vanilla ones. E.g. check out map1-int02-modest-farmhouse. It lacks, for instance, a black tile file to override 00220022.jpg. And it's not just an issue of extraction, the tfm hasn't got that file either.

The other place I have noticed this was the Meleny/Filiken's residence.

Looking at earlier .tfms, it seems 7.6 was okay (had the relevant files), but 7.8 doesn't have them either (at least at the captain's house).
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Old August 12th, 2013   #89
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Re: Circle of Eight Modpack v7 / v7 NC Bug Report Thread

Renton and Filiken's places were two maps that I flipped horizontally to reflect their proper orientation from the outside as you enter (so you don't go in facing east and arrive facing west and whatnot), and yeah I did only include the jpeg chunks that contain graphics (not the solid black stuff). That's because at the time we were without a utility to split maps at high quality without image degradation until Ag added the bitmap feature to WB. (The compression-related jpeg data loss was something Zoltec discovered a while ago.)

Anyway, there still shouldn't be any old graphics showing through as the missing black chunks only would cover existing black chunks. Can you post a screen so I can get a better idea what we're actually seeing? Or I will take a look tonight.
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Old August 12th, 2013   #90
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Re: Circle of Eight Modpack v7 / v7 NC Bug Report Thread

Unfortunately, on top of ToEE's latest offences, the screenshots I take come out as blank TGAs

I'm pretty sure you'll see it yourself, though.

The issue is that you do need the black squares, in order to cover up areas where there vanilla ToEE has a non-black square. If you don't override them, they'll just stay there alongside the new, flipped graphics.
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