Circle of Eight Modpack v6 / v6 NC General Commentary & Discussion Thread

Discussion in 'The Temple of Elemental Evil' started by Provodnik, Dec 30, 2010.

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  1. Gaear

    Gaear Bastard Maestro Administrator

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    I agree. And if they don't read it, they should. At least that's where most people who complain that the game has poor documentation end up (the hyper-link help system).

    Thanks. I had 'fixed' Jaroo already internally (by I think just disabling the heartbeat entirely), but I imagine yours will be better. Good stuff on the assassins too - that pissed a lot of people off.

    I'll check into the possibility. I agree the new staffs look weird (I think Jarooster's and somebody else's were changed - one of gazra's demands ;)); I think that was the RAW conformity while still making them two-handed.

    [edit]

    @SA, the following is missing from Jaroo's scripts file in your version (in red):

    Code:
    def kill_picked( obj, [COLOR="red"]jaroo[/COLOR] ):
    	damage_dice = dice_new( '100d20' )
    	obj.damage( OBJ_HANDLE_NULL, 0, damage_dice )
    	[COLOR="Red"]jaroo.cast_spell( spell_reincarnation, obj )
    	obj.stat_base_set(stat_experience, game.global_vars[753])
    	jaroo.spells_pending_to_memorized()[/COLOR]
    return RUN_DEFAULT
    
    Wasn't that your spell permanency fix?
     
  2. Sitra Achara

    Sitra Achara Senior Member

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    Yeah, I probably overwrote it at some point by activating 6.1 :blegh:

    Just to be clear:
    Jaroo is indeed supposed to bear the Rod of the Python, and the Rod is supposed to be very long, and thus two-handed. It's just not quite represented graphically, that's all. If someone could edit the weapon's model (SKM file) to make it longer (rather than simply replacing it with a regular quarterstaff model), that would be great.
    Although, come to think of it, it should probably be swung like a quarterstaff.
     
  3. Volund

    Volund Member

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    Playing 6.10 NC. When talking to Otis in Nulb, and asking about buying things, he says to go talk to his assistant in "the smithy".

    But Otis is standing by the forge, which makes that "the smithy", and the assistant is in the house, where there is no forge equipment.

    Not a big deal, but continuity-breaking.
     
  4. David Dawson

    David Dawson Lightfoot

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    Hello. I've not posted before, but hope I'm not in the wrong spot, but it does seem the place where we can point out possible bugs.

    I got Scorpp in my party, and it's been great wandering around with him smashing everything. However, I got to a point where I wanted to go sell stuff and Nobody would give me the time of day because i had this monster hanging around with me (understandable). I tried to char with him to say goodbye, and the dialogue ends with him getting annoyed and wanting to kill us, but at the point in the dialogue it says [attack] it just goes into a loop and won't go any further. I have to press [Esc] and re-load the game and keep Scorpp in the party. I've tried losing him in Homlet, Nulb and the temple back in his lair, but the same happens.

    Is this a bug, or have I a corrupted game?

    BTW - everything else about ToEE is absolutely fab - I've been happily playing it for a few years and really love the mod packs.
     
  5. Sitra Achara

    Sitra Achara Senior Member

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    Not a corruption, I can confirm that it's a genuine bug with the scripting. (I'm getting a loop with "not a good listener do ye be" - is that the case in your situation?)

    Edit: Seems like it was introduced in 6.1, by making him proactive.
     
    Last edited: Oct 21, 2011
  6. Gaear

    Gaear Bastard Maestro Administrator

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    I think I already fixed that in the pre-release 7 version.
     
  7. David Dawson

    David Dawson Lightfoot

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    I get the loop when I'm left with the "[attack]" option. I see that it's been spotted as is being addressed for 7.0 (which I'm looking forward to). Thanks.
     
  8. gazra_1971

    gazra_1971 Knights of Legend

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    Originally posted by gazra:
     
  9. Oakheart

    Oakheart Member

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    *peek* Any update on 7.0?
     
  10. sirchet

    sirchet Force for Goodness Moderator Supporter

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    It's still in initial testing.

    On a good note, I think we have finished Gaear's first part of the testing, (if that makes any sense).
     
  11. VanderveckenSmith

    VanderveckenSmith Member

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    I have been playing 6.0.1NC and I'd really like to play Verbobonc, but apparently it's not in 6.0.1. Is there savegame compatibility between 6.0.1 and 6.1.0? How can I avoid playing the entirety of the game again?
     
  12. Oleg Ben Loleg

    Oleg Ben Loleg Established Member Supporter

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    Are you sure you checked for verbobonc on the list of locations on the world map. You have to click on that, there's no verbobong getting highlighted and to be clicked on on the map itself
     
  13. Gaear

    Gaear Bastard Maestro Administrator

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    There is no version 6.0.1, just 6.0.0 and 6.1.0. Are you sure you have the NC version?

    [edit]

    Sorry, there's the 6.0.1 patch - is that what you have?
     
  14. VanderveckenSmith

    VanderveckenSmith Member

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    So yes, I do have 6.0.1,which was a patch on top of 6.0.
    However, I have been able to find Verbobonc, so that is all good!
     
  15. Dreddnawt

    Dreddnawt Mettlehead

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    Ok, few minor things I noticed but first I'll explain my install troubles in case that is my problem.

    Install:
    I lost my Install disk so I ended up downloading the GoG.com version. It didnt say anything about being pre-patched but when I tried to run either 1 or 2 of the official patches I got an immediate error saying "TOEE, ANY ENGLISH is not found on your computer." I tried downloading to the default GoG folder, installed again to an Atari folder, Installed again to my D; drive, then tried on a different computer. No joy.

    I had to assume, though I hate assuming anything, that the version I got couldnt be patched because it was pre-patched which would make sense being it sold for new downloads post patch release. The Co8 Modpack went through without a hitch.

    Only changes I made were to add 5 custom portraits of my own. EDIT: Should clarify I used the proper image formats and edited the portraits.mes file accordingly but left the Co8 portraits in place.

    vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv

    The problems:
    Nothing game stopping, just some minor blips.

    1) Woodcutter discusses Deklo Grove once and once only. He did mark it on my map, though it took a few minutes for me to discover this. But I at first declined to "go immediately" and went to rest and prepare my troops then returned to find he wouldnt send me there anymore. Was frustrating until I remembered you can travel via world map. So yeah, user fail.

    2) I saw somewhere on these forums that there was a crash bug if you rested on the RE map. I did repeatedly and havent seen that at all... yet. I am hopefully just confirming an old bug is no longer present but if it has still been an issue Id like to know.

    3) Also, Jaroo the Druid's house gets sketchy. There is something about his cloak flapping that causes the game to 'skip' repeatedly while Im in his house. Its like the screen cant update properly and it 'skips' in perfect tempo with his cloak animation. Voice and character movement also 'skip' in tune with glitch.

    Dont know if these are new or old but thought Id put it out there. Like I said above, this may be just side effects from a botched install but wanted to be sure.

    vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv

    System Overview:
    Windows XP Pro, Quad Core Intell Procs, 500Gb HD, 8Gb RAM, Nvidia GeForce card w/ 2Gb dedicated Video RAM, SoundBlaster audio, and all the bells and whistles.
     
    Last edited: Nov 7, 2011
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