Icewind Dale: ToEE - Total Conversion

Discussion in 'Icewind Dale Total Conversion' started by Allyx, May 7, 2016.

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  1. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    Weird, it works fine for me but I'll investigate.
     
  2. FDR4PREZ

    FDR4PREZ Established Member

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    I get random crashes.

    When I relaunch it doesn't seem to occur again.

    Randomness:
    • Sometimes when watching the starting movies (or just let them play out as I stepped away from the PC)
    • Sometimes when I just let the thing sit there in the menu screen (start new, load, etc, menu)
    • Sometimes (once or twice) during game play, but I don't recall the details. Nothing that I can put a finger on to attempt to repeat.

    I just relaunch and reload, and it usually doesn't occur again in that playing session.
     
  3. ineth

    ineth Member

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    Looks like it, yeah.
    NPCs don't always play by the rules in the Infinity Engine... :p

    But players aren't actually supposed to fight the citizens of Easthaven. When you attack any blue-circled character, Hrothgar comes out and kills you, game over. (At least I'm pretty sure it's impossible to beat Hrothgar without cheat codes, and even if you could it would block you from advancing to the next chapter.)

    So I wouldn't worry too much about precisely translating those character's combat stats. Just give them whatever you think makes sense, in case players do try their luck... :)
     
  4. Sitra Achara

    Sitra Achara Senior Member

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    Question: do the non-standard / non-english characters show up for you? (like the û in Faerûn in Hrothgar's opening dialogue)

    As far as I can tell ToEE will substitute these characters with spaces in the English versions.
     
  5. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    I altered one instance of the space => û so far, I just substituted for a regular u.
     
  6. Sitra Achara

    Sitra Achara Senior Member

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    There's an alternative actually - you can use the french font files (attached) and change data\mes\language.mes to {fr} instead of {en}. Should also take care of other strange characters such as the long dash and such (I've also seen these in IWD). The french fonts are identical to the english ones except with the additional characters, and ToEE is set to render them when the language.mes file is set to anything other than {en}.
     

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  7. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    Oh, awesome. I'll do that for the next build then :)
     
  8. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    I'm still here by the way Al ;) I've finally got IWD:EE & been playing through both games simultaneously, you've done a superb job!
     
  9. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    Cheers Ted, I appreciate that. Gabriel has supplied a few new maps, though some of the outdoor maps don't come with night time versions apparently, I'll need to check that in near infinity - I know the Destroyed Easthaven map doesn't have a day time version, but you only see that immediately before the final battle scenario.

    I'm guessing there is a more elegant way of turning day into night than simply messing with the brightness and colour saturation mixers, or at least I hope there is.
     
  10. Nightcanon

    Nightcanon Garrulous Halfling

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    Greetings all. I've been reading through the posts on this thread, which I only discovered relatively recently. This is a thing that I would very much like to see come to fruition- much as I love TOEE, the various CO8 modpacks, KOTB and now the addition of prestige classes and crafting options in Temple+, a whole new full-length campaign in the TOEE engine would be absolutely amazing. I don't have much to offer in terms of time or expertise with Paint-type programs (nor do I have IWD to lift files from), so I don't feel I can volunteer at the moment with all the mapping stuff, and nor do I have any ability with coding, but these two comments caught my eye.
    I do have a copy of IWD2 and some appreciation of how they did deity-specific clerics on that game, plus PnP Forgotten Realms resources for editions 1 through 3 of (A)D&D and a reasonable amount of DMing experience making 2e Mythos Priests. I reckon I could sort out a pantheon of major deities from the late 1200s DR (which I gather is when IWD is set?) with descriptions, domains, favoured weapons and so on.
     
  11. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    Thanks Nightcanon :)

    Al - I am halfway through the sleeping issue, inasmuch as I have set up the Inn to only work when you pay, set the rest of Easthaven to 'pass time only' and have set the caravan map and the Orc Caves to have random encounters. I am now going to tweak those encounters to be sensible (goblins and wolves and such). Also I have updated the globals thread.

    I've encountered a few little bugs here and there (mainly my fault with the dlgs) but the main one to mention is, the Orc Cave had no Orcs? Are they yet to come or was there a bug?
     
  12. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    I've yet to add the Orcs in the cave, mainly because Near Infinity and IWD itself seem to have differing views on how many Orcs are in the main cluster in the south east corner of the map. Maybe NI is showing both day and night positions for those Orcs simultaneously, but there seem to be way too many in there.

    The mod is complete-able though, encountering the Orc outside the cave (whether he dies or escapes) is enough to complete the quest, though Easthaven's winter supplies would be left undiscovered - not sure if that's important.
     
    Last edited: Sep 26, 2016
  13. sirchet

    sirchet Force for Goodness Moderator Supporter

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    Isn't there also loot to be had in them there caves? At least in IWD there was. ;)
     
  14. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    Yeah a bit, mostly axes, bows, arrows and 6gp per Orc (which IMHO would be better spent on some armour and/or shield instead), plus scrolls from shaman Orcs I'm a little sure how to implement the random spawning of loot items, does invensource.mes allow carried items to appear randomly? Or does that only apply to respawning container inventories?
     
  15. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    If you spawn a critter, or just put a random element in inven_source (gold 10-100 for instance) then when you make a mob it will indeed have a randomised loot. However, that randomised number will then be tied to that mob in every future scenario. For totally random mob you have to spawn - that's an option, set up your main baddies eg the shamans etc and then have one of them heart-beat spawn all the rest, adds a nice random touch to replays.
    Yeah that certainly worked. There are two different fulfilment requirements though - find the caravans outside the caves ("I found the caravans!") and go in and find the missing stuff, and learn that Orcs nicked it. The first one does indeed work :) I've written up in the globals thread which does what - var 3 for memory.

    I've currently set the random encounter table to spawn Orcs in there if you haven't found the goods (assuming you haven't wiped out the Orcs yet) and to spawn generic cave monsters like carrion crawlers and rats if you have.
     
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