Icewind Dale: ToEE - Total Conversion

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

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  1. FDR4PREZ

    FDR4PREZ Established Member

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    I can't play again until tomorrow, but yesterday I forgot to visit Ghereg so I am not sure about that area for resting, but the rest of the Pass locations are currently set to pass time only. I don't mind that as long as there is a possible resting place somewhere.

    On the Pass map, along the eastern side, there are two possible exits. The upper one leads to Kuldahar, and the lower one goes into a black void. Don't go there unless you like to walk around in purgatory with no possible escape.

    And when you click on the map icon to view the area map, it is just a corner of Hommlet. The remainder of Hommlet is still visible and should be blacked out to hide it.
     
  2. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    Yep, I forgot to include jumpoint.tab in the patch Done, and I will address the townmap glitch too Not Done.
     
    Last edited: Nov 18, 2016
  3. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    Ok, quick patch update, still not massively tested, I've adjusted the post from earlier with "done" comments on to keep track of what's in it, and what isn't. Download Patch 3 here, extract to your root folder, deactivate patch 1 and/or 2 and be sure to delete the modules/ToEE/maps folder before activating the addon patch3. I've corrected yesterday's file path error as well.
     
    Last edited: Nov 17, 2016
  4. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    Got the patch, I'll be tied up with work for the next 30 hours or so but will have the random_encounter changes done by the end of the weekend. Is that yay or nay for setting Ghereg's Tower as a rest area? If not, where would you like the rest area in the Pass to be?
     
  5. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    Yes to Gherag's tower as a rest area please Ted, and perhaps add the chance of contracting diseases when resting in Gherag's Tower (like the moathouse tower does)? Thanks. Would you be able to add the videos for resting? The entries for resting videos are already in movies.mes in the 800 range, and the videos themselves are in the basic module pack also. Gherags' Tower (and other indoor dungeons) can use the dungeon resting video, Snowdrift inn and the Shopmap, obviously the inn video, for everywhere else the camping video.

    Check out the Orc Shaman AI with the new patch, that fight should be considerably more challenging with patch 3.
     
    Last edited: Nov 18, 2016
  6. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    I've been doing some testing today and found a few more errors with the current patch3.

    I've uploaded another new version that fixes the Supplies List text, and fixes the Courier Contract text and informs Gaspar of the caravans' fate properly, and sets the game.global_vars[3] = 2 so you can now get the good ending to Hrothgar's quest to get to Kuldahar Pass.

    It also (hopefully) now improves the Orc Shaman AI - the previous patch didn't include the new AI I had made for some reason, even though I thought it did.

    Patch 4 Also turns Valen and Tupperello OF_off should they appear in the Inn at night. I think the blank version of DayNight.nxd in my other base build was causing the save corruption, so I've opted to OF_off them instead.

    Patch 4 is here (sorry Ted).
     
    Last edited: Nov 18, 2016
  7. FDR4PREZ

    FDR4PREZ Established Member

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    Al, I skipped patch 3 and went directly to #4. I started with my base main IWD (no patches) then I applied Patch 4, and then started a new game.

    It is playing well.

    I think I started the game 4 or 5 times and not a single crash while the game was loading. Hopefully this is a good sign.

    There are three things that I saw:
    1) The game crashed twice on me during battle. Once while battling Ghereg, and once while battling the Orcs in the mill. Previously I've never seen a crash during battle, but this is ToEE and it is prone to such things at times.

    2) The Pass map still has two possible exits on the eastern edge: The upper exit is Kuldahar and the lower exit is purgatory (just a black screen). From looking at Gamebanshee the correct exit looks to be the lower one:
    http://www.gamebanshee.com/icewinddale/walkthrough/kuldaharpass.php

    3) The little boy was working OK in Patch 2, but in Patch 4 he is a little screwy. You go down stairs and the battle starts, when the battle is over he immediately runs off with no chance of dialog. When I go down the ladder and back up, he is in there again but runs off immediately. Just for kicks I left the mill and returned much later and this time I was able to start a dialog with him and I don't know if I got the 2400 XP for this, or not.
     
  8. montiac1

    montiac1 Member

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    Apart from doing a complete reinstall, are these the basic steps (in order) for "refreshing" with a new patch?
    1. Reactivate Icewind Dale.
    2. Delete toee\modules\toee\data\maps folder.
    3. Download patch.
    4. Extract patch to TOEE root folder.
    5. Install patch (via Add-Ons).
     
  9. montiac1

    montiac1 Member

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    Need some help...defeated the Orcs (several times) and return to Easthaven and deliver Hrothgar's list and return to him. We leave, but I'm not sure where we end up...the background of the map is black, but I do see a bunch of goblins (and chickens) and can kill them, but it's kind of hard to navigate around...don't see any paths or buildings or anything. What am I missing? maps still messed up somewhere?
     
  10. FDR4PREZ

    FDR4PREZ Established Member

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    You are in the Kuldahar Pass.

    You have a messed up map. It is working OK for me.

    If you use the link to gamebanshee, in my more recent reply above, you can see what that map should look like.
     
  11. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    Montiac, it seems like you're missing a folder from the modules/toee/art directory, reactivating the base module and patch 4 should help fix this issue. I did manage to reach Kuldahar pass in testing.

    FDR, I'll look into your purgatory issue, but from playing IWD both exits are valid, and they have both worked for me before, but there are a few files I fixed that have since reverted back to a broken state, I'll investigate tomorrow.
     
  12. FDR4PREZ

    FDR4PREZ Established Member

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    Al, so both exits should lead into Kuldahar? If so, is there a reason to have two exits right next to each other - do they lead to different parts of Kuldahar? Is it that way in plain old IWD (sorry it has been many years since I last played the real IWD)?

    I know Kuldahar is a work in progress, so just an FYI (in case you don't know), when I enter Kuldahar I think this is when I get the quest entry for "Terjon wants more followers"
     
  13. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    The lower exit puts you on the south side of the river in Kuldahar, literally just below the other exit. The advantage of which is that you may get through to Kuldahar without pulling all the Goblins by the Mill into the fight first.

    I hadn't noticed that Terjon wants more followers quest gets triggered upon entering Kuldahar, I'll look into it.
     
  14. FDR4PREZ

    FDR4PREZ Established Member

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    OK, that makes sense since there are no resting spots in the Pass (for now), so you can try and shimmy along the lower portion of the map to get a clear path into Kuldahar.

    If Ghereg's place becomes a potential resting spot, then that is a much bigger fight just to get there before you can rest.

    Too bad you can't cuddle up to the Hermit in his little cave... he manages to survive uninterrupted in such a hostile world :p
     
  15. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    Montiac - thanks for testing, keep pestering us if you can't get it working.
    Will do. Not sure how to add disease (I think that's a map by map thing) - maybe set that map to be the same as the spider tower.

    @FDR4PREZ - Yes it's a fight to get into the tower, but you'll be starting at full strength. You can then rest up before the Orcs in the house, beetle cave etc. (Last time I played a couple of days ago I finished the goblins but the Orcs made mincemeat of my injured party very quickly).
    Sorry, meant to mention that, and yes I think it's daynight.nxd too.

    BTW - re the 'icons' at the end o Kuldhar Pass to move onto Kuldahar, now that we have a properly working worldmap, all those should do is open the worldmap window and put Kuldahar on the worldmap. There's an example of this script in KotB (the Lizardman swamp map has a door that brings up the worldmap to travel to the Thorp) but this is not my modding PC and I am buggered if I can find it...
     
    Last edited: Nov 19, 2016
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