Rudy's Item Mod

Discussion in 'General Modification' started by Rudy, Mar 12, 2015.

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  1. ithildur

    ithildur Established Member

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    At this stage of the game with TOEE/Co8, compatibility with Temple Plus probably should be a priority for all content since the project seems to be the next stage in TOEE modding and is in active development/upkeep.

    I'm really keen to try implementing this (Rudy's, and Ted's too possibly) set of fixes/tweaks, but am hesitent because some of the components sound like they might conflict with Temple Plus' fixes (as well as potentially the latest Co8 content/fixes in 8.1.0). Anyone have any input regarding this?
     
  2. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    I am of the opinion that there should be a new Co8 patch with our newest set of fixes, I too believe that Temple+ is where the future of ToEE modding lies, but I know it also requires hardware that the original version does not. So continued support should be offered to those who can run ToEE but can't run Temple+.

    This is the reason I have been making the Icewind Dale total conversion mod both independant of, but also compatible with Temple+.

    I don't know exactly where the compatibility between the Co8 8.1.x and Temple+ ends exactly, there may indeed be mods that fix the same issue in both mods, and it would be weird to see both versions of the same fix in effect simultaneously (crafting the various prot energy scrolls/wands/potions for example might have separate or duplicate entries in the craft item window and/or someplace else for example).
     
  3. ithildur

    ithildur Established Member

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    Temple Plus is clearly designed with Co8 8.1.0 in mind currently looking at their documentation, so there should be no duplicate fixes or conflicts, and I have every confidence eventually an update to Co8 if/when it rolls out will be kept in mind with updates to Temple Plus. The question is how the fixes/tweaks beyond 8.1.0 (like Rudy's work, etc) will get along with Temple Plus currently.
     
  4. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    Rudy's mod, and a couple of others have been merged into a bumper sized patch for 8.1.0 by @Shiningted in the 'I'm participating' thread (4th post on page 6).

    This is an Add-on patch, so it needs to be activated as an add-on in TFE-X to use it. You can also add the updated Vigour fixes a few posts further on once thevpatch is activated by dropping those scripts into your data/scr folder and overwriting the old ones.

    If you experience any issues using the patch and Temple+, you can simply deactivate the patch, the Vigour fixes will also be removed with this operation.
     
  5. Sitra Achara

    Sitra Achara Senior Member

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    I've made quite the effort to accommodate 3rd party files, such as through use of extender files instead of wholly overwriting certain files (e.g. protos.tab). I don't remember if Rudy's changes are fully compatible but I do recall having taken it to some consideration at least.

    I'm not aware of future Co8 updates in the works, but if any are released they can be made into a Temple+ compatible form.
     
  6. ithildur

    ithildur Established Member

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    Seems like the add on activation will mean my custom changes to various files (description, protos) will get wiped. Not a big deal as it's only a couple of items that I tweaked... but between that and Rudy's stuff being somewhat a question mark as far as compatibility with Temple Plus, I think I'm going to hold off on this.

    I'll eagerly await the day when vigor spells are available in my game, definitely. Lesser Vigor way trumps cure light wounds at low levels, especially if there's any truth to TOEE's RNG apparent stingy-ness.
     
  7. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    I'm sure you can add your own modifications as proto overrides in Temple+ which means Temple+ will use those proto's regardless of what the protos.tab file says, so if you decide to deactivate a patch after a while, your edits will persist while the other edits are reverted.

    @Sitra Achara, is there any chance you could check for any compatibility issues between Temple+ and Ted's domain spells/Rudy's/Daryk's mod combo patch linked above?
     
  8. Sitra Achara

    Sitra Achara Senior Member

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    Alright I combed it over using Beyond Compare and I can say it's compatible.

    There are only a few possible exceptions relating to some spell fixes / script, where Rudy/Ted's modifications may be overridden by Temple+ files. Doesn't seem like anything major, but I suppose it deserves a more indepth look.

    Also for future reference here's the summary of the comparison I did, attached.

    Lastly, I have quite a few protos.tab fixes that could stand to be rolled in to the Co8 addon. Mostly small errors that I caught from the debug log for invalid field values, typos, and such.
     

    Attached Files:

  9. ithildur

    ithildur Established Member

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    Sweet, time to activate the 'Domains_spells_mod' add on and give things a whirl! Thank you all.

    Any kind of eta for 1.63 release of T + btw? I did get multiple St. Cuthberts in a recent session (was rather hilarious)
     
  10. Endarire

    Endarire Ronald Rynnwrathi

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    Wait! Where's this combined Rudy/Ted/Daryk mod thingy? What warnings do y'all have before using it with Co8/T+?
     
  11. ithildur

    ithildur Established Member

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  12. Endarire

    Endarire Ronald Rynnwrathi

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    How well does this combined Ted mod work with T+? I haven't tested it yet with T+, but I haven't gotten it working with just ToEEFE-X and Co8 NC 8.1. (I'm amidst doing certain things after following Ted's instructions.)

    The farthest I got was installing the addon then enabling it. Amidst the enable, I got this error message from Microsoft.NET Framework:


    See the end of this message for details on invoking
    just-in-time (JIT) debugging instead of this dialog box.

    ************** Exception Text **************
    System.IO.IOException: Access to the path 'data' is denied.
    at System.IO.Directory.DeleteHelper(String fullPath, String userPath, Boolean recursive)
    at System.IO.Directory.Delete(String fullPath, String userPath, Boolean recursive)
    at TFE_X.TFEMain.DelDir(String name)
    at TFE_X.TFEMain.InstallModule(String modname, Boolean raw)
    at TFE_X.TFEMain.btnAddons_Click(Object sender, EventArgs e)
    at System.Windows.Forms.Control.OnClick(EventArgs e)
    at System.Windows.Forms.Button.WndProc(Message& m)
    at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
    at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


    ************** Loaded Assemblies **************
    mscorlib
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.8762 (QFE.050727-8700)
    CodeBase: file:///C:/Windows/Microsoft.NET/Framework64/v2.0.50727/mscorlib.dll
    ----------------------------------------
    TFE-X
    Assembly Version: 1.0.4006.18388
    Win32 Version: 1.0.4006.18388
    CodeBase: file:///F:/ToEE/TFE-X.exe
    ----------------------------------------
    System.Windows.Forms
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.5491 (Win7SP1GDR.050727-5400)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
    ----------------------------------------
    System
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.8770 (QFE.050727-8700)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
    ----------------------------------------
    System.Drawing
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.5495 (Win7SP1GDR.050727-5400)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
    ----------------------------------------
    ICSharpCode.SharpZipLib
    Assembly Version: 0.85.4.369
    Win32 Version: 0.85.4.369
    CodeBase: file:///F:/ToEE/ICSharpCode.SharpZipLib.DLL
    ----------------------------------------
    Interop.IWshRuntimeLibrary
    Assembly Version: 1.0.0.0
    Win32 Version: 1.0.0.0
    CodeBase: file:///F:/ToEE/Interop.IWshRuntimeLibrary.DLL
    ----------------------------------------

    ************** JIT Debugging **************
    To enable just-in-time (JIT) debugging, the .config file for this
    application or computer (machine.config) must have the
    jitDebugging value set in the system.windows.forms section.
    The application must also be compiled with debugging
    enabled.

    For example:

    <configuration>
    <system.windows.forms jitDebugging="true" />
    </configuration>

    When JIT debugging is enabled, any unhandled exception
    will be sent to the JIT debugger registered on the computer
    rather than be handled by this dialog box.
     
    Last edited: Feb 25, 2018
  13. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    @Endarire Look at @Sitra Achara's post above this, it contains the relevant comparison information you seek in the linked file attachment.
     
  14. Sitra Achara

    Sitra Achara Senior Member

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    Can you describe under what circumstances it happened? Even better if you can send a save from before it happened + reproduction steps.

    1.0.63 may not be far off, it will be mainly a few bug fixes + the new contributed feats.
     
  15. ithildur

    ithildur Established Member

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    It's been a while, but I think it was caused by members of the party running far from Iuz and/or Cuthbert (after 2 pc's got chopped up to smithereens by Iuz). There may have been a Sleet Storm spell involved as well, which causes everyone caught in it to be invisible. Those are the 2 factors that I remember might've been noteworthy (though I'm not as confident I'm remembering correctly about the sleet storm) - I thought that perhaps if Iuz or Cuthbert can't see any valid living targets from the party, maybe that has something to do with the bug.
     
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