5.0.x Cumulative Mods and Fixes (CMF) Submissions Thread

Discussion in 'General Modification' started by rufnredde, Jul 15, 2006.

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  1. Cerulean the Blue

    Cerulean the Blue Blue Meanie Veteran

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    Re: 5.0.1 Mods and Fixes Thread

    Spellslinger's lastes .dll hack. This one fixes the CTD when using the Party Pool books in the inns when you have more than 5 PCs. It includes all of Spellslinger's previous .dll fixes, and his notes.

    http://files.co8.org/mods/dllfix6.RAR

    Added to Cumulative Fixes 27-08-06 20:43
     
    Last edited: Aug 27, 2006
  2. Cerulean the Blue

    Cerulean the Blue Blue Meanie Veteran

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    Re: 5.0.1 Mods and Fixes Thread

    The Cumulative Mods and Fixes have been updated to include:

    - Jesse Heinig's new spells thus far (Power Words Blind, Kill and Stun, and Warp Wood).

    - Allyx's latest Verbobonc Fixes (including respawning shop inventory in the Bazaar of the Bizarre by yours truly)

    - Krunch's Hickory Branch Mod

    - Spellslinger's latest marvelous .dll fix.

    - Other assorted minor fixes by yours truly.

    Added to Cumulative Fixes 27-08-06 20:43
     
  3. Spellslinger

    Spellslinger Established Member

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    Re: 5.0.1 Mods and Fixes Thread

    Latest dll fix, deals with two casting issues. For more information on the fix and giving feedback, go here.

    Link:
    http://files.co8.org/mods/dllfix7.rar

    Added to Cumulative Fixes 01-09-06 6:30 GMT
     
    Last edited by a moderator: Sep 1, 2006
  4. krunch

    krunch moving on in life

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    Re: 5.0.1 Mods and Fixes Thread

    Here is an update to my mod, more of the good stuff.

    [EDIT] updated August 31, 2006
    -=- This should be the final update for my new mod, Hickory Branch MOD.

    Added to Cumulative Fixes 01-09-06 6:30 GMT
     

    Attached Files:

    Last edited by a moderator: Sep 1, 2006
  5. Jesse Heinig

    Jesse Heinig Established Member

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    Re: Jesse's new spells thread

    New update!

    Special thanks to:
    Cerulean the Blue, for mentorship
    Allyx, for sample spells
    Darmagon, for documentation of script commands and lots of spells in the previous Co8 material

    This set of files updates ToEE to include more high-level spells, a few extra lower-level spells, and a minor correction or two.

    BUG FIXES
    Dispel Magic and Dispel Magic, Greater now use Abjuration casting particles (were using Evocation).
    Phantasmal Killer now uses Illusion casting particles (was using Necromancy).
    Silence spell now allows save to negate if cast directly on a creature.
    Warp Wood now correctly checks the actual size of an object when counting against the spell's power. Also allows you to unwarp a warped melee weapon if you target the item while it is on the ground. No longer affects shields.
    Web now uses Conjuration casting particles (was using Enchantment).
    Weird now uses Illusion casting particles (was using Necromancy).
    Numerous typo corrections in the spell names and descriptions.

    ADDITIONS
    Blasphemy - Daze, weakness, paralysis, or death to non-evil creatures. Banishes outsiders.
    Circle of Death - Annihilates low hit die monsters in a radius around the caster!
    Heroes' Feast - 12 hours of attack bonus, immunity to poison, fear resistance and temp hit points. Cures disease.
    Hold Monster, Mass - Attempts to paralyze monsters in a radius.
    Hold Person, Mass - Attempts to paralyze people in a radius.
    Holy Word - Deafness, blindness, paralysis, or death to non-good creatures. Banishes outsiders.
    Horrid Wilting - 1d6/level damage (max. 25d6) in a phenomenal 60' radius area.
    Insanity - Causes a target to become permanently confused.
    Polar Ray - Cold beam ranged touch attack inflicts up to 25d6 damage, no save!
    Power Word Blind - Blinds creature with less than 200 hp.
    Power Word Kill - Kills creature with less than 100 hp.
    Power Word Stun - Stuns creature with less than 150 hp.
    Undeath to Death - Destroys low-level undead in a radius around the caster.
    Warp Wood - Destroys wooden missile weapons, unlocks wooden doors and containers. Warps wooden melee weapons. Can also be used to unwarp a melee weapon that is unattended (on the ground).

    KNOWN BUGS
    Heroes' Feast for some reason doesn't trigger on all the people selected for it. Still testing.
     

    Attached Files:

  6. Spellslinger

    Spellslinger Established Member

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    Re: 5.0.1 Mods and Fixes Thread

    Latest dllfix (v9):
    (In case you wonder v8 wasn't released)

    -fixes lvl3+4 spells of the class spell lists of ranger and paladin not being added to known spells (v8)

    -rgr can now take new favored enemy at lvl15/20
    -UI is still the same, so you can only apply your bonus increase to the newly added favored enemy and the last two before that. This limits the maximum bonus you can achieve on one particular enemy.

    http://files.co8.org/mods/dllfix9.rar

    To fully benefit from the v8 change you will have to wait until the spells txt files are properly updated by Jesse Heinig. (Thanks again for that) :)

    Added to Cumulative Fixes 01-09-06 6:30 GMT
     
    Last edited by a moderator: Sep 1, 2006
  7. krunch

    krunch moving on in life

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    Re: 5.0.1 Mods and Fixes Thread

    updated post # 34

    uploaded new mod update...hopefully final

    Added to Cumulative Fixes 01-09-06 6:30 GMT
     
    Last edited by a moderator: Sep 1, 2006
  8. Cerulean the Blue

    Cerulean the Blue Blue Meanie Veteran

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    Re: 5.0.1 Mods and Fixes Thread

    The 5.0.1 Cumulative Mods and Fixes have been updated to include:

    - Spellslinger's .dll fixes v7 and v9 (which includes the never released v8).

    - Krunch's latest and possibly last (right ;)) update to his Hickory Branch mod.

    - Jesse Heinig's latest new spells from this post.

    Added to Cumulative Fixes 01-09-06 6:30 GMT
     
  9. Spellslinger

    Spellslinger Established Member

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    Re: 5.0.1 Mods and Fixes Thread

    Latest dllfix (v10):

    Update for the bonus slot spell fix:
    -added functionality for spell slot check, making it possible to remove surplus spell slots
    ->on rest all surplus spells are removed, rendering buff bonus spell slots useless and fixing spell slots from having worn stat enhancing items before

    This is still not exactly raw, but just assume we have a houserule in place that lets you keep bonus spells from your item until cast (or rest).


    This dll also includes changes made by Hazelnut for his monk belt. The belt itself will be released by him later on. These changes are noted in hazelnutMonksBeltDllChanges(v10).txt.

    http://files.co8.org/mods/dllfix10.RAR

    *EDIT*
    Oops, nearly forgot. Testing and feedback are welcome. Really. :)

    Added to Cumulative Fixes 24-09-06 22:56
     
    Last edited by a moderator: Sep 24, 2006
  10. Hazelnut

    Hazelnut Great Confusor

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    Re: 5.0.1 Mods and Fixes Thread

    I've finally released my Monk's Belt in this thread after a lot of interesting, challenging and very frustrating modding work.

    Summary:

    - Added a new craftable item: Monk's Belt.
    - Implemented the monk class ability, Abundant Step.
    - Fixed monk unarmed damage at level 20.
    - Added descriptions for monk class feats / abilities.

    Requires latest cumulative fixes and dllfix10.

    Here's a direct download link.

    Hazelnut.

    Added to Cumulative Fixes 24-09-06 22:56
     
    Last edited by a moderator: Sep 24, 2006
  11. Hazelnut

    Hazelnut Great Confusor

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    Re: 5.0.1 Mods and Fixes Thread

    Since making the Monk's Belt, I've been busy with some spells work and found that I was not happy with the Hezrou Stench implementation. So, I decided to re-implement it for my second mod. :D (I am also working on Mass Suggestion/Charm and Eyebite, but I put them on hold to work on this because it was quite an interesting challenge)


    The Official Stench Rules from SRD:
    A hezrou’s skin produces a foul-smelling, toxic liquid whenever it fights. Any living creature (except other demons) within 10 feet must succeed on a DC 24 Fortitude save or be nauseated for as long as it remains within the affected area and for 1d4 rounds afterward. Creatures that successfully save are sickened for as long as they remain in the area. A creature that successfully saves cannot be affected again by the same hezrou’s stench for 24 hours. A delay poison or neutralize poison spell removes either condition from one creature. Creatures that have immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws. The save DC is Constitution-based.


    I have tried to get the Hezrou Stench in the game to work as closely as possible to these rules. I know it's not perfect, but I think it's pretty good and the best possible with ToEE as it stands. It should activate for any Hezrou on their first round of combat. It's a spell being cast, but I've made it a free action so the Hezrou should also be able to cast it's first real spell on the first round too. Creatures with poison immunity are not affected by the stench, which is great for Monks and Druids! Neutralise and Delay Poison spells or potions will cure the effects, but nausea will return after a round or two if the recipient is still in the stench. (I wanted to avoid either of these cures from being wasted due to turn order hence I gave an extra round) So, you will probably want a char or two to run around with these potions/spells during combat with the Guardian Hezrou. The conditions are applied using a spell object which is placed in the creatures inventory, but are non-lootable and non-droppable.

    The sickness condition is pretty accurate and the pop up info will correctly label any creature that has been sickened by the stench. This clears when they leave the area and they are not affected again by the same Hezrou's stench. The rules don't explicitly state whether the sickness should return on re-entering the stench, just that they should not be affected again - but this could mean just not have to take the save with the possibility of nausea. If you have an opinion on this or know for sure, please let me know.

    The nausea condition is as near as I could get. The only nausea in the game is implemented for the stinking cloud spell. (although it's flagged as sickened on the pop-up info for some reason) Unfortunately stinking cloud will only work as an area effect which means applying (and un-applying) it to individuals is not easy. Both I and Cerulean the Blue have spent many, many fruitless hours trying every possible way of using the effect. The best we got was not good enough, as it was easily passed on to any other creature who ran past and got too close. Also, because it was even worse when applied to a spell object and placed in the inventory, it wasn't possible to remove it at will and the effect of that was that it would expire every other round. So, I have implemented a simulated nausea effect which pretty much follows the rules except a single attack is still possible. I could not find any way to disable this, but if anyone has a way I'd be really happy to hear from you. What I've done to minimise the effectiveness this single attack, should someone choose to use it, is reduce the weapon damage to zero while the user is nauseated. (it's reset once the nausea wears off) I did consider reducing strength aswell or instead, but that has consequences for pc's carrying heavy loads which didn't seem fair. The effect will correctly wear off 1-4 rounds after a creature leaves the stench area as per the rules.


    I hope that this makes the Guardian Hezrou combat more interesting and enjoyable. One thing I have not tested or allowed for is what happens if there are two Hezrou in the same battle. This is possible if the Guardian summons another Hezrou. I have some ideas for how I may be able to make the code work for multiple concurrent stenches, but unless it causes real massive problems I doubt I'll be doing anything. I've spent far, far too much time on this. (it's getting to be a habit.. ;)) Lastly, if anyone does has any feedback, comments or bug reports please let me have em.


    Hazelnut.

    (with thanks to Cerulean the Blue for his initial work, the timevent idea and general help - thank you)


    EDIT: Forgot to add that I felt that it was only fair to get further saving throws after nausea expires and you re-enter the stench, and not be automatically nauseated again. This would be easy to change back if people feel it should. I don't mind either way.

    EDIT2: Also forgot to mention that creatures afflicted by the nausea from the stench are labelled 'staggered' on the pop up info. It should be nauseated, but staggered (by the stench) seemed a good alternative and at least allows a player to tell it apart from the sickened effect.

    Added to Cumulative Fixes 24-09-06 22:56
     

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    Last edited by a moderator: Sep 24, 2006
  12. Cerulean the Blue

    Cerulean the Blue Blue Meanie Veteran

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    Re: 5.0.1 Mods and Fixes Thread

    The Cumulative Mods and Fixes have been updated to include:

    - Spellslinger's .dll fix (v10)

    - Hazelnut's Monk's Belt and totally re-worked Hezrou Stench.

    Added to Cumulative Fixes 24-09-06 22:56
     
  13. Hazelnut

    Hazelnut Great Confusor

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    Re: 5.0.1 Mods and Fixes Thread

    I've now finished the Eyebite spell and I'm releasing it for testing. Unfortunately I could not get targetting on successive rounds after the casting to work, so the caster has to choose all the targets for the spell when initially casting the spell. Only one of the targets will be eyebitten that round, with the others being processed in sequence, one per round. During this time, the caster is slowed to simulate the action of targetting for each round.

    Additionally I've started the process of updating the in game help to reflect the higher level spells which are now availible to us. All spell level links are in there, with the Ranger and Bard lists completed (limited by spell availibilty) and some of the spells for other class lists too. There's still a fair amount of work to do, but I've made significant progress I think. I'd appreciate people checking this out to see if I've mucked anything up.

    Added to Cumulative Fixes 08-10-06 02:10
     

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    Last edited by a moderator: Oct 8, 2006
  14. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    Re: New Item Creation

    Here are the required files to add the rolling pin to your game.

    http://files.co8.org/mods/rolling_pin.rar

    This was built from the latest CF for 5.0.1 (can we get this added to the CF asap please?). To check it out, Marry Fruella (or type give 4627 into the console).
     
  15. Hazelnut

    Hazelnut Great Confusor

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    Re: 5.0.1 Mods and Fixes Thread

    While Spellslinger was working on his latest dll fixes for the inspire courage Bardic Music ability, he noticed that some of the save bonus code was broken. As usual, most of the broken bits need dll fixes, but one aspect was easier to fix in the python scripts so I offered to do the python changes. This is the first half of that work that fixes poison saving throw bonuses on traps and will work with any version of the dll. The python fixes for charm will follow Spellslingers posting of v12 of the dll as they need it to work.

    Anyway, Dwarves should now enjoy their +2 to saves when a poison based trap is triggered. Basically the definition of D20STD_F_POISON in python is wrong. It's 0x4 (the enum index) rather than 0x8 (the bit mask value of index 0x4) - I've created a new constant in co8.py called D20CO8_F_POISON and used that in all the trap scripts.

    Additionally Spellslinger noticed that the duration for being shaken when successfully saving against the fear spells should be 1 round rather than 1d4 rounds, so I've fixed those too.

    Added to Cumulative Fixes 08-10-06 02:10
     

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    Last edited by a moderator: Oct 8, 2006
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