Circle of Eight Modpack v8 Final General Commentary & Discussion Thread

Discussion in 'The Temple of Elemental Evil' started by Pygmy, Sep 16, 2013.

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  1. Gaear

    Gaear Bastard Maestro Administrator

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    You don't have saves?
     
  2. Psihotik

    Psihotik Member

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    I have two saves, but they are both after the defeat of Zuggtmoy. I was strolling around Verobobonc, and saved to both save slots before realizing the problem :(
     
  3. Gaear

    Gaear Bastard Maestro Administrator

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    You should always keep at least five save slots going (overwrite in succession as you go), and maybe even keep permanent saves prior to major game events, just because ToEE games can become corrupt so easily.

    To manually add Verbobonc to your worldmap locations (it will only appear in the list), input this in the console:

    Code:
    game.areas[14] = 1
    You can open and close the console by hitting the shift ~ keystroke.
     
  4. Psihotik

    Psihotik Member

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    Thank you so much :D
     
  5. kenaris

    kenaris Member

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    Hi there,

    I am new to the group and this is my first post. I only have the modpack 7.5 and I have a question. I have cleared the temple out and killed Zuggtumoy and am trying to get to Verbobanc. I assume the way to get there is through the Smith in Hommlet. I opened the chest and received the Book of Heroes and am getting a message from the Smith to investigate the book further. How do I read the book or for that matter any of the letters I have picked up along the way if that is possible? I have never been able to read any of the letters before. Thanks in advance for any help.
     
  6. Gehennis

    Gehennis Established Member

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    Go to the inventory of the person that has the book and select the 'Use' option. Read the book until something happens. If you've finished off Zuggtmoy then what happens next should be easy- and as far as getting to Verbonnoc, did the option to travel there show up in the destinations list on the world map?
     
  7. gazra_1971

    gazra_1971 Knights of Legend

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    To read a book or note, you have to hold down the left-mouse button on the item and drag it over to the "Use item" button at the bottom of the character inventory interface.

    This forum only supports the latest version of the Circle of Eight Modpack (which is currently version 8.0.1), so requests for help with older versions of the Co8 Modpack will fall on deaf ears. Having stated that, you might find useful information about an old version of the Co8 Modpack if you do a word search in the forum.

    From memory, with version 7.5, to get to Verbobonc, you had to talk to the Master of the Arena in the Arena of Heroes first, then talk to Kenter Nevets (the town elder in the town defense in Hommlet) about Hickory Branch, then talk to Kent (the boy that you meet at the start of the game when you first arrive in Hommlet) about the Moathouse Respawn, and only then would Brother Smyth give you access to Verbobonc when you tell him that you are "looking for something different". You need to tell Brother Smyth that you are "looking for something different" each time before you talk to Kenter Nevets and Kent. I could be wrong, but I think that's how version 7.5 functioned.
     
  8. Daryk

    Daryk Veteran Member

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    I just finished the upgraded harpy encounter in the Temple. Very cool fight, but the grate slammed down ON my first character so he couldn't move at all. Fortunately, the rest of my party are archers, and none of the monsters seemed able to hit the guy "under" the grate. When the fight finished, a second grate spawned between the next two pillars and the first was unable to be targeted. After one round of attacks against the second grate, it corrected itself to the proper place, but pushed one of the characters who was outside inside. Very weird.
     
  9. gabriel

    gabriel Member

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    Can someone help me? I can't start the golden skull quest.

    Here's what happend, I completed almost all the quests from New Content (and great module by the way - thx a lot staff!). But now there's there's one thing left for me to expirience all the NC: the golden skull quests. But I can't start it, I killed the slave traders before talking to them, and then I botched the quest and paid my release. But now there's no msg from the Viscont Wilfrick, and he doesn't say anything about it. I read all the "Game Guide & Walkthrough" and I know I needed to have slave traders quest completed. But I simply can't unbotch it! I tried everything I could:
    Unbotch command in console, complete quest command in console, and I even was able to remove the muder reputation from the quest (remove rep command). But nothing works! The quest won't unbotch and Wilfrick won't give me the quest. And yes, I google it, read every single post about it, and nothing!

    Could someone help me? I wanna play the golden skull quest!
    (Ps. When I use the game.quests[78].unbotch() and press "Enter" a number "2" displays in the console after that. Curious uhn?)

    Thanks in advance
     
  10. twisty

    twisty Morose Marauder

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    I've encountered an issue with the Season of the Witch quest and am just wondering if I have missed a step. Although I've never had an issue with this before version 8.01, I can't seem to trigger this quest correctly after reading the notice. I have checked the game guide but it doesn't mention any other tasks that need doing to kick-start this quest.

    The strange thing is that half of the monsters are there but not all. Upon visiting the Moathouse I have encountered The Swamp Potion Vendor, dire boars and the undead concierge service near the entrance, the Night Stalker and several undead Gnolls. What I haven't encountered this time are any blood amniotes, hulking brute or any encounters in Lareth's old area.
     
  11. sirchet

    sirchet Force for Goodness Moderator Supporter

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    Did you miss anyone when going through the moathouse early in the game?

    It seems to me you may have missed the ogre.
     
  12. twisty

    twisty Morose Marauder

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    Yes I definitely killed the ogre. I chose the sucker punch method and fired arrows and spells through the archway.
     
  13. Murlynd

    Murlynd The White Paladin

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    Greetings, since this is my first post I will try to make it a good one. :mrhappy:

    I can confirm what zugschef says about XP not being given from instant death spells and that the kill does not show up in the logbook.

    And that Sitra Achara gives the solution to the problem.

    From gazra_1971, I found that the list of spells affected includes: Blasphemy, Circle of Death, Death Knell, Destruction, Dismissal, Finger of Death, Phantasmal Killer, Power Word Kill, Prismatic Spray, Slay Living, Undeath to Death, Weird, and Cloudkill.

    The problem seems to involve all spells that use the death condition of critter_kill() or critter_kill_by_effect(). Cloudkill does have a similiar problem, even though it kill is different. (As zugschef pointed out!)
    If the spell is cast on a target that is not damaged by the game party from any source (including the spell), the game won't recognize the game party as the target's killer, and won't award XP or log the kill in the logbook. (As Sitra Achara pointed out!)

    The solution is to have the spell deal damage before the critter_kill() or critter_kill_by_effect(). (Also from Sitra Achara!)
    http://www.co8.org/forum/showpost.php?p=101621&postcount=40

    In my testing, the type and amount of damage does not matter for the XP to be awarded and the kill to be logged, just the damage itself will work. The damage can be 0 or any number and it does work on trolls and hydra (critters with regeneration).

    For a fix, the following lines (in all spells that your game party can cast) need be added before the critter_kill() or critter_kill_by_effect() line:
    Code:
    # So you'll get awarded XP for the kill
    if not target_item.obj in game.leader.group_list():
    	target_item.obj.damage( game.leader , D20DT_UNSPECIFIED, dice_new( "1d1" ) )
    The following lines will deal 0 damage to the target and XP will be awarded if the spell kills the target. I only tested it in the Cloudkill spell and it seemed to work fine. However, use at own risk! :doh:
    Code:
    # added so you'll get awarded XP for the kill
    for target_item in spell.target_list:
    	if not target_item.obj in game.leader.group_list():
    		if target_item.obj.object_flags_get() & OF_INVULNERABLE == 0:
    			target_item.obj.object_flag_set(OF_INVULNERABLE)
    			target_item.obj.damage( game.leader , D20DT_UNSPECIFIED, dice_new( "1d1" ) )
    			target_item.obj.object_flag_unset(OF_INVULNERABLE)
    		else:
    			target_item.obj.damage( game.leader , D20DT_UNSPECIFIED, dice_new( "1d1" ) )
    I noticed in my testing that Disintegrate did not need a fix because the spell deals damage before killing the target. Also that Holy Word has a fix (Thanks SA!)

    I am posting my fix for all these spells and if anyone notices any problems, just let me know! :help:
    ENJOY! :wave:
     

    Attached Files:

  14. Kragenskjold

    Kragenskjold Member

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    I had an oddity with 8.0.1. Left the moathouse after looting the extraplanar chest to get it identified, but would CTD (temple.dll fault) when trying to enter the lower levels using either of the 2 stairways. Enabling autosave fixed it.
     
  15. sirchet

    sirchet Force for Goodness Moderator Supporter

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    When you enable autosave you prevent the heartbeat script from firing when you enter an area.

    If you are playing the NC version of the modpack with autosave enabled you are headed for quite a few missing events and frustration.

    The installation instructions for the modpack is explicit when stating that the autosave feature MUST be disabled.
     
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