Livonya's Beta 1.5 Mod.zip

Discussion in 'The Temple of Elemental Evil' started by Livonya, Apr 23, 2005.

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  1. Livonya

    Livonya Established Member

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    Livonya's Beta 1.5.1 Mod.zip

    [Edit: just to stop the debate... I have now posted 1.5.1]


    Okay --

    I could work on this forever. But I figure it is time to put version 1.5 out there and see what people think.

    Hopefully I have squashed more and more bugs. Every time someone posts a bug I take a look at it and see if I can fix it.

    It is really hard to catch everything as there are a trillion different ways to approach something.

    I still have a lot to do and add, but I think this version adds/fixes quite a lot of stuff.

    If you have been using 1.0 then you will not need to start a new game, however if you have made changes to 1.0 or added other mod files to it, then I can make no guarantee that your save games will still work.

    There are some new things available for fresh games.

    If you have never used my mod before then you must start a new game. Save games will be broken.

    Please do NOT post spoilers in this thread. Post them in a spoilers thread!


    Here is the link for download...

    www.co8.org/files/mods/Livonya's Beta 1.5.1 Mod.zip

    Have fun!!

    - Livonya
     
    Last edited: May 3, 2005
  2. Livonya

    Livonya Established Member

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    The Temple of Elemental ChangeLog by Livonya:

    The Temple of Elemental ChangeLog by Livonya:


    NOTE: YOU MUST TURN AUTO SAVE OFF!!!!

    REPEAT!!! YOU MUST TURN "AUTO SAVE ON MAP CHANGE" TO OFF!!!

    Auto save on Map change skips the first_heart_beat script. This is an essential scripting step for many functions. Many of my fixes and additions absolutely need the first_heart_beat. I have tried to work around this as much as possible, but unfortunantly the first_heart_beat is a necessity. So if you re-load from an auto save then you will miss out on some events!!!

    This is true for both my scripts and some scripts designed by Troika.

    In addition, when you re-load from an auto-save the heartbeat event is occasionaly disabled for certain scripts. I find no pattern to this, but some scripts simply do not run properly when loading from an auto-save.

    You should manually save your game before changing maps. This will solve the problem and will give you plenty of saves to return to in case of disaster.

    You have been warned!


    NOTE: for those wishing to adjust my mod, or to add content to my mod:

    I have used game.global_vars[700] to [899] (do NOT duplicate my vars numbers!!)
    I have used game.global_flags[700] to [899] (do NOT duplicate my flags numbers!!)

    If you intend to add content or new scripting flags or vars then please pick a range of numbers that does not include the 700 to 899 range!!!



    These are all changed that I have implemented in my mod:



    - [ beta version 1.5 released 2005-04-23 ] -

    * Fixed 22+ wands that weren't working properly
    * Wand of Command will always issue Command Fall
    * Wand of Remove Blindness/Deafness will always remove Deafness
    * Wand of Lesser Restoration cures a random ability
    * Wand of Restoration cures a random ability
    * Fixed dozens of spells so that enemy NPCs could cast them
    * Fixed 10+ potions that did not work
    * Fixed several Reputations that would not trigger
    * Fixed multiple spells that had errors in their script
    * Fixed multiple errors in Protos.tab file
    * Fixed multiple errors in dialogs
    * Fixed Moat House Gnolls getting damage reduction
    * Fixed Temple Level 1 Gnolls getting damage reduction
    * Fixed Skeletons getting AOO while using crossbows
    * Fixed problem of two-weapon fighting NPCs not using two weapons in combat
    * Summoned skeletons with crossbows will now have many more arrows
    * Compleated coding on evil quests that were never finished or implemented
    * Bodaks now have a Death Gaze attack
    * Gorgons now have a Petrifying Breath attack (of sorts)
    * Basilisks now have a Petrifying Gaze attack (of sorts)
    * Summoned demons will no longer summon additional demons
    * Hezrou now has stench effect
    * Bardic Instruments now come in normal and masterwork varieties
    * Magic Bardic Instruments are now available
    * Fixed the "What's Eating the Supreme Commander?" quest
    * Fixed the "Burne's Puzzles" quest
    * Fixed the "Mona's Crystal Ball" quest (lots of work done!)
    * Fixed the "Porky's Revenge" quest (lots of work done!)
    * Added an actual door entrance to the Snake Pit brothel
    * Fixed Wicked (back in game)
    * Fixed Feldrin (back in game)
    * Fixed Romag's Diary
    * Fixed problems with Jenelda's dialog
    * Fixed problems with Serena's dialog
    * Fixed problems with Riana's dialog
    * Fixed many problems with Snake Pit
    * Fixed scripts for Zert, Turuko, and Kobort

    * Re-wrote entire enemy AI with additional scripting (80+ new AI scripts)
    * Created a system for enemy NPCs to attempt to Break Free
    * Created a system for enemy NPCs to use "scrolls" and "wands"
    * Created new system for determining distance in Random Encounters
    * Created system for NPC spell casters to pre-buff with spells

    * Changed experience system for setting off/disarming traps (no experience)
    * The only way to gain experience from traps is to disarm them
    * Added new traps and repaired broken traps
    * Created new trap types

    * Put kids back into TOEE with dialog (extra quest available)
    * Added new sub-plots
    * Added the "Master Work Items" quest
    * Added the "A Cure for Amii" quest
    * Added new dialogs
    * Added new encounters
    * Added new items
    * Added new creatures
    * Changed some content to add realism
    * Added a new merchant (very hard to gain access to)

    * Created special dialog option for Jaroo to solve spell permanancy problem
    * Created special dialog option for NPC inventory manipulation

    * Adjusted hit dice size of some creatures that were simply too easy
    * Adjusted many skill check requirements

    * Major adjustments to Guardian Balor
    * Major adjustments to Guardian Vrock
    * Major adjustments to Guardian Glabrezu
    * Major adjustments to Guardian Hezrou
    -- Do NOT take these creatures lightly!!! They are powerful demons!!

    * Added more uses for Pick Lock, Disarm Trap, Survival
    * Added many, many new uses for Intimidate, Sense Motive, Bluff, Diplomacy, and Gather Infomation
    -- Please note that Feats that increase skills will be useful as some skills need to be very high!
    -- The same can be said for spells that raise Charisma and Dexterity

    * Mass Cure Light Wounds now works as per 3.5 rules
    * Mass Inflict Light Wounds now works as per 3.5 rules

    * Major change to Spiritual Weapon
    -- Spiritual Weapon was a broken spell because NPCs would attack it with melee
    -- NPCs would do nothing but attack the Spiritual Weapon for several rounds
    -- Thus you could use Spiritual Weapon to win any battle with melee NPCs
    -- I could not fix this, believe me I tried very hard!
    -- Spiritual Weapon now has hit points (25 + 6 x Spell Caster Level)
    -- When weapon is destroyed it will stop fighting
    -- Spiritual Weapon is still a good spell but not an instant game winner
    -- Spiritual Weapon is still immune to magic attacks
    -- If a better solution becomes available it can be switched back with 5 seconds of work

    * Major change to Sleet Storm
    -- Sleet Storm was a broken spell
    -- It would cause NPCs and PCs to get endless AOO when a prone character would stand
    -- Invisibility plus any AOO other than moving through a threatened space causes a huge bug
    -- This spell was a disaster
    -- It has been changed so that it now does cold damage to those wearing metal armor
    -- It also causes a reflex save: failure causes you to slip on the ice
    -- Unfortunantly I had to change the spell graphics
    -- If we can ever fix the "AOO + Invisible bug" then this spell can be returned to normal

    * Major change to Mordenkainen's Faithful Hound
    -- Faithful Hound was a broken spell because NPCs would attack it with melee
    -- NPCs would do nothing but attack the Faithful Hound for several rounds
    -- Thus you could use Faithful Hound to win any battle with melee NPCs
    -- I could not fix this, believe me I tried very hard!
    -- Faithful Hound now has hit points (25 + 6 x Spell Caster Level)
    -- When Faithful Hound is destroyed it will stop fighting
    -- Faithful Hound is still a good spell but not an instant game winner
    -- Faithful Hound is still immune to magic attacks
    -- If a better solution becomes available it can be switched back with 5 seconds of work

    * Additional Changes from Co8 crew
    -- Composite bows
    -- Additional Magic Items
    -- Crafting additions (something like 30+ items)
     
  3. Livonya

    Livonya Established Member

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    Instructions for instalation:

    INFORMATION FOR BETA TESTERS:

    PLEASE DO NOT POST SPOILERS IN THIS THREAD!!! Post them in a spoliers thread!

    If you would like to help me with Beta testing then please look out for the following instances, and report what you find with as much information as you can.

    These are specific things I am looking for. Please tell me about anything not working properly, but these are the things I am most interested in at the moment.


    1) Are NPC spell casters casting spells?

    If you find examples of NPC spell casters that are not casting spells then please let me know.


    3) Are NPC spell casters picking logical targets?

    I spent a lot of time with this, but I can do a LOT more. Any time you see an enemy spell caster make a bad target choice then please give the following information:

    a -- NPC name
    b -- spell that was cast
    c -- target that was selected
    d -- reason why you think this was a bad choice


    4) Are NPCs drinking random potions that aren't helping them win battles

    I added potion use to almost every NPC script. So sometimes NPCs will drink potions that I didn't know they were carrying. This can be good, or it can be bad.

    When it is bad please post the following information:

    a -- NPC name
    b -- potion that was used (if known)


    5) Are NPCs that use two weapons actually using two weapons in combat.

    I spent some time making sure they would, but may have missed some NPCs or goofed some scripts. If you see this happening then just post the NPC's name.


    6) Are monsters too easy or too hard?

    Simple enough, just tell me which monsters are too easy or too hard.


    7) I am still looking for broken quests. So if you find one just post the info.


    8) Spells that aren't working. If you run into spells not working please let me know.


    9) When NPCs are webbed are they attempting to break free. And are they doing so at the right times. For instance an NPC should NOT break free when they can instead hit an adjacent target.


    10) Are NPCs acting strange in combat. I know for a fact that sometimes NPCs will move in strange ways. They are trying to pick targets.

    What concerns me is that they are picking targets and not just moving around aimlessly.

    Also, if an NPC stands still and does nothing during their round of combat then please let me know.

    a -- NPC name
    b -- instance in which they did nothing
    c -- distance to their closest target


    You can just post this stuff on the Co8 message board and I will do my best to fix anything not working properly.

    Thanks and have fun!

    - Livonya
     
  4. Sindegra

    Sindegra Member

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    A question.. Where is that merchant? And is it worth to go to him? I am soloing with a monk at this moment.
     
  5. Livonya

    Livonya Established Member

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    Spoilers should go to the spoilers thread...

    - Livonya
     
  6. Marceror

    Marceror Established Member

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    Thanks again Liv! I just started a new game using this version.
     
  7. Marceror

    Marceror Established Member

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    This is interesting

    I haven't seen this before.

    I've gone to the moathouse with the game I've just started and while fighting the frogs my fighter is getting this message when hitting:

    Giant Frog takes 12 points of Error!Missing line 1003 in mes'dam0ge.mes damange.

    He's using Fruella's cleaver.

    Also, when the frogs are below 0 hit points and lose hit points due to failing their stabalization check, I'm getting this message:

    Giant Frog takes 1 points of Error!Missing line 1018 in mes\damage.mes damage.

    I haven't done much combat yet to see how widespread this is, but thought I'd throw a quick post up as a heads up.


    {Edit}

    Okay... this message is appearing for any and all damage occuring with anyone (the line number varies, of course). I just checked my mes directory and there is no such file named damage.mes. I also checked the zip files for the 1.0 and 1.5 mods and neither have this file either.

    Did a file get left out of the mod?
     
    Last edited: Apr 24, 2005
  8. Livonya

    Livonya Established Member

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    Marceror -

    I am not seeing this problem. It doesn't happen with my game.

    I tested the Mod before I added the link (I downloaded it, installed it, and gave it a run and it was working fine for me... though I don't rule out an error on my end.).

    I will take another look at it, but it was working just fine.

    When you installed 1.5 did you deleate files or simply overwrite files?

    It sounds like you may have deleated a file that you should not have deleated.

    I will check on it.

    - Livonya
     
  9. Marceror

    Marceror Established Member

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    Hmm, do you have damage.mes in your mes directory? And if so, any chance you could link me a copy or email it to me at marc_dd_is_fun@yahoo.com?
     
  10. Livonya

    Livonya Established Member

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    Marceror -

    You have done something wrong.

    The damage.mes is internal. It isn't something that has been modified.

    I think you have done something wrong with your instalation.

    I tired it again. I downloaded my 1.5 mod and I went to the Frogs. Everything worked fine.

    I would recommend starting with a clean instalation.

    Then do Atari patch 1
    Then do Atari patch 2

    Then instal my mod.

    It should work if done like that.

    - Livonya
     
  11. Marceror

    Marceror Established Member

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    So don't install the Co8 patch this time? Atari patch 1, Atari patch 2 and your mod only?
     
  12. Livonya

    Livonya Established Member

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    Either way... I built my Mod from the Co8 patch, so there should not be any reason to instal that, but maybe it is better to play it safe and do it anyway.

    And just so you know... the damage.mes is indeed a file. If it was modified it would go in your mes folder. But it has not been modified. So it exists only internally. The fact that you are missing this file means that your core instalation is bugged. The mes folder is only for files that have been modified. All these files already exist in the core game, and the mes folder is only accessed by the game when a file had been changed. You can introduce an error in one of these modified files, but you can't actually deleate it since it exists internally. Therefore if you are missing this file then something is VERY wrong with your instalation.

    So you could put the damage.mes file in your mes folder. I can extract the file, and I could send it to you. However I would not recommend this as I believe your problem indicates something is very, very wrong with your instalation.

    - Livonya
     
  13. Marceror

    Marceror Established Member

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    No worries. I can try another reinstall. I did an install this morning, but didn't actually uninstall ToEE... just all the patches, mods etc.

    This is the only problem I've seen so far... and it actually isn't detrimenting the game, but I'll reinstall just to play it safe.
     
  14. Marceror

    Marceror Established Member

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    A quick reinstall seemed to fix the issue. Thanks again for looking into this (yet another problem that had absolutely nothing to do with your modding :/).
     
  15. Shiningted

    Shiningted I want my goat back Global Moderator

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    1.5's out! woohooooooo!!!
     
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