Umm it's already featured in 6.1. Just download, activate and then go stir up the Temple. Once you leave and come back, it will be implemented.
You'll have to use the TOEE Front End exe in order to activate the Co8 mods. Which is simple, just click on it (which will be above what is already selected, the vanilla version) wait a few minutes and everything will be done. Afterwords you can use the regular TOEE shortcut that the original game makes if you like. While trivial in task, de-activating and re-activating the Co8 module can fix a whole slew of problems that might come along during your adventures. When the game starts to do really odd things or fails to do simple things, repeating the cycle above can fix a lot of problems; saving you from uninstalling the entire game itself.
Killing any of the high priests of the elemental temples (i.e. Romag, Belsornig, Kelno, or Alrrem) triggers Sitra Achara's Reactive Temples mod. The Earth Temple will NEVER react and NEVER go on the defensive (because Sitra Achara can't get the mobs to function well in combat when grouped together in the Earth Temple). Only the Water Temple, Air Temple, and Fire Temple react (to news of your meddling in the power struggle within the Temple of Elemental Evil) by going on the defensive (i.e. grouping their best mobs together within their respective temples, which makes the combats much more difficult, and also much more memorable and fun!). It's best to talk to, attack and kill Romag (the high priest of the Earth Temple) so that the 3 remaining elemental temples react and go on the defensive (since the Earth Temple is the closest Temple to the entrance of the Temple of Elemental Evil, and since the Earth Temple never reacts and never goes on the defensive) (assuming that you want to fight as many of the reactive temples as possible, that is).
Sitra Achara's Reactive Temple fights are, in my opinion, some of the best fights in the mod. Sorry, just had to chime in and give credit where credit is due. Thanks Sitra Achara!!
Hmm, so that's why Romag never grouped with his team8's. Thanks for the help guys! Now I'm going to try it with the other priests to see if it works. 2 questions though, what will their team8's do if I attack their head priest? Will they be teleported near them? In my opinion this R.T. mod will help us (gamers) to replay the temple because some of us including me doesn't want to do the temple anymore. It's kinda boring actually, I've played the temple business sooooo many times. :bored:
Thanks Gazra & Sirchet, also props to my homies at Co8 who helped with design and testing - GA82 & Gaear. Here are the exact conditions for regroup: Code: def earth_alerted(): if game.global_flags[104] == 1: ##romag is dead return 0 if tpsts(512, 1*60*60) == 1: # an hour has passed since you defiled the Earth Altar return 1 if tpsts(507, 1) == 1: # You've killed the Troop Commander return 1 if (tpsts(509, 1) == 1 and tpsts(504, 48*60*60) == 1) or tpsts(509, 2*60*60): # Either two hours have passed since you passed critter deathcount threshold, or 48 hours have passed since you first killed a critter and you've passed the threshold # The second condition is for the case you've killed a critter, left to rest somewhere, and returned later, and at some point crossed the kill count threshold return 1 if (tpsts(510, 1) == 1 and tpsts(505, 24*60*60) == 1) or tpsts(510, 2*60*60): # Either two hours have passed since you passed Earth critter deathcount threshold, or 24 hours have passed since you first killed an Earth critter and you've passed the threshold return 1 if (tpsts(511, 1) == 1 and tpsts(505, 12*60*60) == 1) or tpsts(511, 2*60*60): # Either 1 hour has passed since you passed troop deathcount threshold, or 12 hours have passed since you first killed a critter and you've passed the threshold return 1 if tsc(457, 470) or tsc(458, 470) or tsc(459, 470): ##killed Belsornig, Kelno or Alrrem before completing 2nd earth quest return 1 return 0 def water_alerted(): if game.global_flags[105] == 1: ##belsornig is dead return 0 if tsc(456,475) == 1 or tsc(458, 475) == 1 or tsc(459, 475) == 1: ##killed Romag, Kelno or Alrrem before accepting second water quest return 1 return 0 def air_alerted(): if game.global_flags[106] == 1: ##kelno is dead return 0 if tsc(456,483) or tsc(457, 483) or tsc(459, 483): ##any of the other faction leaders are dead, and he hasn't yet given you that quest ##Kelno doesn't take any chances return 1 return 0 def fire_alerted(): if game.global_flags[107] == 1: ##alrrem is dead return 0 #if (game.global_flags[104] == 1 or game.global_flags[105] == 1 or game.global_flags[106] == 1): # For now - if one of the other Leaders is dead #return 1 if tsc(456,517) or tsc(457, 517) or tsc(458, 517): # Have killed another High Priest without even having talked to him # Should suffice for him, since he's kind of crazy return 1 return 0 (As mentioned, Earth is actually disabled - despite having the most detailed regroup conditions...) Troops never teleport, they change positions only when: 1. You enter the map 2. You rest The idea was indeed to spice up the Temple a bit. A level 9 party will still wipe the floor with them, though. I'd say it's best suited to level 5-7 (depending on the level of challenge you want, party size, crafting/scribinig etc.). edit: As of Co8 8.0.1, the Earth Temple has been made reactive too. As you can see the conditions are more complex than the other Temples, and the kill count threshold is calculated via some formula.
SA, I've seen Allrems chest on his quarters, Kelnos chest is on the landing platform, but where did Belsornig chest go? :ninja:
I didn't notice it at first, but yeah it's there all along. It's kinda camouflage on my perspective. :ninja:
After completing the 3rd water temple quest I return to Belsornig for the completion of the quest. However Belsornig is for the first time alone. Before he had 3 guys in robes kneeling around him. I have Alrrem killed for Kelnos 3rd quest (kill Alrrem or Belsornig) so I donĀ“t know if that triggered the reactive temple mod - but if it did should Belsornig then be alone?
This is probably related to the renaming, which again will not be an issue in 7.8. Pretty much anything you see where an NPC is not where he was in 7.6 will come down to this. i.e. Belsornig has a null object name pointer assigned to him in 7.7 that is causing the game to not 'see' him for repositioning for reactive temple, which should indeed have been invoked after killing Alrrem.
The 3 guys kneeling before Belsornig were there in my current 7.7 NC game when I entered Belsornigs hall the first few times. They are only now gone, when I come to complete the 3rd mission for water (and then kill him for Earth).