Icewind Dale: ToEE - Total Conversion

Discussion in 'Icewind Dale Total Conversion' started by Allyx, May 7, 2016.

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  1. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    Ok, this (updated) zip contains:

    - updated Ghereg file where he runs off toward the door (have not tested in situ)
    - Jhermzy the kid files, tested
    - Goblin with headache, tested
    - updated Hrothgar file so he runs off out the door of the tavern after chatter, and he addresses the party leader (I have been reading the IWD rules and apparently NPC-initiated dlg also addresses the party leader). Tested in-game and worked spectacularly well.

    Much more to come but it will have to wait a few days as I have work tomorrow through til Wednesday.
     

    Attached Files:

    Last edited: Nov 7, 2016
  2. ineth

    ineth Member

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    Hm, I'm pretty sure they address the party member closest to them.
     
  3. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    I've started to adjust enemies equipment to reflect upon their IWD counterparts in terms of Armor Class and weapons choices (EG the Orcs have +4 to AC therefore are being equipped with Barbarian Armor and a Buckler or Hide Armor and a Buckler), the IWD versions only drop the Axe and 6 gold each, now rather than hand over 6 gold as well as a weapon, armor and buckler, I plan instead to give a few copper coins and the equipment instead, but I am a little worried about the cash flow balance problems this may cause if the equipment is worth way more than the gold dropped in IWD.
     
  4. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    @ineth:
    IWD:EE Manual 2 (Mastering Melee and Magic) pg 62 :D Possibly a change in the EE.

    I made a few notes as I went on my initial play through a few weeks ago and one was, "balance is perfect, 5-man party levels after wolf fight in canyon" (after doing all the quests around town / goblin fight). So you should hit level 2 just before meeting the Orcs.

    Are there any recruitable NPCs in IWD? I've been playing a 6-man party the game suggested so I am wondering if I missed some recruitable NPCs since I have nowhere to put them...
     
  5. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    I don't think so, just player characters from what I've seen, but then I also used the starting 6 man team.

    If you'd like some possible candidates though, Hildreth the bearded female Dwarf in the Tavern from Easthaven, possibly the Elf in the Inn could join for a while (until reaching Kuldahar?), the party find him dead later in the game from what I read, but he has a pretty nifty sword on him, I don't know the details on it though, Hrothgar maybe a tad too powerful for a starting recruit, Accalia the level 3 Cleric perhaps? She's a bit feisty and will refuse to talk to you if you give a certain dialogue response.

    EDIT: I don't know if you have got as far as Kuldahar Pass North yet in your play though @Shiningted, I've added the Bombardier beetles, but not their acid attack spell, or their AI routine that uses it. It was pretty fun watching the Beetles and Goblins beating each other up though.
     
    Last edited: Nov 8, 2016
  6. Oleg Ben Loleg

    Oleg Ben Loleg Established Member Supporter

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    IWD was alwayss pure self created party: (From the manual) "When you begin the game ... , select "Create Game," and you’ll be taken to the Party Formation Screen." So party creation is only something you worry about when you start the game. So if you play IWD 1 you don't expect or miss recruitable NPCs.
     
  7. ineth

    ineth Member

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    Well, I'll be.

    I went and tested it with Mytos (the bonedancer who initiates dialog as soon as you open the large door in the central chamber of level 1 of Kresselack's Tomb in the Vale of Shadows), and the little mouth icon does indeed appear over the portrait of the party member in slot 1 of the party formation, regardless of who opened the door and stands closest to Mytos.

    Also, the special "philosophical discussion" that opens up when talking to Mytos as a Paladin, only opens up when that slot 1 character is a Paladin.

    So yeah, this was probably changed by the EE. Not that surprising, come to think of it, since the EE engine is based on the engine of BG2, which has a central protagonist.

    PS: But when the player initiates dialog using an arbitrary party member, then the game does the class checks for that party member, not the slot 1 character. You can test that using the siren ("Strange Blue-Skinned Woman") in Easthaven, who allows an extra dialog option when talking to her with a Bard.

    Nope.
    There's a mod which adds five fan-made recruitable NPCs, but there are none in the official game.
     
    Last edited: Nov 8, 2016
  8. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    I've corrected Hrothgar's inventory, the inventories of all inhabitants on Easthaven's outdoor map (except the random item the Elite Goblin is meant to be holding - I can't get the script to generate the item in his inventory) The Orcs in the Cave, and the main floor of the Mill, The Goblins in Kuldahar Pass, KP north, and the Beetle Cave.

    I'll go through the rest of the inventories tomorrow.
     
  9. FDR4PREZ

    FDR4PREZ Established Member

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    Some may say that adding NPCs would be a fundamental change of the game since they aren't in the original IWD game.

    IWD is fairly linear, so if NPCs were added as a future expansion, then It would be nice if side quests for the NPCs were added, too. Otherwise there is little difference between an NPC and a pre-generated characters, and it will make the game a little less linear.
     
  10. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    @FDR4PREZ Did you manage to fix your install? I should have some new files to test with better enemy equipment and AI routines in a few days.

    Should a 6 player character party be the default party size? If so, should we scale back the XP cap from -30% to -25% to compensate?
     
  11. FDR4PREZ

    FDR4PREZ Established Member

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    No, no luck for me. Thursday I will rebuild it again and see what happens.

    I tend to play with 5 or 6 peoples, but I am far from one that can offer input on the XP cap. It has been so many years since I've last played that I don't remember too much about the game at all.

    I am sure others could chime in on that particular subject.
     
  12. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    I agree with this - if NPCs aren't voiced and don't have some sort of story I don't see the point.

    Something to mod in later, but let's get the game done ;)
     
  13. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    I think I have all inventories done now with the exception of Pomab and his store inventory, and the new store inventory in the Temple for buying potions (Calmerts store currently).

    I've also added waypoints for the Easthaven citizens, and the Goblins in Kukdahar pass, wanna add some to the Orc Cave too.

    I need to add the Bombardier Beetles acid spell and AI routine, and get the Orc Shaman, Everard and Accalia to use their spells too, and adjust the Butcher of Hommlet rep so Hrothgar appears and goes postal if you kill someone in Easthaven.

    Then all that needs doing is the maplimits, soundschemes, sound cabbages for localised sounds in Easthaven etc... and adding loot to the chests in the inn, and swapping a scroll from Pomab's upstairs for one that isn't 7th level... oops.

    Oh and figure out why the guestbook isn't working, and make the Random loot appear in the goblins' inventory correctly.
     
    Last edited: Nov 9, 2016
  14. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    I was doing a little work on the Orc Shaman AI today, the Approach option didn't seem to fire, do you first need to select who to approach?

    Can you specify whether to approach before or after casting a spell?

    Which are the best AI routines in game currently to use as examples of 'good AI'?
     
  15. Sitra Achara

    Sitra Achara Senior Member

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    IIRC you do need to have a target for the AI to approach.

    Note that with vanilla ToEE the Approach command is a little buggy - if the AI is close enough to the target it tries to approach, it will continually try to get away and re-approach it, often resulting in AOOs or just generally wasting its turn.

    Good examples of AI would probably include anything @Livonya touched. Among those are the Tower Brigands fight, the Skeleton Priest, and the Traders Revenge fight.
    I don't think there are any shamans (meaning Druids) in ToEE, though IIRC KotB has a few.
    I had also done some elaborate scripting for Lareth which you might want to use.
     
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