Shattered Gates of Slaughtergarde Adventure BETA 1 release

Discussion in 'General Modification' started by anatoliy, Sep 18, 2020.

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  1. anatoliy

    anatoliy Established Member

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    Shattered Gates of Slaughtergarde is full scale standalone Adventure, which will take from 1st-level D&D characters to 7th level.

    This module implementation assumes, that you have bought the book "The Shattered Gates of Slaughtergarde (3.5)" link.

    Install instructions
    1. Install Circle of Eight Modpack 8.1.0 Standard module;
    2. Install TemplePlus latest version - https://www.moddb.com/mods/temple1
    3. Download ToEE.ZMOD.ShatteredGatesOfSlaughtergarde-beta1.v0.91.zip from
      https://github.com/anatoliy-savchak/ToEE.ZMOD.ShatteredGatesOfSlaughtergarde/releases
    4. Unpack it into a new folder;
    5. There are few files that are going to be overwritten, but mostly these are new files;
    6. Copy contents of this new folder to ToEE installation folder.
    Requirements
    1. Temple Plus latest version is required;
    2. Circle of Eight Modpack 8.1.0 Standard module activated is required;
    3. Do not use auto save!
    Credits
    @anatoliy - lead programmer, @Shiningted lead designer. Special thanks to @Sitra Achara and @_doug_ for TemplePlus support! And off-course thanks to @Allyx for consultations and support!

    BETA 1
    That last dungeon of this module is not yet completed. Everything else - City, NPCs, first two dungeons are done.

    Features
    • This adventure contains dozens of NPCs, a City with Market and Tavern, and 43 encounters, most of which are combat oriented.
    • PC can use Break an Object action to open a Door or a Chest;
    • PC can use Smash an Object action to destroy a Door or a Chest;
    • Bag of Holding is present in the game;
    • Beta1 only - Appraise is boosted for commerce to be RAW compliant;
    • Monsters are MUCH smarter in some encounters. Beware of Coup de Grace!
    • Wands are available in the game from the beginning;
    Hotfixes
    v 0.91:
    • Issue #4: When I attempt to go to the North Road, the game crashes.
    • When you enter the cave for the first time it creates the "auto-save" save slot.
    • Issue #8 Area names incorrect (Verbobonc etc)
    • Issue #2 missing proto portraits of blank parchment, book, jar, quill etc were missing;

    Enjoy your play!
    Anatoliy
     
    Last edited: Sep 22, 2020
  2. anatoliy

    anatoliy Established Member

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    RESERVED
     
  3. FDR4PREZ

    FDR4PREZ Established Member

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    why is it assumed that the book is purchased? is it required reading? Wouldn't that spoil the fun of your new module if one reads it? I've never read the ToEE or KotB modules.

    For the installation, it says that the Co8 standard modpack is needed, so if one has the New Content then it won't work?

    Can we make a copy of the ToEE installed folder, so we can point Temple+ to the original ToEE when we want to play the original game? Or is this an add-on module in TFE-X that we activate and can easily switch back to the standard games?
     
  4. anatoliy

    anatoliy Established Member

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    It is similar to Icewind Dale approach - you cannot install the mod unless you do have IWD installed. And the pdf book has Player's Guide included with some additional story plus World Map.

    Probably yes. But I have not tested it.

    Yes, and it is good point. T+ has Configuration app where you could redirect it to ToEE copy.

    I plan to have it with full release. But not for Beta releases.
     
  5. Sitra Achara

    Sitra Achara Senior Member

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    Congrats!

    About overwriting files: why not use the overrides folder?
     
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  6. FDR4PREZ

    FDR4PREZ Established Member

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    Yes, sorry, I should have started with a congrats being sent out to you and the rest of the team for the long hours and hard work being done with this project

    [​IMG]

    Yes, I see, thanks.

    OK, that is now part of the beta testing ;)

    Nice, OK, so i will make a copy of the ToEE for this and be able to switch back and forth using the T+ configuration app until a full release is made for TFE-X
     
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  7. anatoliy

    anatoliy Established Member

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    Yes and no.

    Yes -data\oemes\oname.mes indeed could be removed from release files. But not from the sources as it is used for WolrdEd.
    No - it is module files mostly. Like rules\MapList.mes, ground.mes and townmap overwrites.

    Yes, you already said few times that other module should be involved, not ToEE one. And I agree. But current implementation of T+ does not allow it.
    Code:
    gameSystems.LoadModule(config.defaultModule); // TODO: RAII
    I'd say we alter T+ to merge additional config file above user one from overrides folder. And there we could specify which default module it should use.

    Also - could you give a link or share knowledge how to create tfm co8 modules? I understand it is zip, right? Is there some additional info?
     
  8. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    Zip without compression, I believe - just create a zip and then change the extension to .tfm.
     
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  9. Sitra Achara

    Sitra Achara Senior Member

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    That doesn't sound like a good solution, because then the only way to remove it is to delete that file. The real solution is module switching functionality. Preferably ingame, but being realistic it'll be through the configurator.
     
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  10. anatoliy

    anatoliy Established Member

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    Wow, even better!
    I imagine user could download and install a module into ToEE, like Shattered Gats or A Knight into separate module folder. And then choose module to run. Awesome.

    Additionally, perhaps we could add a similar overrides / data folder into custom module path, just before the overrides? In this case all custom files would exist in one folder.
     
  11. Sitra Achara

    Sitra Achara Senior Member

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    I'm not 100% sure but I think the module folder takes precedence over all (including the overrides folder). And you should be able to put stuff in there that's usually in the data folder. Can you check?
     
  12. Kriegdoom

    Kriegdoom Member

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    I wont have time to start this until next week earliest but I want to thank Anatoliy, Shiningted and all involved for developing a new module!
     
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  13. Kriegdoom

    Kriegdoom Member

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    FDR were you able to run with New Content version?
     
  14. FDR4PREZ

    FDR4PREZ Established Member

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    Yes, I have NC installed
     
  15. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    I'll be moving this to a newly-created bug thread momentarily, thanks FDR - good start :)

    EDIT: Did you find the fights tough? I had a very hard time first couple goes through (but didn't have an OP or min-maxed party, very average).
     
    Last edited: Sep 20, 2020
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