Premade 'Toffee' Pro Modules Discussion

Discussion in 'The Temple of Elemental Evil' started by Cerulean the Blue, Sep 2, 2005.

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  1. bradrinwi

    bradrinwi Established Member

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    Re: Premade 'Toffee' 3 Pro modules

    cool so the teds 1.2.0 contains all the previous items

    btw found bug or feature.. i think


    .. TOEEFE rocks im running The teds 1.2.0 you zipped above,,
    i select the teds 120 mod

    I select change pc number,, I search for the teds 1.20 temple dll..
    i select use custom dll and select teds 1.2.0 that ive changed seconds ago for 8 PCs

    (didnt know if after selecting a mod it would use the dll in that folder as the automatic one)

    also got errors when i loaded the teds 1.,2.0 dll as custom and then ran pc pacther,,
    but changing the number of pcs and Then selecting that dll as custom works)
    anyways...
    i set max lvl fr 20

    save settings and run game

    so far great...

    then I get the char gen screen etc...
    if i put in a barbarian or some of the rangers or a sword specialist..
    i get the trader screen with naked party members some of whom still have their weapons*rangers ,barbarians.. etc.. if they are specialized or weap focus.. i think*
    is it possible you didnt update the shop2 you included to fix those things??
    some version of shop is running ..

    try selecting the barbarian from the premade chars..under true neutral as main align..so you get al the neutrals to choose from..

    same with the barbarian.. avalible then .and one of the rangers..at least
     
  2. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    Re: Premade 'Toffee' 3 Pro modules

    Glad you got the pc patcher working, the weapon focus thing? I guess I could change the script to destroy them as well as the longswords and scimitars the fighters and druids get.
     
  3. bradrinwi

    bradrinwi Established Member

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    Re: Premade 'Toffee' 3 Pro modules

    just an idea ,, btw do i need to select custom temple.dll and browse/pick the one in data.ted... if the only mod i have is the teds 120 pack you put out.. and ive selected that module as active??

    or does the one in data.ted120 become the default temple dll once the module is selected..??

    also is there anther way to work the pcpacther??


    last thing i notice max HP is an option but that smacks too much of twinking,,,

    any way to program/script NWN style HP both for Pc's and for Npc and critters/badguys??

    NWN took high end,, d6 4-6 d8 5-8 d20 11-20
    you get the idea.. that would still allow for randomness and offer a slight tweak to survivability
     
  4. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    Re: Premade 'Toffee' 3 Pro modules

    the .dll used by the module is in the modules/ted's_1.2.0 folder select that for any .dll patcher tweaks to work (max hp/pc count patcher).

    The .dll patchers should be in the toee instalation folder.

    You'd have to ask drifter about a high end HP patcher (I'm no good with modding .dll's - they tend to break!). I think that idea has been mentioned before.
     
  5. bradrinwi

    bradrinwi Established Member

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    Re: Premade 'Toffee' 3 Pro modules

    i know where the pc pacther goes,


    i just wondered why i got an error msg if i selected the modules dll as default

    and then try and use pc patcher but it works just fine if i pc patch the specific dll file inculded with the mod and Then select that dll as default.
    anyways...

    my question was and is IF i have selected the teds 1.2.0 module (the mod pack you have uploaded..) Do I NEED to select the teds temple DLL using the custom DLL button or does the process of selecting the Module pack make the temple dll included with the module pack the "default/active one"
     
  6. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    Re: Premade 'Toffee' 3 Pro modules

    Sorry I misunderstood your question, Yes the .dll in modules/teds_1.2.0 is the one the that frontend pro uses for that module, the other mod packs have thier own .dll's in frontend pro. if no .dll is in the modules/"modname" folder frntend will load the default patch 2 .dll from the instalation folder.
     
  7. Cerulean the Blue

    Cerulean the Blue Blue Meanie Veteran

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    Re: Premade 'Toffee' 3 Pro modules

    I was thinking about this. Right now, the characters get any weapon they take weapon focus in (execpt longsword and scimitar - they are destroyed) and any weapon they take Exotic Weapon Proficiency in at the start. To script in removing all these weapons would be a huge task and take a huge script. IIRC, getting these weapons at the start was added by Co8. If this is true, we need to find how it was done and reverse it. That should be far simpler than using a script. I've also been thinking that it would be nice to remove the weapons and adjust the gold at first heartbeat rather than when talking to the traders. That way the player would never see the weapons or the pre-adjust gold.
     
  8. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    Re: Premade 'Toffee' 3 Pro modules

    Its from pc_start.py in the scr folder.

    But why would we want to change that? I mean sure you might take weapon focus this or that to use a bizarre exotic weapon rather than the default weapon, but I can't see the harm in leaving it. Generally speaking if I take a weapon focus or associated feat, i want my character to start with that weapon.

    Personally I would also like to see characters start off in peasant garb with shoes too - shopping for weapons and armour is fun: shopping for clothes when all u wanna do is cover your male dwarf's nekkedness is less fun. People would still have the option of dressing up their characters if they really feel the need to - those who don't can pick their weapons and armour then get on with the game.

    Just my $0.02, admittedly i was quite happy with what the game gave you to start with. But I do like the choices this mod gives :)
     
  9. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    Re: Premade 'Toffee' 3 Pro modules

    I tried that, the first heart beat made my armour trader naked! (see cujo's thrread about iuz v st cuthbert) Got a bit of a shock when I saw that! But each one of the traders will adjust the gold and attach flag 999, if you have flag 999 they don't touch your gold (so you can't spend 500gp, then adjust your gold and spend more). And as you NEED to talk to the armour trader to start the game proper, everyone should have the correct (random) starting gold.

    As for the weapons I'm inclined to agree with Ted, if you focus your combat training into 1 (or more) weapon, you should have one readily available to practice with.

    pc_start.py? Hmmm, at least it should be an easy problem to fix - if it's deemed apropriate.
     
  10. bradrinwi

    bradrinwi Established Member

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    Re: Premade 'Toffee' 3 Pro modules

    hmm okay now that i know more. of why and the history and have had some play time..
    my 2 and 6 on the subject...
    if you take weapon focus then you should have that weapon..
    you probably eat sleep and do whatever else withit and take better care of it than the brats you left behind when you signed up for this adventure..in the first place..*im now a professional chef..
    (i used to be at harrow then kings cambridge as a Dr candidate..bio gene eng and then a silly valley interplay and SSi prog..)
    anyways i can honestly say that my Knives.. as a professional chef are more important than any gene sequencer or algorythm ever was.. in terms of care..time importants on a daily basis etc..

    so id expect no less from someone so singularly weapon focused.

    also i dont like the clothes shopping..
    yeah fine some spify robes for magi or monk is cool if i want

    but the IF I want is important..
    otherwise peasent brownish something cloth is fine...
    leaving em naked just means i have to click the mouse several more times trying to buy clothes.. and
    anyways great mod over all but leave the druid his scimtar the fighters thier long swords and if someone wants to focus on a ku-sari gama.(thats a spiked chain with hook blade and a spiked ball on opposite ends (roughly speaking))then let em at least have one to start the game off


    my opinions represent no one else fictional or real they may not even be my own opinons 3 seconds after i type them and therefore hold no responsiblity whatsoever with regard to anything..
     
    Last edited: Sep 9, 2005
  11. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    Re: Premade 'Toffee' 3 Pro modules

    If you want to keep those weapons, pop open your data/rules/scr/py00331Trader.py script (notepad will do it), and delete this bit in the def_san_dialogue section (the heartbeat one isn't accessed - causes nakedness for the trader!)...

    Code:
    			# get rid of an extra longsword (4036)
    			lsw = pc.item_find_by_proto(4036)
    			if lsw != OBJ_HANDLE_NULL:
    				lsw.destroy()
    			# get rid of an extra scimitar (4045)
    			scm = pc.item_find_by_proto(4045)
    			if scm != OBJ_HANDLE_NULL:
    				scm.destroy()
    Then save it.
     
    Last edited: Sep 9, 2005
  12. bradrinwi

    bradrinwi Established Member

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    Re: Premade 'Toffee' 3 Pro modules

    already done it works great...
    now how do i leave or give basic clothes to start?
     
  13. Agetian

    Agetian Attorney General Administrator

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    Re: Premade 'Toffee' 3 Pro modules

    Hmm... maybe you should simply consider NOT using Allyx's Shop Map mod? The game without this mod gives you all the basic stuff you need. There's no need to screw up Allyx's Mod to get exactly (or almost exactly) the same effect as without the mod at all.
    Just giving you a hint, though. Of course, if you decide not to use Allyx's Shop Map mod, you'll have to install the Ted's mod differently (not using this package but using Ted's original non-Toffee installation and patch packages).

    - Agetian
     
    Last edited: Sep 9, 2005
  14. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    Re: Premade 'Toffee' 3 Pro modules

    Just for the record I agree with Agetian, but if you open your data/rules/start_equipment.mes and add 6142 between the "{}" for each class and for both small and medium sizes, and save you'll start with brown farmers garb for each character.
     
  15. halarious

    halarious Member

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    Re: Premade 'Toffee' 3 Pro modules

    can i run these mods from the simple edition, or does it have to be the pro?
    if it does, how do i install it? when i tried nothing happened. :errf:
     
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