CoE 4.0.0 mod question

Discussion in 'The Temple of Elemental Evil' started by Fenris, Jun 7, 2006.

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  1. Fenris

    Fenris Member

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    Hi all.

    This is probably a stupid question that's been asked and answered before. I did spend about an hour searching the forums, but I didn't find it.

    I installed the CoE mod front-end program. I understand to get the extra content I select the 4.0.0 mod and I assume it will do the pre-game shopping then let me into the game. Couple of quick questions:

    • I changed the number of party members from 5 to 8, but I only see 5 portrait places at the bottom. Did I do something wrong?
    • I had some really good characters rolled up in the standard game. Is there a way to get that player pool over to the mod?

    Thanks so much for your help with this. I got this game in the bargain bin and it's great so far.
     
  2. Agetian

    Agetian Attorney General Administrator

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    Hey Fenris,

    If you changed the number of party members you'll still see five portrait places, no matter how many people you specify. Just keep adding people after five (you'll see that they'll keep getting added although you won't see 'em in any portrait places below), then launch the game. It'll be OK.

    I'm not sure what you mean by the second question. If you want to reuse your characters in another game, just add them over (they'll show up in the created characters list). If you want to use the characters from the generic ToEE in a Co8 mod, yeah it's possible - just copy the "Players" folder contents from the modules/ToEE data folder over to modules/Co8 (whatever your Co8 module folder is called) folder.

    Hope this helps.

    - Agetian
     
  3. Cujo

    Cujo Mad Hatter Veteran

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    8 PCs are good but 7 is better to avoid bugs as some NPCs force their way into the party
     
  4. Fenris

    Fenris Member

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    Thanks, you two. I'll try copying the player folder, because the characters I created for ToEE didn't show up in C.o.8 mod.
     
  5. Fenris

    Fenris Member

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    haven't been home yet to fully test this out. Just copied the folder over and had to leave this morning, but I did think of two more questions.

    Am I correct in my understanding that when I launch the 4.0.0 module that I am launching the full ToEE game with the extra quests and tweaks? i.e. I won't play that module, then have to load up the ToEE at a later time?

    secondly, seems I read in release notes that I should not have a paladin in my party if I do the added on quest unless I want him to fall. Is this correct? This will influence whether or not I have a cleric or a paladin.

    Thanks again.
     
  6. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    There is no "one way" to play ToEE, you can have a great game with a LG group with or without a paladin (sure some quests will be unavailable or will make your paladin fall) you can also have a great game with groups of other alignments too.

    You can play the story in different ways...

    (good) decimate the temple (kill everyone who stands in your way).
    (neutral) divide and conquer (play the different temple factions against each other).
    (evil) work for the temple (complete the temple quests and join the greater temple).

    There is no "right" way to play ToEE, just whatever grabs you as the most fun.
    Personally I think paladin's are great, that courage bonus vs fear for all companions really helps against some of the harder creatures in the game.
     
  7. Fenris

    Fenris Member

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    Thanks for the reply, Allyx. I don't think I asked my question right.

    I guess what I should have said was, I think I read somewhere that if I want to play some of the extra quests then I shouldn't have a paladin unless I want him to fall because some of the extra quests will cause them to fall by their nature.
     
  8. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    Having any party member take part in the drinking contest or completing any of the temple quests will make a paladin fall.
     
  9. Kalshane

    Kalshane Local Rules Geek

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    Is there any way to fix the former to only be the paladin? It makes no sense to me for a deity to punish a paladin because the his associate the dwarven barbarian knocks back a few brews.
     
  10. rufnredde

    rufnredde Established Member Veteran

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    Its hardcoded Kal, to fix it right well you know the story. It could be fixed with a script for individual situations, but it would whole lot of code. I am not sure about that anyway as in my view a paladin would be required to either stop his associate from doing such a henious thing as having a drink or would have to abandon the party. Maybe something like a script to have him leave the party in a huff, only to have him come back and rejoin as soon as the horrid act is done and his has forgiven his companions for thier atrocious behavior.

    I'll have a go at writing a script where the party leader can dismiss other PC's, either temporarily or permanently. This would also allow you to use the guest book to change characters, by letting you reduce the party to five, making the change then adding the other PC's back to the party.

    I don't know whether I can make that work but will be glad to give it a try if that's what people want.
     
  11. Kalshane

    Kalshane Local Rules Geek

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    Thing is, getting drunk is not an evil act. The paladin might have a few words to say to the barbarian about his uncouth behavior, but that would be it. He wouldn't leave in a snit and deity certainly wouldn't strip him of his powers. If the paladin himself got drunk, that would be a different story.

    A script to get party members to leave temporarily would be a cool thing to have, though. There's some potential for abuse ("Hey, Mr. Paladin, go wait back at our house while we assassinate the bar owner over here.") but ultimately it would be good for problems with large parties, like the guest books in the Inns and recruiting NPCs.
     
  12. krunch

    krunch moving on in life

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    That could easily be debated. However, getting past that aspect of the discussion, it should be okay for a Paladin to go to a different room or a different building while members of a party participate in a drinking competition for the health and wellfare of his own spirituality. Typically, in D&D, a Paladin would not join or be in a party of anything other than all lawful good characters and would likewise only temporarily join or be in a party of mixed good and neutral alignments...and, definitely, no parties with even just one evil aligned character.
     
  13. Kalshane

    Kalshane Local Rules Geek

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    Actually, the Paladin's code of conduct specifies never associating with evil, but he can work with other neutral and good alignments. The paladin himself is set to a high standard, but he can associate with others below that standard to work for the greater good. Plus, by example, word and deed, he can maybe convince those associates to become closer to the standards he (and his deity) sets for himself.

    ETA: There is nothing inherently evil in drunkeness. Chaos, perhaps, but not evil. That's not to say evil cannot be committed while drunk and upon drunken people. It is something the Paladin would avoid for himself, but so long as his companions did no harm to themselves or others, the paladin would be disproving, but not mortified. He would very likely leave the room or at least move to the other side of the inn while such activity was taking place, though.
     
    Last edited: Jun 9, 2006
  14. Lord_Spike

    Lord_Spike Senior Member Veteran

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    And if their debauchery continued with regularity, or got out of hand, or brought an ill-famed aspect to him/her by association, the Paladin would most assuredly choose to associate themselves with persons of higher moral fibre and less infamous character.
     
    Last edited: Jun 9, 2006
  15. Kalshane

    Kalshane Local Rules Geek

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    Certainly. All I'm saying is one drinking contest isn't going to send him running or make his deity angry (barring participation by the paladin himself.)
     
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