Where to find paladin's "fallen" state

Discussion in 'General Modification' started by Gaal Dornik, Dec 9, 2003.

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  1. Gaal Dornik

    Gaal Dornik Member

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    I couldnt find that. I extracted all the toee01234.dat files and looked in the already extracted files. nothing found.

    I want to disable that state so i can do the temple quests. Imho it is a little bit silly not to be able to do them, then we know the whole temple population will be dead anyway.
     
  2. zhuge

    zhuge Established Member Veteran

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    Could it be hardcoded? I mean the command to mark an action which would result in a Paladin losing his status.

    Alternatively, if you just want to get through the game quests, there might be a way to hex edit the saved files. That is once someone ascertains which byte codes for "fallen" and what to change it to. A comparison between pre "fallen" and post "fallen" saved files should help quite a bit. tkurgan has done some really nice work with fixing permanent spells through hex edit. Just my 2 cents.
     
  3. Gaal Dornik

    Gaal Dornik Member

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    zhuge
    Thx, i've already looked at pre/post saves it but there are to many changes in that 2800Kb big files already, could be a cause of the rather late time here though.. uhm. Perhaps starting a new game with smaller saves could help more hmm..
    I hoped since almost all rules are in text files, this rather unimportant one could also be there. I dont understand much of this though
     
  4. Gaal Dornik

    Gaal Dornik Member

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    Well obviously killing innocent villagers doesnt count as "willfully committing an evil act", one cannot even compare that good doing to the mighty EVIL drinking in the bar. :roll: this add a log book change, a quest, some dialog lines, non lethal damage and so on to the save game - again too much to look, at least for me. At the temple location there are also many changes.
    Imho the save game editing just isnt right. Its kinda hacking and breaks the flow of the game. The easiest way in term of work would be then to add the amount of money needed to raise paladin's state back and raise him in the temple.

    Well, after digging some more i found the references

    -check function
    pc.d20_query(Q_IsFallenPaladin)

    -raise function
    pc.has_atoned()

    -set function
    pc.condition_add_with_args("Fallen_Paladin",0,0)

    Now there are those functions located. Looks like they are indeed hardcoded :/

    Now the second best way would be to eliminate all "set" references(not that many), but some quests dont set it, but rather let something else set it, f.e in a dialog with Romag there the paladin became fallen:

    {123}{Yeah, I know that snake. It's dead now.}{}{8}{game.global_flags[117] == 1}{150}{game.quests[43].state = qs_completed; game.global_flags[347] = 1}

    Now this is a mystery..

    Edit: muhaha, adding a pc.has_atoned() function should help probably. Gonna try it :D , but it makes the paladin fallen for a short time and requires knowing of the places there he could fall..
    Well, a workaround i think
     
    Last edited: Dec 10, 2003
  5. zhuge

    zhuge Established Member Veteran

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    {123}{Yeah, I know that snake. It's dead now.}{}{8}{game.global_flags[117] == 1}{150}{game.quests[43].state = qs_completed; game.global_flags[347] = 1}


    Since game.quests[43].state = qs_completed represents acknowledging completion of the 1st quest, that must mean the flag for Paladin may possibly be game.global_flags[347] = 1

    Why don't you try writing a game.global_flags[347] = 0 line in one of the scripts somewhere. It's a long shot but who knows it might work.
     
  6. player1

    player1 Member

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    I think the reson why paladin must become fallen when doing Templa quest, is because when you do any quest for any temple, you gain reputation of Temple member.

    And temple member and palladinhood just don't mix.
     
  7. Gaal Dornik

    Gaal Dornik Member

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    yeah it was the reputation line

    It looks like that

    game.global_flags[117] == 1 <- snake dead
    game.quests[43].state = qs_completed <- temple quest status
    game.global_flags[347] = 1} <- members of the fraction do not attack party

    {pc.reputation_add( 11)} hovewer is the real evil line, with
    {pc.reputation_add( 11 );pc.has_atoned()} being the cure :D
    Hovewer this works only if the paladin speaks, but there should be a solution too, since in the temple the "speaker" doesnt matter for the raising procedure.

    Ah cannot proceed further today, RealLife(tm) got a hand on me
     
  8. Gaal Dornik

    Gaal Dornik Member

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    mokay, all done.

    here
    is the mod preventing paladins from fall then doing temple quests or then Lareth joins the party.
    Together with another mod, i had interest to make
    Puh, doing such modifications is interesting and exciting :)
     
  9. zhuge

    zhuge Established Member Veteran

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    Very nice! Could you provide some details of the changes line by line for the various files so that it would be easier for incorporation into a larger patch.
     
  10. Gaal Dornik

    Gaal Dornik Member

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    You mean, there is a chance this goes into the Co8 fanpatch :hope: I really enjoy working for the temple, not a stupid hack&slash it could be anymore. My paladin is just little ashamed, but he got over it :>
     
  11. zhuge

    zhuge Established Member Veteran

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    Why sure. :)
    Personally I think the game handles Paladin's code of honour rather inconsistently so an option to do temple quests without falling is nice. If it is an optional thing, people who feel that Troika DMship shouldn't be violated too much won't complain and folks who think Paladins should be entitled to some tact won't be straitjacketed into playing a hackfest or as some put it: Lawful Stupid. :p
     
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