I made a few notes today of a few things that could be touched on. I know you guys have your hands full with a boat load of bugs that need fixing but this time I'm not really here about bugs. There are just so many spell scrolls you can buy and find and loot throughout the game and its a hassle to check every little thing in the manual. It would be nice if the scrolls in the game carried better descriptions when you move the mouse cursor over them. Wind wall for example doesn't mention it gives its protection to all allies not just the caster. I know you can know a little more once you scribe to the scrolls but in in some cases not much more. Armor doesn't tell you if its light or medium or heavy, some times its not obvious and weapons could be told if they're one or two handed and things like that.
Actually I'm working on this fix. It's pretty tiresome AND boring because it's mainly typing, copying/pasting but it will eventually come out. Just be patient. ----------------------------------------------------------------------- However, I don't intend to rewrite spell descriptions. Sheesh, I'm not such a big masochist!
thanks for the efforts, and like I say I know you guys have your hands full with bugs. You guys are doing a great job!
Here's a "demo" of the file. It's still not finished but if you happen to encounter some problems write here, or even better make a topic for long_description.mes discussion.
You can't seriously be suggesting we have to modify the game because you can't be bothered opening the manual? I'm normally the first person to suggest things like this (Maggit's herculean efforts are actually an offshoot of a previous request of mine) when there is an ACTUAL NEED - such as if new stuff gets added to the game - but if something is in the manual, READ THE MANUAL.
Easy there Shiny - I'm just like you I just want to see a great game achieve perfection. If I could do it I would do it myself. However I'm better at breaking computers and calling my techy friend up and saying "please fixy!" I just know a lot of people make mods and work on patches and games and I was only curious to see if there was anyone that had thought of making an adjustment on descriptions. Anyway back to Rocky and my drink-poo's :drunk:
Maggit: That's alot of typing, if you type like me (have to look at the keys) I to would love to be able to cursor over the weapo/armor and get a more complete description.....helps when deciding what to spend your hard earned coppers on Thanks in advance for taking this on.
I'm glad to hear it. The long_description.mes that Maggit posted above can be modded in Notepad - if u r using Windows, you have Notepad. Now all you need is a PC, a keyboard and a net connection. Well blow me down and call me tarnished, you have those as well. Let us know when you're finished, I look forward to seeing your name on the next Co8 credits list
Yes folks, modding ToEE (for the most part at least) is that easy, "I can't mod" is a poor excuse, let's see some more people giving it a try instead of just complaining when things aren't what you were expecting them to be.
You know, there is actually an in-game help feature as well, that often has more detailed information than the game manual (especially about spells). Now to be the spoiler. You do all know you can't do the shift+click thing on an item to get the long description unless it is already in your inventory, right? This means you won't be able to access that information until you've already purchased the item, or found it somewhere. And Oots coolness aside, I don't think armor and weapons should come with a tag listing these things. What proficiency the weapon uses, sure. You can't find that in the manual or the in-game help. But what armor type it is, or what damage it does, those are already provided.
Well, not all of the damage the weapon does. I tried to do something like a BG style description (this one posted here has bugs I fixed yesterday) containing to enhancement bonus, hit bonus, damage, damage type, crit range, additional damage, special abilities, weapon proficiency. I am aware that one cannot shift-click on weapon until it's in his inventory, that's the dwarback I can't remedy.
Regarding the spells, I have often the problem not finding the info fast enough for them. I mean, the spells are all described in the help, yes, but under different categories. I don't know whether a certain spell I'm seeking information about is just a 4th level spell of an sorcerer or so, I'd just like to have this information without having to briwse through all of these categories. In my opinion, this is a point where the in-game help could've been a bit more effective (but I have to say that this in-game help is so far the best I've EVER seen from within a game !) Too bad the in-game help doesn't have a search function. And yes, I know, the game comes with an printed manual - except mine, which is a budget version of it with everything "printed" in PDF.
While i have no problem looking up stuff myself, i must say that the Baldur's Gate system of spell descriptions, and more prominently item descriptions (where you often got a huge chunk of lore behind magic items) was pretty amazing Of course, with crafting the sort of 'mystique' about magic items is lessened somewhat barring artifacts and such...
Easy now, people. We seem to be suggesting that this guy's not entitled to make a suggestion or submit a feature request if he's not going to crack open the DATs and do it himself. He was very polite and non-demanding, so let's cut him some slack. I don't think the suggestion was unreasonable either in terms of general CRPG suitability, although doing it within the engine limitations or even making it a priority is another matter entirely, of course. Plus, we like feedback and input, don't we? To play devil's advocate, I think the "I can't mod" argument is actually legit, although more precisely it should be stated as "I'm not prepared to invest the time it would take me to learn to mod, which figure is determined by multiplying my technical intelligence by the coefficient of typical ToEE standard modding variable models divided by determination and available time to spend trying." In other words, there's no escaping the fact that it's easier for some people than others, and in some cases the cost-benefit ratio just isn't worthwhile. @Templar - all that said, I don't suppose your suggestions are ever going to come to fruition. We have a pretty small group of people who do this stuff, and most all of them are committed to other endeavors atm such as KotB. The lack of more detailed descriptions isn't really a 'problem' per se (as you stated), and the inflexibility of the game engine in this regard makes trying to change it beyond what Maggit has already done unrealistic.