Modified Traders Scenario mod, take two, alpha version

Discussion in 'General Modification' started by Sitra Achara, May 10, 2008.

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  1. Incarnadine

    Incarnadine Member

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    I didn't see any healing going on, no. (I didn't see any injured people either, though that certainly doesn't mean there weren't any.)

    And yes, I did start a new game after installing the mod.

    Edit to add: I just tried it again, this time without giving them the early warning so that the trap actually goes off. This time there was definitely healing happening afterwards. I'm going to play on a bit to see if anything else changes.

    Adding a bit more: Just went through to find the traders, and the same thing happened again. Further (and I'm not certain that this was true before), Burne is both in front of the town hall (with his NPC inventory) *and* in his tower (with his shop inventory). I'm pretty sure that Rufus was back in the tower too. I haven't checked to see if the other NPCs are back in their homes or not.
     
    Last edited: Jul 25, 2008
  2. Sitra Achara

    Sitra Achara Senior Member

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    Hmm. I might have to check what happens in a fresh install.

    Can you upload a saved game? I'd like to see it for myself.
     
  3. Incarnadine

    Incarnadine Member

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    Okay, I've attached a zip file with what looks like the files from the right save slot. If there's anything else you need, let me know. This save is from right before going into the town hall prior to the meeting.

    If it matters, I have it set to 7 party members and one NPC. It's a Neutral Good party. And as I said, I'm running 5.0.5 with the DH update, your mod, and I *believe* that's it for mods.
     

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    Last edited: Jul 25, 2008
  4. Incarnadine

    Incarnadine Member

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    Augh. So I tried to do a fresh reinstallation to see if that would solve the issues. (Actually, I did this twice.) The result was that every time I went into the stonemason's house (new game, old game, didn't seem to matter) I got a crash to desktop.

    No idea why, no idea if it's your mod or something else entirely. I'll try some other things, see what happens.

    Edit to add: Okay, it looks specifically like some sort of conflict between your mod and the DLL update for DH that Shiningted posted about a week ago. (Or at least having both installed is what is causing my crash. Damned if I know why it wasn't before, though I *suspect* that I had somehow managed to avoid installing the maps files from your mod into the proper folder the first time around. Which might explain the other problems too.)

    Son of Bride of Edit: I sorted out (I hope) the crash issues, but loading the old save still had the same problem with people standing around outside the town hall forevermore. We'll see what happens with my new game.
     
    Last edited: Jul 26, 2008
  5. Sitra Achara

    Sitra Achara Senior Member

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    Ok, loaded up your save and got the same result. I think I know what's causing this. A flag that indicates that the council members went back home was set to 1 prematurely. This probably has to do with the council timer. I think it won't be too hard to fix, but it probably won't work on your save game (unless you mess with some things in the console). Could you also upload council.py and py00334generic_spawner.py from the data\scr folder?
    Also, what was the order of events in that save game?

    Finally, I noticed what you said about Burne still telling you to go investigate the traders. Will prevent that from happening. (nice catch, again - thanks)
     
  6. Sitra Achara

    Sitra Achara Senior Member

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    A mini update/patch. See attachment, extract to main ToEE folder.

    I've looked into the glitterdust issue - first off, the zombie will now no longer appear, nor enter the initiative queue, and second, glitterdust isn't supposed to cancel invisibility, it just outlines an invisible figure - and indeed, after you cast glitterdust on the invisible traders, you don't have to pass a concealment check when you attack. (otherwise there's a 50% concealment check that needs to be passed before you can hit them)

    I think I've got the timer bug nailed, so the residents of Hommlet should evacuate the area after an hour at most. This will not fix your savegame, though, Incarnadine.

    Also changed Burne's dialogue a bit so he doesn't give you the investigation quest when you report the assassin to him.

    Thanks for all the help, Incarnadine. If you want to fix up your savegame, there's a way that involves the console. Here it is:

    First off, go near the Hommlet signpost. Bring up the console (shift+~), and enter the following commands:

    Code:
    from utilities import *
    a = find_npc_near(game.leader, 14706)
    a.obj_set_int(380, 0)
    
     

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  7. Incarnadine

    Incarnadine Member

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    Awesome! Thank you! I'm starting a new game anyway, so fixing my saved game doesn't matter (though I appreicate the console commands if I change my mind!)
     
  8. Basil the Timid

    Basil the Timid Dont Mention the War

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    I doubt it, but I thought I should report a crash to you after I left the moathouse and went back to Wench. It also crashes at Stonemason's and Trader's barn. Regarding the events related to your mod: we suggested to Burne to put additional guards on duty and the traders were foiled. Burne then gave us the location of Nulb where we found nothing interesting besides the sheep. And finally cleared the moathouse. You can see more about those events in "Moathouse encounter *spoiler*" in ToEE forum.

    I do like what I am reading about your mod, but I can't find those traders yet - now level 4.
     
    Last edited: Jul 26, 2008
  9. Sitra Achara

    Sitra Achara Senior Member

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    Sounds like you're using an incompatible protos.tab. What the wench, barn and stonemason's have in common is a MOB object of the script device I'm using. If the script device isn't listed in the protos.tab file, the game crashes when you try to enter the map containing the MOB object.

    Have you installed anything on top of the mod?
     
  10. Basil the Timid

    Basil the Timid Dont Mention the War

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    I installed Murfles fix and another small fix that I think Ted put up. Should I install Traders mod again? When I extract the mods, I always overwrite. Is it better to choose "update"?
     
  11. Sitra Achara

    Sitra Achara Senior Member

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    Try using the protos.tab file from this thread.

    The protos.tab file contains the prototypes, or blueprints if you will, for all the game object. If you place an object on the map that has no such blueprint, the game will crash.

    Also, another thing - have you tried clearing the map cache?
     
  12. Basil the Timid

    Basil the Timid Dont Mention the War

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    Map cache is on auto-clear. Ok, now I can enter those places again. I was getting the impression that I would find the traders at the Stonemason's. Perhaps I averted that by preparing Burne??

    Is the update function on winrar a good choice when I am adding updates, or should I not do this at all when testing your mod? Also, would there be any relationship between this situation and why I did not have the moathouse encounter?
     
    Last edited: Jul 26, 2008
  13. Incarnadine

    Incarnadine Member

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    This cleared up the crash problem I was having earlier too. Thanks!
     
  14. Sitra Achara

    Sitra Achara Senior Member

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    I don't know what the update function is on winrar, so no idea there.

    I can just say that you should generally overwrite old files with the newest ones available. There are exceptions, but it'd be a hassle telling you when exactly and for which files. That's why I suggested in my first post to just duplicate the ToEE folder entirely so that you have a separate install for my mod.

    As for the Moathouse ambush, this has recently undergone several revisions, so I can't tell without knowing which files you're using.

    By the way, what fixed the problem for you? The clear cache thing or the new files?
     
  15. Basil the Timid

    Basil the Timid Dont Mention the War

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