Okay, I wasn't able to finish my mod this week. I am very close to finish. Very close. I just need a few more days. So my goal now is to release it on Tuesday, April 5th. I should be able to finish the last bits by then. This will of course just be a beta version... and sure I could release it right now, but there are a few things that I really, really, really want to finish in the first version. So I will be trying to wrap it all up this weekend... Sorry about the delay... I promise I will release it on April 5th no matter where I am at... - Livonya
For what it's worth Hey Liv, I know a lot of people here are dying to play using your modifications, but I for one am all for you basically taking on and finishing whatever it is you want to accomplish instead of trying to meet a deadline. We've waited this long; we can wait a while longer.
Since you're apparently not charging us for this new mod, I will be happy if it addresses even half the issues you've compiled and comes out anytime during the spring or summer -- take your time, and thank you for all of your effort.
its no problem Liv your hard work will be well worth the wait. it just gives me more time to experiment with the game before then
Exitium - I am pretty much done now. I have about an hour of work to do. I would post it tonight but I am having severe connection problems to the Circle of Eight Forum. I've written this post 3 times already, and each time I send it the damn thing just hangs up and gets lost... All I need to do now is to write some beta/bug reporting instructions... I will have a list of things to be looking for so that I can identify problems and get them fixed. This is a partial sample of my ChangeLog... just to give you an idea of what I have coming... I will post the 1st beta version tomorrow night when I get home from work. - Livonya * Fixed 22+ wands that weren't working properly * Wand of Command will always issue Command Fall * Wand of Remove Blindness/Deafness will always remove Deafness * Wand of Lesser Restoration cures a random ability * Wand of Restoration cures a random ability * Fixed dozens of spells so that enemy NPCs could cast them * Fixed 10+ potions that did not work * Fixed several Reputations that would not trigger * Fixed multiple spells that had errors in their script * Fixed multiple errors in Protos.tab file * Fixed multiple errors in dialogs * Fixed Moat House Gnolls getting damage reduction * Fixed Skeletons getting AOO while using crossbows * Fixed problem of two-weapon fighting NPCs not using two weapons in combat * Summoned skeletons with crossbows will now have many more arrows * Compleated coding on evil quests that were never finished or implemented * Bodaks now have a Death Gaze attack * Gorgons now have a Petrifying Breath attack (of sorts) * Basilisks now have a Petrifying Gaze attack (of sorts) * Summoned demons will no longer summon additional demons * Hezrou now has stench effect * Bardic Instruments now come in normal and masterwork varieties * Magic Bardic Instruments are now available * Fixed Sargen's Broken Quest * Re-wrote entire enemy AI with additional scripting * Created a system for enemy NPCs to attempt to Break Free * Created a system for enemy NPCs to use "scrolls" and "wands" * Created new system for determining distance in Random Encounters * Created system for NPC spell casters to pre-buff with spells * Changed experience system for setting off/disarming traps (no experience) * The only way to gain experience from traps is to disarm them * Added new traps and repaired broken traps * Created new trap types * Put kids back into TOEE with dialog * Added new sub-plots * Added new quests * Added new dialogs * Added new encounters * Added new items * Added new creatures * Changed some content to add realism * Added a new merchant (very hard to gain access to) * Created special dialog option for Jaroo to solve spell permanancy problem * Created special dialog option for NPC inventory manipulation * Adjusted hit dice size of some creatures that were simply too easy * Adjusted many skill check requirements * Major adjustments to Guardian Balor * Major adjustments to Guardian Vrock * Major adjustments to Guardian Glabrezu * Major adjustments to Guardian Hezrou * Do NOT take these creatures lightly!!! They are powerful demons!! * Added more uses for Pick Lock, Disarm Trap, Survival * Added many, many new uses for Intimidate, Sense Motive, Bluff, Diplomacy, and Gather Infomation * Please note that Feats that increase skills will be useful as some skills need to be very high! * The same can be said for spells that raise Charisma and Dexterity
So...now that this is at hand....does this mod require previous installation of Co8 3.04 and the modified .dll? (Someone should REALLY incoporate that into the actual 3.04 patch, imho) Or, as has been hinted, will this mod require a clean install? I am curious because the Co8 patch and Mobius' fix have been instrumental in making this game fun...I would hate to just leave all of the hard work that's been already done behind...
I forgot one other thing....did new portraits make it in? I have some already thanks to people here but it would be nice if new pics came with this all-in-one mod...
Yeah, that's what Liv has based her work on. Eventually Liv's files will be incorporated into the next Co8 mod pack. Given the sheer number of changes she made, this will surely take a while. I'm thinking that maybe I could do an intermediate release (3.05?) that contains the modified .dll and maybe a few other fixes. So you'd just have to download that release and Liv's mod.
Morpheus is correct this mod was built off of the Co8 3.04 and the modified .dll But since my mod includes the Co8 3.04 mod all you will need is the Modified.dll - Livonya
In that case, why don't we just add the modified .dll to your mod as well and make the whole thing available as "Livonya's ToEE Plus Pack" or something? Then all people will have to download is official patch 2 and your mod. By the way, once your mod is completed, you could send it to me via e-mail so that I can upload it to the site (or did Exitium already give you access to the site ftp?). That way you wouldn't have to split it up in severel zips.
Morpheus - How do I add the modified .dll to my mod? I am at work so can't look at my files. Also, Exitium game me the info, but where does it go if I upload it that way? That seems the best way, but I am not sure where it goes... or how people then download it... Can you give me more info/instructions... - Livonya
Liv: I assume you have temple.zip - it also contains a few .mes and .py files, did you use those as a basis for your changes? Just take Moebius' files and add them to your package, in the appropriate folders. If you post your mod here (or send it to me via e-mail), I could do the following: 1. Create a folder with all the files from Co8 3.04. 2. Unpack temple.zip and overwrite existing files. 3. Unpack your files in their appropriate folders. 4. Add your change log. 5. Zip everything up. 6. Up it to the site. As for the FTP stuff, we'd better discuss this kind of info in private messages.