5.0.x Cumulative Mods and Fixes (CMF) Submissions Thread

Discussion in 'General Modification' started by rufnredde, Jul 15, 2006.

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  1. Gaear

    Gaear Bastard Maestro Administrator

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    Long-Awaited Feldrin Fix

    See this thread for details.


    Added to the CMF 04.13.2008
     

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    Last edited: Apr 13, 2008
  2. Gaear

    Gaear Bastard Maestro Administrator

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    ToEE Audio Fix Reloaded

    "Haven't we been here before?" you ask. Yes, but this new audio mod is the result of a truly comprehensive (even though that's what the last one was called ;)) look at the ToEE audio/soundtrack situation, based on my experience with handling KotB audio in a game-wide sense.

    Major stuff it does (noticeable changes in overall theme):

    • Temple

      • Reassigns the neutral vignette theme to levels 2 and 3 of the Temple. [5067, 5080]
      • Reassigns the temple 'topside' theme to the temple exterior areas (broken tower, deserted farm, burnt house, main entrance) and main floor and first level dungeon maps specifically. Also the stairwell and escape tunnel maps. [5062, 5064, 5066, 5092, 5093, 5106, 5112, 5113]
      • The old Hommlet temple music is now assigned to ToEE level 4 only. [5140]

    • Verbobonc

      • Reassigns the good vignette theme to Verbobonc. This is now officially Verbobonc's musical set piece, because before it didn't have one. It used a variety of others, mainly the native pieces from whichever maps Allyx used to build Verbo. [5121, 5122, 5124, 5125, 5131, 5132, 5133, 5136]
      • Reassigns the evil vignette theme to the Underdark and Hextor areas of Verbobonc. [5126, 5127, 5128, 5129, 5130, 5134, 5135]
        (Why all this for Verbobonc? Hommlet is 'good.' Nulb is 'bad.' Verbo has areas that are good and bad. No one piece will cover it all.)

    • Vignettes

      • Sets all the vignette maps to the generic wilderness theme. This is no big deal; you only hear your alignment 'theme' once in the game anyway, on these very maps. (Well, the vignette movies too. Those are unchanged.) Using 3 tracks to cover 9 small maps that are seen only once was a waste of resources, considering that ToEE audio is already stretched pretty thin. There's much better use can be made of this stuff. :) [5096, 5097, 5098, 5099, 5100, 5101, 5102, 5103, 5104]
    Minor stuff it does (error fixes and basic compliance):

    • Tweaks some ambient audio settings in schemelist.mes.
    • Changes the exterior parapet level of Burne and Rufus' tower to have outdoor ambient effects. [5017]
    • Changes the broken tower interior map from the Moathouse with frogs theme to the appropriate temple theme. [5065]
    • Changes the slaughtered caravan map from the good vignette theme to the wilderness theme. [5078]
    • Once again changes the Zuggtmoy lair map to the actual Zugg lair theme. Somehow I managed to not do this right twice. :blegh: :shame: I've triple checked it and it's right this time. I swear. [5079]
    • Changes the Moathouse exit tunnel map from the wilderness theme to the Moathouse minus frogs theme. [5091]
    • Changes the tutorial maps from the Zuggtmoy theme to the generic wilderness theme. [5116, 5117, 5118]
    • Changes the colosseum map from the cheering crowd theme to the wilderness theme. This is so that the map is ready to be used for a variety of applications - e.g. ancient ruins site ala KotB - without having a screaming crowd in the background. If Morph ever finishes AoH (or somebody else uses the map as an arena) it can easily be changed back. [5119]
    • Changes the caravan map (shop map) from the good vignette theme to the wilderness theme. [5123]
    • Changes the Gnarley forest map from the random encounter river scheme to the random encounter forest (wilderness) scheme. [5137]
    • Changes the Hickory Branch map from the random encounter river scheme to the random encounter scrub (wilderness) scheme. [5138]
    • Changes the Hickory Branch crypt map from the evil vignette theme to the wilderness theme, per 'regulations.' ;) [5139]
    If anybody's interested, my basic rationale for all this is this:

    ToEE has 7 distinct areas: Hommlet, the Moathouse, Nulb, the ToEE, the Nodes, Verbobonc, and 'the wilderness.' ('The wilderness' includes wilderness-like locales that aren't associated with anything else: Emridy Meadows, Imeryd's Run, Orc/Ogre Cave, Deklo Grove, Hickory Branch, and random encounter maps. I suppose you could make a case that Imeryd's run is beholden to Nulb, but meh; you're only there long enough to grab the gar and go anyway.)

    Each area should have a distinct theme, and now does. The ToEE, which is the primary focus of the game, now has four themes and two combat pieces to define it's vagaries, which I think is an improvement over the previous two (Zugg and regular). The nodes always were pretty rich in that regard, with four and one respectively. I didn't want to change that.

    Hommlet and Nulb are pretty straightforward and don't really need much variety. Likewise the Moathouse. Verbobonc's a bit different, as I described above. The wilderness music probably gets the broadest play, but its locations are typically generic.

    That's about it. :)

    This stacks with the previous audio fixes and is compatible with anything CMF. Just install to your ToEE directory and overwrite.


    Added to the CMF 04.13.2008
     

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    Last edited: Apr 13, 2008
  3. Gaear

    Gaear Bastard Maestro Administrator

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    Temple Priests Expansion

    What it does:

    • Makes all the temple priests (Romag, Kelno, Alrrem, and Belsornig) knowledgable about the fates of the other priests, as you might expect people in their situation to be. Now, if you've killed one or more of them and approach another, they will respond appropriately. What they will do is acknowledge the deaths of others and treat you with a bit more hostility/patronization/fear/respect, such as each of their personalities dictates. What they won't do, unfortunately, is enact any sort of intelligent defense or set temple alerts as a result of their newfound knowledge.
    • Makes it a bit easier and more sensible for parties that are 'clearing the temple' (aren't we all) to simply go at it with the priests and their entourages (such as they may be) from the very near get-go, and via the legitimate dialogue method. However, you are not roped into that course of action. The existing dialogue trees to work for them and so on remain available to you, after a bit of maneuvering.
    • Adds 45 new lines of audio for the four chief clerics. (Many brand new, but some just neccesarily repositioned oldies.)
    • Fixes a fairly wide variety of other idiosyncrasies with the priests and their knowledge (or lack thereof) of the welfare of the others, as relates to quest-giving and other general conditions.
    • Normalizes volume for a few odd lines here and there that were whispered loudly or shouted softly, etc.
    • Fixes a few other dialogue errors and dialogue-related bugs, all exclusive to the priests.
    • Fixes a really stupid bug that kept you from accepting Romag's kill-the-snake quest.
    This may not seem like much, but the effort hear was quite exhaustive, and the changes may be rather sweeping, so feedback on whether or not this mod works as intended would be good. I tested extensively, but you can never catch every little thing yourself.

    As a side note, I did much of this audio a year and a half ago or so, when TotWC and Project Delicate Rebalancement discussion was all the rage. I had hoped that one day this material might be a part of that larger effort to make the entire temple smarter, but that seems less likely to happen anymore. Hence I'm releasing it now in this form. Meh, at least the priests won't appear so daft now. ;)

    Enjoy! :)

    Temple Priests Expansion

    [edit] Oh yeah, forgot to mention: you should probably try this with either an existing save from before you've met any of the temple priests, or just a new game altogether. It won't break your old saves or cause crashes or anything like that, but enough is changed in the priests' dialogues that if you're already half-way through their quests or whatever the case may be, things might turn goofy. Plus, most of this is geared toward your first meetings with those guys anyway.

    [edit] Another thing - Romag won't make any remarks about Kelno. That's just the way it is. We can probably justify this by surmising that with the Earth Temple as the favored temple and the Air Temple as the weakest, Kelno is beneath Romag's notice. (The real reason is that nowhere in Romag's existing dialogue does he mention Kelno or the Air Temple.)


    Added to the CMF 04.13.2008
     
    Last edited: Apr 13, 2008
  4. Gaear

    Gaear Bastard Maestro Administrator

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  5. Gaear

    Gaear Bastard Maestro Administrator

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    Little mod that fixes the zombie portrait showing for teleport destinations in Nulb after using the signpost. (Will now be the post portrait all the time.) Also slightly changes the Nulb signpost teleport coordinates for the Waterside Hostel so that the camera follows you there when you teleport.


    Added to the CMF 04.13.2008
     

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    Last edited: Apr 13, 2008
  6. Gaear

    Gaear Bastard Maestro Administrator

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  7. Sitra Achara

    Sitra Achara Senior Member

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    Several minor fixes:
    • A wrong quest check in Calmert's dialogue, regarding the Flour quest.
    • A missing full stop in one Gwynneth's lines.
    • Fixed a line in Terjon's dialogue checking vars[27] instead of flags[27]. A nice, hard to find node that lets you slam Terjon for being a hypocrite is now available under the right conditions (see lines 169, 170).
    • Another flag checking error in the peasant laborer's dialogue. Allows you to inquire about Jayfie's disappearance.
    • A fix for a few Belsornig lines that failed to botch the Oohlgrist quest.
    • Another botch-fix in Mona's dialogue, for low-int PCs (Orb of Sah quest).
    • Minor low-int mixup in Serena's dlg, also wrong flag check for a low-int node in one of Livonya's lines.
    • A tiny, harmless mistake in one of prisoner Lareth's lines. ('==' instead of '=')
    edit: updated to be compatible with Temple Priest Expansion contribution.


    Added to the CMF 04.13.2008
     

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  8. Gaear

    Gaear Bastard Maestro Administrator

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    The Cumulative Mods and Fixes have been updated to include:

    • Shiningted's scripts file from KotB
    • Shiningted's Spugnoir and Ostler fixes
    • My Roundabout Town Fixes v2
    • My Long Awaited Feldrin Fix
    • My ToEE Audio Fix Reloaded
    • My Temple Priests Expansion
    • My Long Awaited Rannos and Gremag Fix
    • My Signposts fix
    • My Suggestion Fix
    • Sitra Achara's Minor Fixes
    Download from the Downloads Forum here.
     
  9. Gaear

    Gaear Bastard Maestro Administrator

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    Fix to add an option to Whitman's dilaogue for players that set him free to get the Zug story hook (and thus enable Burne to complete his research on the orb).

    Extract to ToEE directory and overwrite.


    Added to the CMF 05.11.2008
     

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    Last edited: May 11, 2008
  10. Gaear

    Gaear Bastard Maestro Administrator

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    Fix for early game Burne not going to barter screen upon request, post-Rannos and Gremag mod.

    Extract to ToEE directory and overwrite.


    Added to the CMF 05.11.2008
     

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    Last edited: May 11, 2008
  11. Sitra Achara

    Sitra Achara Senior Member

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    A fix for Nalorrem (one of the water Temple priests). He was set to mute for some reason, preventing you from initiating dialogue with him (and Merrolan as well, since they constantly switch from one to another). The fix is implemented via script (no new MOB), so you don't have to restart or anything like that.


    Added to the CMF 05.11.2008
     

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  12. Gaear

    Gaear Bastard Maestro Administrator

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    Sitra's requested bracketed text restoration.


    Added to the CMF 05.11.2008
     

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  13. Sitra Achara

    Sitra Achara Senior Member

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    This change to random_encounter.py makes Wonnilon's hideout area actually safe. It's quite simple really, I wonder why no one has done this before. I just checked for the party members' locations, and if one of them is outside a coordinate rectangle tightly bounding the hideout, then it enables the spawning of critters, otherwise the sleep encounter is aborted and you sleep safely. If you should happen to split your party across the map - some being in the hideout zone, and others not, then the spawning will occur only near the ones that are outside the hideout zone. Note that the tent icon will remain yellow (I might change this in the future with a heartbeat script attached to an object in the hideout).

    The hideout zone is defined by the seam in the corridor leading to the actual hideout. See attached image (where the mouse cursor is).


    Added to the CMF 05.11.2008
     

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  14. Gaear

    Gaear Bastard Maestro Administrator

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    The Cumulative Mods and Fixes have been updated to include:

    • My Whitman Fix
    • My Burne Fix
    • Sitra Achara's Nalorrem Fix
    • My Bracketed Text Fix
    • Sitra Achara's Wonnilon's Hideout Mod
    Download from the Downloads Forum here.
     
  15. erkper

    erkper Bugbear Monk Supporter

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    My first mod!

    Just a little cleaning up of the dialog in the Leatherworker's family tree. There were some inconsistencies about whether Bing was Jakk's brother or brother-in-law, so I made everything show that Jakk is married to Lisbeth, and Bing is Jakk's brother. (Some dialog gave the impression that Bing was Lisbeth's brother, one bit even had Jakk referring to Bing as his "sister's brother." Wouldn't that make Bing Jakk's brother too?) Some other minor grammar fixes in the dialog, too.


    Added to the CMF 06.08.2008
     

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