5.0.x Cumulative Mods & Fixes (CMF) Bug Reports and Discussion Thread

Discussion in 'General Modification' started by HobbesMG, Jul 16, 2006.

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  1. Kalshane

    Kalshane Local Rules Geek

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    Re: 5.0.1 mods and fixes bug reports

    Okay, thanks. It works perfectly if you just try to open the chest. It's only when you try to disarm it that things still go like they used to.
     
  2. Old Book

    Old Book Established Member

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    Re: 5.0.1 mods and fixes bug reports

    Thanks for the clarification. :)

    I can't believe I've been letting Skole live so he can deliver that dialog when I didn't have to. ;)
     
  3. Cerulean the Blue

    Cerulean the Blue Blue Meanie Veteran

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    Re: 5.0.1 mods and fixes bug reports

    It seems that if you set the trap off when trying to open the lock, the trap doesn't reset, but if you set it off by failing your Disable Device check, it does. Curious. Might need to have Spellslinger look at that. I can think of a scripting workaround, but he might be able to do it better.
     
  4. Kalshane

    Kalshane Local Rules Geek

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    Re: 5.0.1 mods and fixes bug reports

    That's what I was seeing.

    I'll have to double-check this, but another thing I've noticed (and completely unrelated to your fix. It's probably been in the game since release, I just haven't paying attention because the XP from traps was deactivated for so long.) is that the game seems to give half XP if you disarm the trap or trip it while trying to disarm it, but full XP for just blundering into the thing. It should be full XP either way. But like I said, I'm not positive on this. I need to save before opening a trapped chest and try doing both on the same chest just to be sure.
     
  5. Kalshane

    Kalshane Local Rules Geek

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    Re: 5.0.1 mods and fixes bug reports

    To follow up on the XP for traps thing, I had it mixed up.

    ToEE awards you 1/2 the XP award for the trap if you set it off by trying to open the chest, or if you successfully disarm it. It gives you the full award if you set the trap off by botching your Disable Device roll.

    I have no idea what Troika was thinking there.

    Unrelated, I thought Jesse Heinig or someone had fixed the Ranger and Paladin spells so that they showed up at the correct level in the spell selection list for those classes. Or is my memory screwing with me again? I've got all the Cumulative Fixes installed and my Paladin is still getting 3rd level spells in her 1st level list.
     
  6. Hazelnut

    Hazelnut Great Confusor

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    Re: 5.0.1 mods and fixes bug reports

    Your memory isn't screwey - Jesse did say that he would do this. That's why I've been leaving it alone - if he's already done some or all of the work on this I don't want to replicate that when I could be doing something more useful.

    Jesse has not visited the site for two weeks and has been unresponsive for longer, so I guess at some point we'll have to assume he's not coming back and just add this work back to the to-do list. :( Hopefully he's just mega busy IRL and will suddenly appear with a nice new spell pack for us all...
     
  7. Kalshane

    Kalshane Local Rules Geek

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    Re: 5.0.1 mods and fixes bug reports

    Okay. For some reason I thought it was already done, rather than in the works.

    This bug has been around for forever, but maybe some of our new .dll experts can take a look at it: Uncanny Dodge correctly allows a character to retain their Dex bonus to AC when flatfooted, but Rogues are still able to sneak attack them. They should not. My guess is the flatfooted condition is coded to allow Sneak Attacks, instead of the denied Dex Bonus. (Or it's possible that both Denied Dex Bonus and Flatfooted Condition are coded to allow Sneak Attacks, in which case it would be a simple matter of removing the Sneak Attack: Yes or whatever from the Flatfooted condition.)
     
  8. Jesse Heinig

    Jesse Heinig Established Member

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    Re: 5.0.1 mods and fixes bug reports

    It is now done. :)

     
  9. sirchet

    sirchet Force for Goodness Moderator Supporter

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    Re: 5.0.1 & 5.0.2 Mods and Fixes Thread

    Hi all:

    I extracted the fixes 5.0.2 to my TOEE dir and deleted all the .pyc files in my data\scr, shouldn't I see 5.0.2 in the mod selection of the front end loader. Also I can't get the intro movies to turn off, I chose that option on the front end loader.

    ps....sorry if I posted in the wrong section, only place I saw 5.0.2 mentioned.
     
  10. Cerulean the Blue

    Cerulean the Blue Blue Meanie Veteran

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    Re: 5.0.1 & 5.0.2 mods and fixes bug reports

    I moved your post to the appropriate thread, sirchet, and renamed this thread to reflect that 5.0.2 bug reports should go here as well.

    You should not see 5.0.2 in the Front End. 5.0.2 is a patch to 5.0.0, not a seperate module. As of yet there is no easy way to tell if 5.0.2 is properly installed other than by testing if dwarf gets stuck in a web spell or not. This will change with the next update.

    I don't know what to tell you about the intro movies. Did you save the configuration in Front End?
     
  11. sirchet

    sirchet Force for Goodness Moderator Supporter

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    Re: 5.0.1 & 5.0.2 mods and fixes bug reports

    Cerulean the Blue:

    Thanks for responding, I've been thinking of creating a party of dwarves, guess now is a good time. When I choose to disable opening movis via the front end loader I get a message saying front end loader cannot create file that is already created.

    Thanks

    Ohh...and dwarves are affected by web spell, and I don't have any kobolds at the deklo woods, but I think the mod installed because I can't load any 5.0.1 save games.
     
    Last edited: Oct 16, 2006
  12. Cerulean the Blue

    Cerulean the Blue Blue Meanie Veteran

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    Re: 5.0.1 & 5.0.2 mods and fixes bug reports

    Got it. Open up the data\movies folder in your root directory and move anything with the extension .bik0 out of that folder (one level up should be sufficient). Then try disabling them via Front End again.

    If it works, feel free to delete those files you moved.
     
  13. sirchet

    sirchet Force for Goodness Moderator Supporter

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    Re: 5.0.1 & 5.0.2 mods and fixes bug reports

    Cerulean the Blue:

    Did what you suggested and I am now able to turn of the intro movies via front end without an error message, thanks. Are the kobolds no longer to be found at the top of the woods that you clean out the spiders for the woodsman?

    again, Thanks
     
  14. Cerulean the Blue

    Cerulean the Blue Blue Meanie Veteran

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    Re: 5.0.1 & 5.0.2 mods and fixes bug reports

    Depends on your parties alignment.
     
  15. webusver

    webusver Established Member

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    Re: 5.0.1 & 5.0.2 mods and fixes bug reports

    Hi! I tried the 5.0.0. mod yesterday for the first time.
    It feels good that there are 2 more NPC ready to join. Especially that one of them is a cleric and the other... may be a sorceress. So there is additional good point to have at start a wizard and druid. Some dialog additions are good too. Sober Elmo is much smarter than drunk. But doesn't he have too many feats? I counted them all and he has 1 extra feat. May be he can give away Combat Reflexes? He is very powerfull in all cases. Especially for an NPC whom we meet and can hire first of all. I also like new starting equipment more, but perhaps rangers could have twice more arrows. It's good that they have longbow from start, because player often must take Point Blank Shot + Precisious Shot instead of Weapon Focus on Longbow.

    Then I must say some words about things that I didn't like. Though it may sound negatively, but this gives something to discuss and perhaps may improve something.
    1. There is an option in dialog with NPC to keep their inventory from selling and giving away. So if I choose this option NPC will not return the things that I gave to him. Suppose that at the beginning a gave a Light Crossbow to Spugnor. Then tell him to keep things. Then when I find a Heavy Crossbow, I can't replace the Light Crossbow with the Heavy one. I can just add Heavy Crossbow to him. So he will just have to carry additional weight. The worse thing is with warriors. They have to change equipment rather often. Each time when they find an upgraded version.
    So it would be good if there were another dialog option to ask NPC to return the given equipment back. Or some other solution, I don't know of yet.

    2. There are some weapons, that should be added to shops in Hommlet. Such as Greatsword, Greataxe and Dwarf War Axe. I usually start with a dwarf-rogue then convert him to fighter to develop figter6/rogue4 combination with specialization on Dwarf War Axe. So now I have to start with another caracter with focus on Dwarf War Axe and then replace him at the inn, which seems not very "gameplayable". For this reason perhaps all non-magical and non-masterwork weapons should be added to a shop in Hommlet. I also would like to see those exotic monk weapons to give focus on them to monk. Yet he can't choose focus on them from start.

    3. I didn't like all changes to hair. Men had a smart medium-long hair and it was good. In middle ages (I guess) many men had this kind of hair. Why do we need to add the 2nd ponytail instead. By the way, that old caravan-man in Lawful-Good begining now has this joking pony tail. But look at his portait! As for women, I also don't like the hair which they received from men. Now men and women with the shared hair lost individuality and look similarly. They look just similarly wild.

    4. NPC. As for Pishella, it's a pity that she has mixed a sorcerer and a wizard levels. She may be a sorceres level1 just going to initiate to wizardry... but not a wizard yet. Look, if there were a sorcerer in Hommlet, there would be a great stimulation to start with a wizard. Also, was there a need to downgrade Spougnor? If Pishella were a medium-quality sorceress, then Spougnor could counter her being a medium-quality wizard. I also would like if Elmo had a better portrait... At least the sober Elmo... Also that cleric's portrait (taken from BG) doesn't fit well. It's too large. May be... teamster whos son poisoned BJ' sheep could join the team as a cleric to return a good name? Or there is a man with "empty" shop in the north hommlet. Or that braumeisters apprentice may happen to be a cleric. Didn't he join to worship St.Cutbert religion? No fighters are needed in Hommlet after we meet Elmo! But clerics are needed. That guy has a smart portrait. I would like him to join me. Total there are 5 candidates that can lose their job in Hommlet. May be they can join the team? Though it's not right to rule players to ruin NPC's lifes, but then may be there should be a choice of hiring those who made a mistake instead of punishing them? So who are these five? Braumeiser's apprentice, Otello, Miller's servant, trader's Coureer (evil parties may like to enslave him), Worker's Labourer who sabotages the castle (he may also be enslaved by evil perties). Well, perhaps evil parties may have a benefit of enslaving NPC rather than hiring them? What about catching and enslaving teamster's son? Are there more evil actions available? Selling NPC into slavery? Perhaps evil parties should have a little more fun in the gameplay? As for Elmo... He is Chaotic Good... And you know... it would be smart if he were specializing in Bastard or Greatsword. Better Greatsword for getting legally Scater... There should be less need in killing Trommel... :) I didn't see Fruella yet. Does she still has that hellish portrait?
     
    Last edited: Oct 16, 2006
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