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. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    Re: 5.0.1 mods and fixes bug reports

    Thats funny! "Greetings, moathouse! Put some pants on!"
     
  2. Boque

    Boque Member

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    Re: 5.0.1 mods and fixes bug reports

    Hi all, great mod you guys have done here.

    I've got a problem with the familiars, I get a CTD when the familiar is out of the back pack and I go into any building within a map.

    I'm running the UK version of ToEE with patch 1, 2 and Co8 mod 5.01 run through ToFFEE dated July 18th.

    Thanks
     
  3. emptybook

    emptybook Member

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    Re: 5.0.1 mods and fixes bug reports

    How are people doing for money at the shop map? May be just me, but in the three times I started (1 experiment, one serious party, one silly party) I've had significantly less money than normal. Should have written down the quantity, but it was about 40-50pp, not enough left for weapons for five people.

    'Course I can sort this either through cheating or shifting everyone's armour and weapons down a weight category, but it's just never happened before in a dozen starts.
     
  4. Cerulean the Blue

    Cerulean the Blue Blue Meanie Veteran

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    Re: 5.0.1 mods and fixes bug reports

    Welcome to the Shop Map emptybook. Starting money is now randomly determined based on the values in the 3.5 Players Handbook for each character class, plus a little extra "mad money". You will just have to go out and earn some gold if you want that better armor and weapons.

    [EDIT] Oddly enough, the CTD with the familiar out of the pack seems to be caused by it being flatfooted. After you take the familiar out, hit the "c" key on your keyboard twice. This will cause you to enter, and then leave, combat mode, and remove the flatfooted state on the familiar.

    I will try to resolve the issue of the familiar appearing flatfooted, but for now this seems to work.
     
    Last edited: Jul 22, 2006
  5. Boque

    Boque Member

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    Re: 5.0.1 mods and fixes bug reports

    Thanks Blue, the flat footed familiar was the problem, thanks for your help and speedy reply.
     
  6. BTime

    BTime Member

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    Re: 5.0.1 mods and fixes bug reports

    I think I found a bug, or at least I hope it's a bug.

    Check out the hit points on the friggin beastie below. Sorry if the pic might be considered spoily.
     

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  7. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    Re: 5.0.1 mods and fixes bug reports

    Ummm? I dunno what to make of that.
     
  8. kgruscho

    kgruscho Member

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    Re: 5.0.1 mods and fixes bug reports

    I don't think i've ever posted but ive been playing co8 4.0 and 5.0 since they have been out. I still cannot access the masterwork items since the 5.0.0 release. I have tried everything (wait 24hrs, wait a week, sleep in green area, go to another map for more than 24 hours etc. even different games, oh yes and the various variations of save, reload, or quit reload)

    playing using a fresh patch 2.0 install + co8 5 official.

    Any insights?
     
  9. Kalshane

    Kalshane Local Rules Geek

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    Re: 5.0.1 mods and fixes bug reports

    Did you try adding any levels to that creature, Ted? When I was playing with trying to see if NPC classes worked, I discovered giving something a value in class that wasn't recognized by the game resulted in a ridiculous number of hitpoints.
     
  10. Cerulean the Blue

    Cerulean the Blue Blue Meanie Veteran

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    Re: 5.0.1 mods and fixes bug reports

    @kgruscho: The dialog masterwork menu for the blacksmith is no more. In 5.0.0 Final the masterwork items appear in his shop inventory. After waiting 24 hours like he asks, they should be available through normal bartering.

    Where is the Groaning Spirit getting temp hp from anyway? I that part of the Banshee Charisma Drain? IIRC there was a report like this before. Something about a character being drained below 0 Charisma.
     
    Last edited: Jul 23, 2006
  11. sirchet

    sirchet Force for Goodness Moderator Supporter

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    Re: 5.0.1 mods and fixes bug reports

    Hi all:

    Has anyone else noticed that Elmo's stats list him as being 0' 0" tall? He seems at lest 6' tall in comparison to others. Man....the new voice overs are GREAT, especially the kid, Kent I think.

    Again its hard to believe so many talented people are working on this for free, simply amazing. Bravo!!
     
    Last edited: Jul 23, 2006
  12. Zebedee

    Zebedee Veteran Member Veteran

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    Re: 5.0.1 mods and fixes bug reports

    The Ogre Cave appears when you perform Allrem's quests in the Temple.

    Is Elmo's height because of the way NPC stats are invisible to the player?
     
  13. sirchet

    sirchet Force for Goodness Moderator Supporter

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    Re: 5.0.1 mods and fixes bug reports

    @Zebedee:

    Sorry........posted before using the search option, have edited the post, what about Elmo?
     
  14. Zebedee

    Zebedee Veteran Member Veteran

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    Re: 5.0.1 mods and fixes bug reports

    I think all NPCs are given a height of 0'0" in the stat screen (just had a look at Spugnoir and he's the same). I think it might be related to the fact that you can't see any of their stats.
     
  15. Cerulean the Blue

    Cerulean the Blue Blue Meanie Veteran

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    Re: 5.0.1 mods and fixes bug reports

    The Ogre Cave he is refering to is the Orc prespawn there, I think. Talk to Kenter Nevets, the town elder. He will point you to it.
     
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