Monty Pyth-on the Borderlands...! :grin: Q: How can you tell he's the King? A: He's not got shit all over 'im... Allyx'll have to mod some awesome swallows, and then there's that rabbit to consider; anybody seen Darmagon?
Clowns But per the Keep, I think they are suggesting the start of ToEE be moved to Verbobonc for a shop map (good idea if Allyx doesn't mind). Re the Keep, I wholeheartedly agree with you Spike. I am trying to keep the original trading ideas from the module - certainly re who sells what etc - and while it is not easy for a 3.5 game doing a Basic module, I definitely want to give role-players the option of showing up with a pocket full of gold, a faraway look in their eyes and maybe a weapon they specialise in Then they can fully equip at the Keep, within the sensible limits of what can reasonably be expected to b there. BUT I want to keep the Shop Map Caravan thing as an option for those who are not that interested in roleplaying but want to go in as well equiped as possible. Or with a specific character vision in mind: tattooed twf with katana and wakizashi, perhaps.
I dream of a future which will allow the less time intensive creation of modules, so that a spoof module like the Holy Grail can be created...along with things like Queen of the Spiders!
Picking up from the "Testers Needed!" thread . . . FYI, if anyone hasn't seen Darmagon's posts in the "New spell zip" thread, his new package will be out tomorrow. If anyone can think of (or is working on) anything that hasn't been mentioned anywhere above, please post it here. Maybe then we can begin to prepare to consider to get this show on the road.
yah, my female redhead Bard as a recruitable NPC with voice dialogue...need to talk with two more girls about recording their voice, though...will provide another update tomorrow. considering this (best Darth Vader voice) - Luke, use the Force and see the power of the dark side.
Well, I just got back from a store. And, while I was there, I met a girl who is an employee at the store and, after talking with her, wants to do the voice recordings. So, on Tuesday afternoon of this week, she and I will meet at a library nearby and use a study room to do the voice dialogue recordings. She has a totally sweet sounding voice, one that will be comparable to Melenys voice.
Endarire's cleric now sings no less than 3 songs (I can tell u from experience, clerics do indeed get trained to sing. Well, at least chant). Ur bard has a lot of measuring up to do
I'm interested in having a stab at this - although I'm a bit new to modding ToEE (so far). One question - can you control how many different typs of creature each of the Summon Monsters/Nature's Ally spells can summon? And, if you can, would it be possible to increase the numbers for the existing spells? (getting optimistic here ). Charles
Yes and Yes (I think). The way that the file controlling this is laid out one should be able to have a maximum of 9 for each spell (haven't actually tested this yet). It would be great if you could "have a stab" at this. If you are looking for inspiration for what to create have a look see at the two files attached. They are the lists for the spells from the SRD starting at 6th level. Darmagon
Thanks, looking at your lists, the Elementals (Large & bigger) look like a good place to start, and there are several other creatures that already exist in the game (vrock, hezrou for instance). I have a couple of further questions, you mentioned that there was a file controlling which creatures are available from which spell - could you tell me which one it is please? (I had a look last night, but didn't find it - but I know I hadn't looked everywhere yet!) Also, do you have any preference on what range of PROTOS.TAB numbers I use? Charles
Unless anyone else has any objections, the 14503 - 14599 range is empty (I don't think anyone is adding any NPC's in that range) I'm using the 14700 - 14799 range for my stuff - so please don't touch them.
Yeah they are there but only summonable with the node gems or the orb so far in the game. The file is:data\mes\spells_radial_menu_options.mes. in the toee3.dat or toee4.dat files. If you don't have it you will need the dat extractor to get it (or PM me and I will send you a copy with proper placement instructions. I don't have any preference as far as protos numbers goes. You should make sure you have the latest protos before you start adding things and maybe check with others before you start adding things. I have tried to keep my own protos additions to a minimum (which is why I rely so heavily on scripting in my spells) but you, if you actually take on this task, won't have that luxury. So you will have to make sure that what you add doesn't override someone elses addition to the protos and also that they reside in the proper protos number region. PM me if you need more aid..... Darmagon
First, thanks Allyx! All I meant was the creatures existed in game - but I'll have a look at the orb's summoning spells to see if they help anyway, I'm going though the existing creatures to see what can be used. Got it, thanks - um.. both versions (in ToEE3.dat & ToEE4.dat) only list the summoning spells up to level 5 - if I add in the new spells using the next numbers in sequance (1500- for Summon Monster VI, for instance) would it work, or do I need to change something else to get the spell to bring up the options on the radial. On a related question, do you know how the other spells that access spells_radial_menus_options.mes are linked to it, or is this still a great mystery? Edit: Actually, I think this paragraph comes under the category "P.M. me if you need more aid" - I shouldn't post while half asleep :tired: Thanks, that was very useful. I'll use the numbers Allys gave me for now, and I've dowloaded the latest Protos.tabs from here, so hopefully I'll be ok Do you think it might be worth starting a new thread for this project? Charles
You know, the Orb Summoning spells don't actually work as they should. Yeah, they summon the creature they are supposed to, but everything after that in the script doesn't really work because the handle used for the summoned creature doesn't actually link to the creature. I can fix it, I just haven't got around to it yet. As for proto ID numbers, there are a few NPCs in the works for 4.1.0. I don't know their proto ID numbers off hand, but keep in mind you may end up having to move some or your new creatures around.