Co8 Mod Pack 4.0.0

Discussion in 'General Modification' started by Morpheus, Nov 2, 2005.

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  1. Kalshane

    Kalshane Local Rules Geek

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    Thanks, Ted. That's where I was looking for him. Haven't got there yet this game. Have been busy playing around with the World Builder tonight (and understanding very little. You guys amaze me with what you can do.)
     
  2. Kalshane

    Kalshane Local Rules Geek

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    Still no Ah Fong in Nulb. There's a Nulb village woman who stands around in front of the house during the night, but when you talk to her she doesn't have anything particularly special to say. Come daybreak she starts walking around. But no merchant in front of the house or inside it, day or night. I am confused. This is a completely fresh install. ToEE, Atari Patch 2 and Co8 4.0
    I even tried telling Tofee to Clear Map Cache on start-up. No help.
     
  3. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    Ok dude i will run my own game and moongate over there and check.
     
  4. bradrinwi

    bradrinwi Established Member

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    okay per allyx 's early post i did some research on radial menus and...
    id like to thank phaz wonderful extractor the hex32 ppl and blue and allyx for listening to crazy ideas....


    so far after 8 total crashes each needing a complete from scratch re install of toee ,the patches...the mod the voice and portrait packs etc...
    i have managed to learn enough assem and scripting...


    to tell a few things

    from inner ring of options to outer.. lets call em K,L,M
    because ive been a professional physics /chemist
    ring K: I( can not add additional buttons (someone talented in low lelve programmingmight) BUT i was successful in changing the function of a button...

    so that i had two buttons for inventory

    I am certainly not skilled enough in assem nor scritping to mod a New function but it should be possible to define the function of any K button to whatever the programmer is able to do.

    it does seem like a dll change and scripting changes are nessacery to change the "label" of the function and the actual effect of the function.


    the sub levels L and M seemed to function once id duplicated inventory..


    now the fact you can use this menu and not leave combat brings up a way to work mulitple choosable outcomes for spells like wish or such...

    in post 83 i preposed selecting "wish spell from the radial menu triggered a script*since thats all a spell is that instead of casting an effect opened a dialog box for options....
    However opening a dialog box ive found from blue and allyx would mean leaving combat...
    SO.....
    why not write that script to open a radial menu!!!
    a radial menu does not exit combat status.. else you couldnt target wands use items from it....

    spell wish>triggers script:"wish">opens radial menu "wish"
    each button on the K level triggers a "wishXX" script which wouod be the spell effect ..
    wish01 would duplicate heal spell wish02 would duplicate some other effect etc..

    now its gonna take someone with more than brute determanatio to build a radial menu with such specialized buttons and im still not sure that is possible.. but why cant you ??

    but i lack the skills to go that far.. and assem can so easily screw up everything *see my comment about mulitple reinstalls from scratch*
    anyways thats the status report and my research
    right now im going through to see if any of my succesful test files survived mulitple reinstalls and one partion magic fix.. of the hd...

    hope it helps somehow...
     
  5. Firros

    Firros Member

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    im the new guy on this street so i tried to run the Co( mod pack but it crash after "initializing sector data" maybe someone could help me with some instructions step by step or with some file i need

    PD i already installed the patches and they worked correctly


    Wanna play!!!!!!!

    and sorry for my english X.X
     
  6. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    @ Bradrinwi, Thanks for all your hard work (and re-installs), When you explained it on IRC - I spent the next half hour scratching my head - wondering WTF wasw that guy on about? I understand it now though. Great stuff dude.

    @ Firros, did you install in this order...
    ToEE,
    Atari's official patch 1,
    Atari's official patch 2,
    Co8 4.0.0?

    Also the Co8 patch has two installation methods - Toffee, and non-toffee...
    ...the toffee version (supports multiple modules) requires microsoft.net V1.1 or V2.0 to work.
    ...the non-toffee version is less prone to problems, but also less functional.
     
  7. Firros

    Firros Member

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    i do everything in that order
    toee
    Atari's official patch 1
    Atari's official patch 2
    Co8 4.0.0

    and the game crashes after the "sector iniatlizing data"

    how do i install "the non-toffee version is less prone to problems, but also less functional"? i dont see that in the instructions

    thanx allyx
     
  8. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    It's one of the options in the Co8 4.0.0 installer - read it carefully.
     
  9. Trinten

    Trinten Member

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    Thank you for the info on the issue with the front end, I uninstalled the pack, the game, and my .Net framework, reinstalled .Net Framework 1.1, installed the game, patches, and then the Mod.

    Here is the error now:

    Window heading is: TempleFrontEnd.exe - Fatal Error
    Msg: CLR error: 80004005. The Program will now terminate.

    Sorry about all the trouble guys.
     
  10. pierre_o

    pierre_o serial installer

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    Hi, I had the same problem, I was running DX9b instead of DX9c, make sure you have the latest version.

    gl
     
  11. moralgay

    moralgay Bertram Rider lv.2!

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    Bug of Co8 Mod Pack 4.0.0

    Hi there,
    I have a serious bug in the Co8 Mod Pack and I was wondering if anyone could help or a fix released. Basically, I can't seem to get sickles anymore from masterwork blacksmith, spawning from console or even starting a character with weapon proficiency (sickle). I don't know if any are still in the game from foes etc. but I haven't seen since install.

    Please please some help.

    P.s: Claws would be a nice addition too, but that just something mentioned, no biggie.
     
  12. Cujo

    Cujo Mad Hatter Veteran

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    I *think* they were taken out. They were broken because there is no "official" model for them in the game, I'm not sure if there was even a protos entry for the sickle.

    [EDIT] after confuring with my collegues, we have discovered that it is the exact same problem as last time, and will be fixed within the duration.
     
    Last edited: Nov 29, 2005
  13. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    Hmmm, very odd. It was in the description.mes but got left out of the protos.tab again. Try this version - just pop it in the data/rules folder.

    [EDIT] re-uploaded to include another fix.
     

    Attached Files:

    Last edited: Nov 29, 2005
  14. Zebedee

    Zebedee Veteran Member Veteran

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    There's a lot of hard work gone into this and it shows. The new items/armour etc look superb. Just fantastic all round from initial impressions of a quick 4 hour run through. You've really managed to take things on from Livonya's work and polish this game into a gem.

    Mightily impressed so far. Time to roll up a custom party I guess and go bugbear hunting :joy:
     
  15. Gaear

    Gaear Bastard Maestro Administrator

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