I am hoping someone can help me. I am toying around with the original Hommlet map. I am trying to change the start point of the East Hommlet location to be a bit farther East. I know it is possible to change the start point coordinates as KoTB did it. But for the life of me I can't figure out what to change or where to start. Can anyone point me in the right direction? I know how to change the start points on regular maps, but this one is tricky as it has 3 start points on the same map (South, North and East in TOEE) and (Main Gate, Market Place, and Keep Inner Gatehouse in KotB). thanks in advance... - Livonya
Whoa, welcome back Liv! it'd be nice if you dropped in more often, we've missed you around here. The Hommlet start locations are (Ted corrrect me if I'm wrong) hardcoded into the .dll i'm afraid, Spellslinger (who's not very active anymore) has done some hacking for the KotB .dll that is not in the original ToEE .dll You can however make it so the "Hommlet" locations on the world map take you to different maps (EG inside Burne's Tower, the Welcome Wench Inn or inside the church) which can have the start locations changed, you can do that with Spellslingers World mapper tool (read the doc's though as it's not pretty, and confusing to boot).
Allyx - Okay, thanks. That makes sense. I will learn to live with it. I can script around it. Yeah, I am back. I am helping with KotB, and I am working on a mod that I started before I left... we will see how far I get, though a lot of it was already coded. There are so many new tools. Modding is a lot easier now, though I have to learn the tools. I downloaded the world mapper but the read me didn't make it seem like it would do that. I will give it a go. Thanks. - Livonya
Krunch - (I didn't mean to write so much, but once I started writing it sort of became helpful to me as a way to solidify some of my ideas on what I am doing...) At this point, I don't think there is any reason to finish the 2.0.0 MOD. It seems to me that the C08 combined mod is enough for TOEE. It would be pretty hard to pick up where I left off with my mod and to work that into the CO8 5.0 mod fix. So I am moving forward from scratch. There are some scripting routines that I wrote that I never released. A few of those will make it into KotB. And the others I am putting into a new mod. I don't know what I will call it, and it won't be anything as impressive as KotB as I am not making new maps and new art. I have no skills with art, sound and what not. Instead, I am making what I would call an alternative version of TOEE that will be a complete re-write. No quests, plots, or what not from TOEE but using the same maps. I already wrote the plot and am currently setting up the world and writing dialog for key characters. A lot is in place already. It will be an adult mod. I don't mean titillating. I mean real world choices that exist when violence is the main way that groups interact. So it will deal with slavery, sex trade, rape, oppression, genocide, class war. Playing evil will be much different than playing good. I am not going to try to deal with all 9 alignments, but instead have 3 distinct ways to play the game (evil, neutral, good) allowing the player to find some balance between those main 3 paths. I hope to make something where solutions to problems will be brutal and ugly and take thought. I don't want evil for evil's sake. I want evil to be a tool to accomplish goals. Being good will require sacrifice. Being good will be the hardest path as it will limit your range of options. Good players shouldn't be using oppression and murder as tools to reach their goals. Neutral will be about finding a balance. You won't be forced into anything. I want choice to be the main point. Good has no meaning without the existence of evil, and vice-versa. I have done modding for many games, but have never really had the engine that I wanted or the tools necessary. I always wanted to do something larger for TOEE, but the tools were never available to me before. I think I can do it now. So I am working on it. I have no idea what will happen. I might burn out on it, I might give up, I might finish it. I make no promises. I think it will be easier than trying to correct mistakes made by the original creators of TOEE, so work should go pretty smoothly. I have already done a lot. I will know all the variables and flags. I can do what I want without worrying about messing something else up that I don't know about and no one can complain about my design/rules choices. If I get to the point where it looks like I can seriously do it then I will release an alpha version to get feedback on bugs and errors. I have no idea of a time scale as I have a real life, and I also don't want this to get in the way of helping with KotB. But I suffer from an addictive personality, so right now I am pretty much stuck working on it as I am having a hard time focusing on real world issues... (thus I am writing this while at work). - Livonya PS: If I do release anything it won't be until after the KotB demo comes out, or maybe even after the final for KotB.
@Livonya: WOW - No, I mean WOW, as in really totally WOW. :clap::clap::clap: That deserves a *WooHoo* !!!
The worldmapper tool edits the .dll code to allow you to alter the map numbers for each area that is accessable on the worldmap. I experimented by altering the KotB.dll so you can go from the graveyard map, to the Keep map, and to the gate map in place of the Hommlet location on the same map, but by the time I was able to post the files, Spellslinger had fixed the problem a different way. The worldmapper can also add new areas to the worldmap (it's primary purpose) and new worldmap paths can be added with Hazelnut's Pathmapper tool (which is a lot prettier than the worldmapper, and AFAIK only ever used by myself and Hazelnut - but still, it's a handy tool to have around).
Now I will be forced to use it... can't resist a challenge. I am wasting lots of time with all these new tools. Fun, but a serious time sink. - Livonya
Heh, it takes longer to download the program you need to use the path mapper than it does to figure out how it works, the world mapper is quite a lot more difficult to get to grips with.
No Kap'n, we ain't turning ToEE into World of Warcraft. You can post that as often as you like, it ain't gonna happen. :no: Liv - if you want to change the .dll, I posted an attachment with a pic of the location of the coordinates in the .dll HERE (thats in the private forum for anyone who wants to see it and can't get in). Post #76. If you don't have a hex editor to hack the .dll, I am happy to do it for you. Sorry to be the voice of dissent, but as fabulous as this sounds, I think your talents, Liv, would be far better suited to doing your own module. Seriously, we have the cartographic talent here to do the maps for you. Just an idea - I realise a re-work of ToEE such as you are describing is essentially a new module anyway. Either way, I look forward to playing it
Thanks for the link. I think I still have a hex editor around somewhere. I am INSANE about fashion. A lot of times I can't use certain equipment or characters in games unless they look just right. So I have done some very minor hex editing to make 1 thing look like another thing... so I will toy with it at some point. If I need help I will ask. Valid points. I want to use the Hommlet map because it is a beautiful map, and was never used to full potential. Most of my mod takes place there. I am mostly building a skeleton of a mod at the moment just to get everything working. If it turns out it seems like something that can actually be done then I will consider using new maps. It this point I am learning, more than anything, so that when it comes time to do a cave for KotB I will know what I am doing. First, I have to build the vision, and implement the quests, plot and situations and then work on the visuals. All of my NPCs are completely naked at the moment, as all I am working on is plot and story progression. Once the story is done then I will work on the asthetics, so changing to new maps would actually be relatively easy as the .mob files are minimal. Lots of fun. I hardly ever finish games, I always get side tracked by tinkering under the hood. When I was in junior high I started designing text only RPGs in basic on my radio shack TRS 80 (I think that is what they were called, it has been nearly 25 years). Something about it is just plain enjoyable. - Livonya
Red mystic garb looks good on a female wizard, but black half-plate and a sword in each hand isn't exactlly a fashion statement. It works for TwoSwords, but I don't think she's a kind, gentle person.
Cujo and some others have added a lot of new armor and weapons and stuff. And, that means a very long list of stuff, not just some new items. Cujo and his team has worked wonders in that area of modding, real eye-candy.