Icewind Dale: ToEE - Total Conversion

Discussion in 'Icewind Dale Total Conversion' started by Allyx, May 7, 2016.

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  1. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    New Onedrive link - not had a chance to make the coordinates changes to Hommlet in temple.dll yet though.
     
  2. Shiningted

    Shiningted I want my goat back Administrator

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    Starting sectoring Kuldahar now.

    @ineth - I've converted the dlg files you mentioned HERE, when you get a chance can you let me know the rest of the Kuldahar NPCs I need to do?
     
  3. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    Ok, the Kuldahar Pass (Hommlet) worldmap locations are working now with the new module linked at the top of the page and this temple.dll (not the one included in the module above).

    Trying to access the world map from Kuldahar (Nulb) still breaks the game, and I don't know why... help?

    The "You are here" icon still hovers over where Nulb was, none of the buttons on the worldmap actually work, neither do any of the other buttons. Hitting Ctrl, Alt + Delete and bringing up the task manager then switching back to the game brings up the game in the background and you can scroll around, but no difference to the non functioning buttons.
     

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    Last edited: Oct 31, 2016
  4. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    Well since the world map is causing me issues currently, I've decided to re-stat the NPC's in Easthaven in the mean time. Hrothgar is now a 10th level fighter with Great Cleave, Warhammer Specialisation and Greater Weapon Focus - Warhammer. Everard is now an 11th level Cleric, Accalia is 5th level Cleric.

    I've also split the Goblins into 2 types, one now has the Flanker (full) AI routine, the other were given shortbows and sniper AI routines, the Goblin leader in that group has had his feats reworked and also given the sniper AI routine. Though I think I'll add another Goblin Elite proto for a melee version soon. I also gave the Wolves in Aspel's workshop and Caravan map the Tripper (full) AI in the hopes they will attempt to bring their (PC) prey down and make those fights a little more interesting.

    Next
     
    Last edited: Nov 2, 2016
  5. Shiningted

    Shiningted I want my goat back Administrator

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    Well, if my worldmap buttons broke the world, I better fix it ;) I'll have a look tonight.

    (Breaking the world is, of course, an achievement for a modder, not a mistake ;))
     
  6. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    Thanks Ted, I'm at a loss as to what's wrong with it, I don't think anything I did would have affected the buttons at all.
     
    Last edited: Nov 2, 2016
  7. Shiningted

    Shiningted I want my goat back Administrator

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    Well I can confirm something is very buggered up! :p Can I ask, were they working before you changed the temple.dll?

    EDIT: I am seeing Kuldahar Pass at the location of the moathouse and 'Hommlet' coming up on the side bars - doing yet another reinstall to make sure I have the latest files. Currently looking at 4 hours download time due to my crappy broadband :eek:
     
    Last edited: Nov 2, 2016
  8. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    To be honest, I didn't even test it before changing the Temple.dll... I think I have an older back up file I can use to add the world map buttons you did earlier to for testing purposes.

    EDIT: My appologies Ted, it seems my Temple.dll is screwing things up, the backup version works fine, but applying my changes done through Worldmapper breaks the file again... so I'm going to have to re-do the path ID's again and hope I get it right this time.

    Worldmapper's readme.txt file states "PYLOCS.TBL represents the game.areas array accessible from python script and links them via CLocs.tbl to map ids. Only change entries from index 14 up." and "CLOCS.TBL translates travel locations into map ids from mapnames.mes. Only change entries from index 14 up." perhaps this is why it's breaking the worldmap? or perhaps I misunderstood the process and forgot part of the process?

    In any case I'll try again to get it working.
     
    Last edited: Nov 2, 2016
  9. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    Ok, this Temple.dll seems to fix the issue, it seems I had mistakenly entered Kuldahar Pass's paths as area 10 instead of 9.
     
  10. Shiningted

    Shiningted I want my goat back Administrator

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    I can confirm this new Temple.dll does indeed prevent the 'can't get off the worldmap' issue.

    I've been having difficulties downloading the latest version of icewind_dale.zip (almost certainly difficulties at my end). Anyway, I'll keep at it :)
     
  11. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    Is it just the sheer size of the mod that's the issue Ted? I could hunt around for a hosting site with faster download speeds if it helps.

    I'd like to get the Prologue Chapter (Easthaven and Kuldahar Pass) completed to a decent standard, then release that as a 'demo' version first.

    I am also thinking that since the map artwork is going to make up the majority of the mods' size, and since we already have the maps from the original game, if the maps were converted to ToEE's format, then released as a base mod for the remainder of the conversion mod, we could make an 'Add-on' patch for the rest of the files (mobs, protos, scripts, dialogues etc).
     
    Last edited: Nov 3, 2016
  12. Shiningted

    Shiningted I want my goat back Administrator

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    I totally agree on the release being Easthaven and Kuldahar Pass, and once I have sectored Kuldahar (about 50% done) I'll finish off the couple of dlg files for the denizens of Kuldahar Pass.

    Re the artwork - what about the idea of actually incorporating the original art from the players own IWD game (to force them to own the game)? I always liked that because it not only makes for a smaller mod, it makes it clear we are not taking money out of the pocket of such corporate types as could shut us down with a casual email.
     
  13. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    I'm pretty certain that wouldn't work, the IE games maps are not natively in a ToEE readable format. For a start they are packaged into .tis files - which first need to be extracted into .bmp files, converted into .jpg files, then there's the while issue with the doors being actually a part of the image, then splitting the map into chunks ToEE can use... It's a lot of work.

    I was hoping instead to use an installer that can check if IWD was installed before extracting the files into a specified file path, I don't know how to do that either to be be fair, but it seems to be a lot simpler method to achieve the same result.
     
  14. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    I've add the Goblins to Kuldahar Pass's main map today and had a little play through in game with my testing group, aside from the fact I need to enable the fog of war and allow camping on that map (#5001), it proved quite challenging for 5 level 2 players (as the Orc cave is still on the todo list, xp wasn't gained there... but then it is possible to orogress to this area without completed the cave) though it will need a little additional tweaking.

    How do I set monsters waypoints and hiding in World Ed?
     
    Last edited: Nov 4, 2016
  15. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    I've gone a bit out on a limb and stated on a couple of other forums - rpgcodex and Beamdog - that the Demo version of this mod should be ready around the time of the New Year, before preferably, if not soon after as the majority of the content for the Demo is completed already.

    There are a few areas that need a little spit and polish however, so two months should be ample time to make it shine a little brighter.
     
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