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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    Putting the boy back in his cupboard isn't an issue, in my current build he should be back there already - it was a strange quirk of World Ed that left him outside - I was fiddling with the doorway clipping and moved him, even though I moved him back again after and then saved, it doesn't seem to have affected his location in game. Even loading the files you have in World Ed, Jermsey is in the cupboard, just not in actual gameplay.

    Adding Uligar's dialogue and Jermsey's quest shouldn't be a problem either.
     
  2. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    Ok Al, the door thing is half-done - I've hung a script on the doors, but I am working on a more majestic way of implementing the map change than having to script a separate one for each door.
     
  3. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    Thanks mate, I appreciate all your efforts.

    I didn't get as much done today as I'd hoped, but patch 6 should be ready by the end of the weekend, and should finish off all the loot balancing stuff I should have got right first time around.

    I also want to add pre-buffing for the Shaman and clerics in the Temple, and add Hrothgar's shitkicking script too (which I may need help with - I might just make a 'Summon Hrothgar' domain_special spell and trigger it on the san_combat script of all Eashaven citizens, so he arrives on the first round of combat whenever anyone he protects is engaged?).
     
  4. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    Hey Al,

    Got the doors working, my elegant script didn't work (or it did work, but did not do what I wanted) so I had to do it the painful way of scripting individual outcomes for every door, which sucked, but it's done. I'll upload the files tomorrow then get back to the random encounters.
     
  5. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    Thanks mate, I've added all the inventories to invensource, refreshed the unlinked chests and NPC's with world Ed (not done the Goblins with bucklers yet), have unchecked KOS for the Orcs in the main room in the mill and have started converting Uligar's dialogue file - which should be on his first heartbeat script wen you walk in the mill. Jermsy's move was successful, had the wrong dialogue for some reason, so I fixed that too.
     
  6. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    Ok, here is the relevant file to do the doors. 2 simple steps:

    - install the file
    - open protos.tab, and go across to the 'san_unlock' column of rows 1, 2, 3 and 9. Insert 460 0 0 0 0 in each of these so that the door calls the file.

    I could tell you the long brutal story of how I tried to get this to work, but it can wait til another day.

    I didn't do the big doors (warehouse and church) as it's worth seeing them open, or Apsel's warehouse, lest it interfered with the unlocking bit. And many doors still click the icons underneath, so I'll leave it up to you if you want to remove those. As is, you open a door, and get teleported automatically 900ms later. The script checks the x,y value of the door and if it is the expected door, calls the relevant teleport location, so you can use these doors elsewhere (eg little Timmy hiding in the mill) and that won't be a problem.
     

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  7. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    Awesome, cheers man, can't wait to test this out. :)
     
  8. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    @Shiningted, is there a way to make those doors auto-close on san first_heartbeat? They teleport to the correct maps, but only when opening the door - meaning they need to be closed before you can open them again. Otherwise, very nice work :)
     
  9. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    This morning so far I have finished Uligar's dialogue, script, and magic item generation code, edited jump points for the lower Kuldahar Pass -> Kuldahar and reverse map transitions, tweaked the jump points inside the mill main floor, adjusted the random magic item code so it doesn't rely on new flags for each new item.

    Next I'm gonna have a look at Gherag's lighting, in the main mill level too, adjust the properties of one of Uligar's random loot items, add random loot to that Orc cave chest.
     
  10. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    Totally, forgot to mention that. If you pop WorldBuilder and check the portals flags, you will find one that for memory is OPF_NOT_STICKY. Add that to protos.tab for those doors and you will see them shut after a few seconds if not teleported (if the door in question does not have a teleport attached) , and they should be back to shut next time you arrive.
     
  11. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    So I have to extract the doors in World Builder, set the flag and embed them again? I added the OPF_NOT_STICKY directly to the protos.tab but it didn't seem to affect the doors already in the game... could replace them with new ones of the same types and see if that helps.
     
  12. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    Hmmm, that's peculiar, I put the flag in protos.tab and it was fine. Did you start a new game? Also, did you actually start WB and check that 'OPF_NOT_STICKY' is the correct syntax? That was from memory, and I don't have WB on this machine.

    On the upside, here is the Orc Guard's .py script redone so he runs for the cave door. It's the little things.... :)

    I'll try to get to the bottom of the rest of that quest next.
     

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  13. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    Hmm, I'll have to try again later, the doors didn't auto close for me, so I tried extracting the doors and setting the flag for each door before embedding it back in, started a new game and had fun with jerkstop for a while, my toons vanished completely near Old Jed's place.

    Could you check the flag and where its supposed to go please @Shiningted, post a screenshot or something. Once that bit and the random encounter file are done all that's left to do are the Hermit, the map limits, the chapter 1 video, end credits and sound related stuff.
     
    Last edited: Nov 26, 2016
  14. FDR4PREZ

    FDR4PREZ Established Member

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    Allyx - I've never had any jerkstopping in Easthaven, but in my last couple games I've noticed it on the second level of the Mill (the floor with the little boy) and in the Kuldahar Pass North map. Both were some days after the battle. The bodies were gone - just loot scattered all over the place.

    On a side note, I just completed the Patch 5 game using a solo Paladin. That was fun, but I took advantage of the uninterrupted resting in most of the maps, so I don't think I'll be able to do this again once the resting is behaving normally. He finished at 8th level.
     
  15. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    I'm glad about your lack of jerk-stop we know it's caused by screwed up static objects, fortunately I had a backup set of statics to revert the changes back to.

    I am going to need to adjust the spellcasting shaman AI routines again, I need to set up their pre-buff routines and take out the buff spells they were starting their routines with, Bless and Bulls Strength are obvious pre-buff fodder, maybe add Shield of Faith as a pre-buff or Divine Power to kick off the AI routine instead.
     
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