Icewind Dale: ToEE - Total Conversion

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

Remove all ads!
  1. Allyx

    Allyx Master Crafter Global Moderator Supporter

    Joined:
    Dec 2, 2004
    Messages:
    5,009
    Likes Received:
    254
    Yes, Patch 7 will be prepped and ready in a few days - estimated 27th or 28th December to get the remaining content issues worked out, then I can focus on the sound related bits before the new years day estimated release date.
     
  2. Shiningted

    Shiningted I changed this damn title, finally! Administrator

    Joined:
    Oct 23, 2004
    Messages:
    12,740
    Likes Received:
    374
    Hey Al,

    Sorry to add to your worries but I can't get any of the resting movies to run, they just crash the game. I've tried both by script and even in console, I can run, say, 'avalanche.bik' (which certainly works anyway) in the console but the 3 resting ones just crash. Can you confirm or deny this from your end?
     
  3. Allyx

    Allyx Master Crafter Global Moderator Supporter

    Joined:
    Dec 2, 2004
    Messages:
    5,009
    Likes Received:
    254
    I've not yet tested those movies in game myself yet, I made them the exact same way I made the others, so I don't know why they would crash when the others don't, but I can test and see for myself, remaking the bik versions' again if necessary.

    Thanks for bringing it to my attention Ted.
     
  4. Sitra Achara

    Sitra Achara Senior Member

    Joined:
    Sep 1, 2003
    Messages:
    3,622
    Likes Received:
    538
  5. Allyx

    Allyx Master Crafter Global Moderator Supporter

    Joined:
    Dec 2, 2004
    Messages:
    5,009
    Likes Received:
    254
    Yep this one seems to be working just fine for me, it asked me to select the chitin.key file for IWD, then started to activate the module as expected. :)

    Thanks @Sitra Achara
    OK, I have found the cause of the crash, these movies are a fair bit larger than the other movies in the game - resolution 1440 x 900. I'm going to see if I can find a way to reduce the dimensions of these videos into a smaller frame size.

    Edit: @Shiningted, These rest video's will work properly - I used Rad Tools to convert to *.avi, then Bink'ed them again to the resolution of 800 x 600.
     
    Last edited: Dec 27, 2016
    Sitra Achara likes this.
  6. Shiningted

    Shiningted I changed this damn title, finally! Administrator

    Joined:
    Oct 23, 2004
    Messages:
    12,740
    Likes Received:
    374
    Got it Al, thanks.
     
  7. Allyx

    Allyx Master Crafter Global Moderator Supporter

    Joined:
    Dec 2, 2004
    Messages:
    5,009
    Likes Received:
    254
    I have (I believe) idiot proofed Jhonen's dialogue, I had an issue where when you first meet him, if you exit the convo right away then speak with Elisia with a bard, she would mention her quest, but Jhonen would not advance the quest to accepted when you return to him.

    Also got the random loot chest in the Orc cave working, and simultaneously solved the "click twice to open" bug on the Orc cave chests.

    Added game.global_vars[3]=2 to the Ogre's dying script, and hopefully idiot proofed the Orc outside the cave to set that vars to 1 both when he dies and when he runs away - I managed to cast sleep on him while fighting the wolves and kill him before the heartbeat could fire, and the dying script did not set the vars to 1 for some reason (not re-tested).

    I have also reassigned the KP north and Mill Lower Goblins inventory's in the hope of fixing the decayed body jerky motions on those maps (not tested yet).
     
  8. Allyx

    Allyx Master Crafter Global Moderator Supporter

    Joined:
    Dec 2, 2004
    Messages:
    5,009
    Likes Received:
    254
    Ok so I've been experimenting with the jerk stop error in Kuldahar Pass North, I can confirm it is linked with to a stash of 7 copper coins that drops from an enemy once he decays, I thought I had found the correct stack and deleted it, but it appears to be a different stack, so I'll try again. Once this stack of coins (usually located along the bottom edge of the area in the middle portion of the map) is collected, the jerk-stop ends, and the game plays normally again. There is always a suit of Brown Leather Armor with that stack of coins.

    EDIT: I've fixed the Kuldahar Pass North Jerkstop issue, I replaced every stack of 7 copper coins with new ones, and the problem no longer exists. :D
     
    Last edited: Dec 28, 2016
  9. Shiningted

    Shiningted I changed this damn title, finally! Administrator

    Joined:
    Oct 23, 2004
    Messages:
    12,740
    Likes Received:
    374
    This is why I only give monsters electrum as treasure.

    Ok, got the movies going in encounters, and even got the game to differentiate between when to play wilderness and dungeon movies, but (as I expected) each movie plays once for every hour you are sleeping, because that's how often the scripts get called. Mulling over the most elegant way to fix this.
     
  10. Sitra Achara

    Sitra Achara Senior Member

    Joined:
    Sep 1, 2003
    Messages:
    3,622
    Likes Received:
    538
    You can store a timestamp of the last time the movie played, and skip playing the movie if the elapsed time is an exact multiple of 1 hr from that.
     
  11. Allyx

    Allyx Master Crafter Global Moderator Supporter

    Joined:
    Dec 2, 2004
    Messages:
    5,009
    Likes Received:
    254
    @FDR4PREZ I went in search of the other Jerkstop area you reported in the mill and didn't encounter any issues in any of those areas.

    As of this moment I think almost all the content in the demo is done, just those few items in the beetle cave to add, and to fix the Orc shaman's AI again as I'm still not happy with it.

    @Shiningted I noticed the Bombardier Beetle's Acid Spray spell was dealing damage to targets who passed their Fortitude saving throw rather than those who didn't, so I've edited the spell script to fix it as well.
     
  12. FDR4PREZ

    FDR4PREZ Established Member

    Joined:
    Apr 10, 2007
    Messages:
    520
    Likes Received:
    80
    Al, this sounds good.

    The area in the mill is the middle level, the area with the kid in the closet, is where the trouble is. My saved game that I posted has this trouble, but if you don't see it in your current version then let's hope for the best.

    On a side note(s):
    I vaguely recall one other chest, or something, that requires two clicks to open. I don't remember where I encountered this. I'd have to replay from the beginning to see if I can find it.

    For the loot in the beetle cave, in the original game the goblins are already dead and the loot is on the ground at their bodies, but if in your version they are alive and fighting the beetles, then this loot could be on them when they do die.

    There is supposed to be a barrel outside the Mill that has a potion, or something, in it.
     
  13. Allyx

    Allyx Master Crafter Global Moderator Supporter

    Joined:
    Dec 2, 2004
    Messages:
    5,009
    Likes Received:
    254
    I've been all round that area and didn't experience any jerk-stop issues after the goblins had decayed in my version, perhaps I already fixed the issue you experienced.

    Yep, there is a barrel there with a potion in it, and a box by the smashed up chicken shed also with a potion - though I do need to double check which potions they are, I thought them to be cure light wounds but they were curing 22hp-ish each, so they could be moderate or serious wound potions.

    I've added the Hermit NPC now, and changed the inventory icon and proto item for Jhonen's Sword, and the Inventory icon for the Knucklehead Trout corpses, Jhonen will now also give 3 Knucklehead Trout if you ask for all his worldly belongings as he should.

    I still have to add that last bit of loot, then try to sort out the Shaman AI. Then I just need to sort the sound schemes out.
     
    Last edited: Dec 29, 2016
  14. Allyx

    Allyx Master Crafter Global Moderator Supporter

    Joined:
    Dec 2, 2004
    Messages:
    5,009
    Likes Received:
    254
    This morning I have added Nate to greet people as they enter the Kuldahar map, and give players the option of teleporting back the way they came, or ending the Demo. I also added those last few bits of loot as mentioned in the previous post, and packaged up patch 7, a link is available to download from my Onedrive here.

    As always, please leave your feedback on this thread, there are a few issues still to be addressed at this time, I'll list the ones I can remember off the top of my head here quickly.

    New item prices need to be looked at EG:
    Wolf Pelt
    Knucklehead Trout Corpse
    Warhammer of Sparks (Everard's weapon deals additional Electrical damage)
    Fang (Bastard sword which deals additional Acid damage)
    Shortsword of Healing (casts Cure light wounds once per day)
    Others I can't remember?

    Orc Shaman AI - not worked out all the kinks yet, still needs some work.

    Snowdrift Inn should Pass time only rather than not allow camping when a room has not been paid for.

    Maplimits.mes *sigh*

    Sound schemes for Kuldahar Pass

    Localised sounds for Easthaven, possibly Kuldahar pass as well, I haven't noticed if there even are any in that location.

    Chapter 1 video needs to play upon first visiting Kuldahar.
     
    Last edited: Dec 29, 2016
  15. FDR4PREZ

    FDR4PREZ Established Member

    Joined:
    Apr 10, 2007
    Messages:
    520
    Likes Received:
    80
    @Allyx - I've completed one run thru of Patch 7.

    A few things:
    • Hrothgar's big chest with the note in it is the other chest that I've noticed is a click-twice to open kind of chest. It is only click-twice for the first, initial, time to open it, and subsequent re-openings are single click. Done
    • When my bard sings to the sea elf, there are still no XP granted.
      • In the original game, you get XP for singing to her at the beginning of the dialog. Done
    • In the original game, the wolf pelts are highly treasured and worthy items (75gp - iirc) hence the reason it was in the treasure chest in the house, but here they are not even worth 2 gp. Can the value be upped at all? Done
      • On a side note, in KotB you can skin wolves, and others, in an attempt to get their pelts. Can that be added here? Then we can attempt to do the one in the workshop and the three in the pass. All in an attempt for a bit of extra gold...
      • Later in the game, when you kill the Yeti in Chapter 1 you do get their pelts automatically, but I don't mind having these behave the same way as in KotB for doing a skill check for skinning them.
    • I've tested for the jerky motion in the Mill and the North area, and both were working good.
    • In the second level of the Mill, the closet door now remains open during the dialog with the boy, but you still don't get XP for talking with him. In the original game there is a big XP value for this dialog.
    • Resting now works with RE. I've noticed while playing the original game, for the Prolog you can rest peacefully just about anywhere except for in the towns. It is not until Chapter 1 that RE occurs during resting.
    • I didn't not have a druid in my party for this play test, but I will do so on my next play thru to cure Ghereg. This time I killed him and the tower immediately turned green. I am curious on the XP rewards for this because as I've previously mentioned, in the original game you get a really small XP reward for killing him, but you get a really large XP reward for curing him. Done
     
    Last edited by a moderator: Dec 30, 2016
Our Host!