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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    I guess I could offset that issue in a way, by moving those Orc's further into the cave (so combat doesn't instantaneously start) and set waypoints for those Orcs to travel to their current standpoints. This would give the Shaman a chance to prebuff before the patrolling Orcs engage the PC's without giving the PC's too much room to breathe before the action resumes.

    I'll have a play with that and see if it improves the prebuff and caster AI routines.
     
  2. Sitra Achara

    Sitra Achara Senior Member

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    Perhaps you could also apply the spell condition directly, without actually going through the spellcast?
     
  3. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    I did that several times in KotB but with mixed success (due to my own silliness). Certainly I could not always get spells to fire from scripts so I would just get something that did fire reliably from a script, like Mage Armor, and piggy-back things onto it.

    Here is the movie thing for random_encounter.py; I don't know I have the latest version (I haven't tried patch 7 yet as I am working on my stuff) but all you have to do is alter the 'encounter_exists(setup, encounter)' script.

    EDIT: Btw Sitra, kudos on your game.time handling scripts but I just did this the long way.
     

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  4. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    Now, regarding skinning animals:

    - the animal's pelt should only spawn in it's death script (to prevent animals getting knocked unconscious and looted of their own skin, or worse still, pickpocketed of it...)
    - I did it as a simple survival check in KotB: roll a d20 against your survival score. The script is in py471 in KotB. (This script includes a potential +2 for using a Poacher's Knife, and +2 for Knowledge (Nature) synergy, which can be removed).
    - The script is fired by insert_item: it won't fire when 'inserted' into the animal, only when picked up by a PC, and only the first time obviously. But it does assume any time you are picking up a pelt for the first time, you are skinning something. If you plan to have them elsewhere (like on the floor as a throw rug, or in someone's coffer, or something) that will have to be altered.
    - If introduced, you have to think carefully about the wolves part since they turn up as random encounters and it sounds like a lot of money to be throwing around.
    I had a look at these FDR, I reckon the following 2 definitely can and should be included:

    Presio's Duel
    The third level of Dragon's Eye features Presio and her legions of undead. As the party travels the area, she speaks to the party via her undead lieutenants. Paladins and mages can call her out to single combat through one of these vessels.

    Orrick's Rhino Beetle Shield
    The duergar Dirty Llew can fashion a shield out of rhino beetle shells for the party; Nym can further enchant the shield. As an alternative, the party can take Llew's shield to Orrick in Kuldahar instead with a slightly different result.
     
  5. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    That should be the most current version Ted, I've not worked on Random Encounters.py recently.

    Thanks for your insight as to the pelts, they don't seem to be lootable from wolves generally in the original game, whereas Yeti's always drop their pelts. With that in mind, there's not a lot of point implementing the animal skinning mechanic at this point, but worth considering at a later date should something else require 'skinning' - like those Rhino Beetles.
     
  6. FDR4PREZ

    FDR4PREZ Established Member

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    @Allyx - I just replayed the beginning of the orc cave and I am curious how many pre-buff spells the shaman are trying to cast.

    I walk into the cave and do the battle, but after the battle I do not attempt to cast any spells, so I should not be triggering that bug that Sitra has mentioned. If I stand there and open the Rolls History window, there is a seemingly endless list of "shaman casts unknown spell" that are generated.

    Since the bug seems to not to actually cast the spell, and the spell is not removed from your spell list. I am curious if the two shaman are triggering the bug on each other, so this would explain the endless list of "Shaman casts unknown spell" in the Rolls History, and that would explain why your pre-buff AI is not working right.

    If my theory is correct, that they are triggering the bug on each other, then is there a way that you can delay one shaman's pre-buff, so that they are not causing this issue?
     
  7. FDR4PREZ

    FDR4PREZ Established Member

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    I don't mind changing things up a bit and make the game more "ToEE" like and make all pelts require a skill check, but this also goes toward the previous skill check in dialogs discussion. On one hand we don't want to change the core game too much, but on the other hand why not use the ToEE features that are available to make the game suitably better/different.

    Al, we will go with whatever your decision is as this is your conversion and we are going along for the ride to help out as we can. I am having fun testing things for you.
     
  8. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    I was trying to get them to cast 2 buff spells on themselves each, they both use different scripts with different vars to keep track of what they should be casting, but I'll do some checking.

    I've tried moving the first group of Orcs further into the cave in World Ed but it doesn't seem to have moved them in game, so I'm going to have to move the mobs in world builder instead and hope that works. Failing that I'll delete them and replace them with new versions further back.
     
  9. FDR4PREZ

    FDR4PREZ Established Member

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    I usually do not use any spells on this first battle, and even if I am just standing there afterwards, it is only the two shaman that are casting on themselves, so it sounds like they must be triggering the bug on themselves.

    So moving the first group will not really fix things if they are always going to be pre-buffing each other at the same time.

    This is why I am curious if there is a way to delay one shaman so that they are not doing it at the same time.

    In later maps, there will be many more people/monsters pre-buffing at the same time, so if this is really a bug in the ToEE engine, then some forethought needs taken on how best to handle this.

    I guess for testing, maybe you can completely remove the first group, and see how their pre-buffs behave when you first enter in the cave.
     
  10. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    I totally agree - it's fun introducing those sort of mechanics (and gives non-face players a reason to have skills beside hide and move silently. And tumble. And heal) but since there is nothing similar in the original game it's not a priority, I think.

    Btw, thanks for testing the RE stuff FDR.
     
  11. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    I believe I witnessed what you describe @FDR4PREZ and it is my script at fault, though I don't understand why it isn't working. They seem to be recasting the first prebuff spell over and over, because for some bizarre reason the game.global_vars that is set to 0 on the first heartbeat script isn't advancing by 1 every time they get a heartbeat. Each of the Orc Shaman have their own vars number so they aren't getting confused.

    I am beginning to think that the reason clerics in ToEE don't prebuff with bulls strength is because it's not called spell_bulls_strength in the prebuff script... I think Bears Endurance is simply 'Endurance' and that may be why it's not working? @Shiningted any chance you could help me out here with the Orc Shaman at all?
     
  12. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    Sure, downloading Patch 7 now. It doesn't sound like what Sitra described because if NPCs were buggering up each others buffs surely we would have noticed it previously (Liv made every NPC spellcaster pre-buff without these problems, from memory).

    Which means it's a scripting problem :) So 'Orc Shamans' means the ones in the Orc Cave, is that right?
     
  13. FDR4PREZ

    FDR4PREZ Established Member

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    @Allyx - Yes, I can confirm in the original IWD that evil parties will get the same XP reward for Jermsy.

    Please review my attached picture showing my dialog choices and when I tally the XP gained it was the same as for encouraging him.

    upload_2017-1-1_18-41-17.png

    I can also confirm that the wolf pelts get you 250gp for the first one, and later if you sell the second one (gained from the Orc Cave) to the same merchant then it gets you 225gp for it. So if you can hold off and sell them both at the same time, then that is a 500gp gain.

    But in IWD, you don't start off with any GP for buying equipment, so there is incentive to sell the first one from the house, so it'll help you purchase equipment. Otherwise you will never survive the Orc Cave to get to the second one.
     
  14. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    If the idea is that evil parties get XP for being evil, then I totally agree with that.
     
  15. FDR4PREZ

    FDR4PREZ Established Member

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    I like the idea of evil parties getting XP for being evil, but some evil choices will ruin {or stop) the quest, such as with the the sea elf and the drunkard.

    And as previously discussed about killing Ghereg and not curing him gets you much less XP.

    So there is always a fine line to draw between being evil, being stupid, and being *forced* into doing something good to further the storyline.
     
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