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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    Ah crap, I thought I fixed that bug. It could be something to do with the sound scheme as that was the last thing I was playing with before it started crashing. I'll have to check it out later. :(

    Can you open modules/maps/ar2000_KP and delete mapinfo.txt and see if the problem is resolved?
     
    Last edited: Jan 3, 2017
  2. FDR4PREZ

    FDR4PREZ Established Member

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    OK.

    Curious on why does the hermit really need any equipment in this game?

    I've never thought about killing him, or pick-pocketing him, in the original game. May he has a vorpal sword or something, yeah? :p
     
  3. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    I don't think the Hermit is responsible, he was working fine before, then I added a sound scheme and things went wrong - check my edit above.
     
  4. FDR4PREZ

    FDR4PREZ Established Member

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    It is nearly 1am for me, so I've shut down for the night. I will try tomorrow during my first day of work in this new year
     
  5. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    fair enough, I need to sleep now also, I'll track down the error and post a fix later.
     
  6. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    Sleep? In our moment of triumph?

    I had the same experience as FDR installing - installer 'froze' at the end, no appearance of the security thing, had to Task Manager out of it. Second go round, it worked a charm (including asking for the key - I have the GoG version btw).

    Playing now, seems to be fine.
     
  7. FDR4PREZ

    FDR4PREZ Established Member

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    I think Sitra's assessment is correct.

    You open the original TFE-X and select IWD, and it needs to extract itself to before the updated TFE-X.jar file is available to to ask for the KEY file.

    So if the updated TFE-X file is one of the files directly in the IWD.zip file, then it will work when you launch the front-end to activate IWD.
     
  8. Gaear

    Gaear Bastard Maestro Administrator

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    I'd actually suggest you do like Ted with KotB and put it up on its own site. That way you don't have to share the front page with ToEE and look like a second fiddle type thing. You could still tag it all with Co8 stuff for associations as desired.
     
  9. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    Ok this patch should fix the crash issue upon leaving Easthaven.
     
  10. FDR4PREZ

    FDR4PREZ Established Member

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    Yes, that patch fixed it up. Thanks.

    Now a dare not spend too much time playing during the $DAYJOB$

    That was a big file for a little bug.. Are you sneaking in more stuff, yeah?

    More sound schemes that I can't hear at work due to muted speakers?
     
  11. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    No, the sound schemes were the issue, and I probably should have just included the files I fixed rather than everything from the last 8 patches as well but at least it works. :)

    A stupid error on my part as usual, the mapinfo.txt files require 2 soundscheme.mes numbers separated by a comma, (even in the second number is 0) only using 1 number results in the crash you saw. :oops:

    EDIT: That last patch still isn't right, those shaman don't seem to have the new AI working correctly. I'm gonna test another version and post it soon.
     
    Last edited: Jan 3, 2017
  12. FDR4PREZ

    FDR4PREZ Established Member

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    I only continued where my last save ended, and the shaman were already dead.

    I did test out the Inn, and I no longer see the dialog about a room when I've already paid for one, and Hrothgar's chest is fixed, too.

    I had no trouble in the Pass or the Mill - even tested for the jerky motion when the bodies decay away. I also rested in a few locations, too, and the movies were working and so were the RE.

    Mind if I suggest that you move the first group of Orcs back closer to the Orc Cave entrance? I noticed in my last testing that I missed a quest, so I was 1st level entering the cave, and if you have that large group at the end of the tunnel (that also brings in the shaman and archers), then it is a bit harder at 1st level.

    If you have that group of three closer to the entrance, then a first level party that missed/botched a quest should be able to hit second level by killing those first three orcs, and then go rest up at the Inn to learn additional spells, etc, to have a go at the rest of the Cave at 2nd level.
     
  13. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    the close group of Orcs were interfering with the shaman prebuff routine, but the orcs that were moved are actually walking waypoints. If upon entering the cave you wait by the entry doorway instead of charging deeper into the cave those three Orcs can be engaged without backup from further in the cave, plus the Shaman get their prebuff spells.
     
  14. FDR4PREZ

    FDR4PREZ Established Member

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    Interesting predicament.

    Is there a way to delay/change the pre-buff script? I am guessing it is scheduled for the first heart beat, or something like that. Can it be changed to something like "enemy seen"?

    In my play-thru of the original IWD game I am in whatever chapter the Dragon's Eye is, I am in Level 5 of the Dragon's Eye chapter. There have been quite a few maps that have battles on first entry with an enemy/enemies deeper in the map that would be pre-buffing, too.

    Plus, is there a real advantage to do pre-buffs on first heart beat when the spells should be expiring by the time you ever get to that enemy? The Orc Cave is rather small compared to some of the later maps.
     
  15. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    A number of NPC's initiate dialogue with PC's when they come into range, I'm unsure if this script could be adapted to cause the caster to buff when enemies close in on their location, or how far the PC's can be before regular combat ensues, plus the script would also require listen/spot checks to account for sneaking characters. It's something to think about at least.

    Alternatively, simply increasing the vars value that accumulates every heartbeat to a higher value will delay the casting a bit.

    Patch 2 is ready btw, linking it in the other thread now.
     
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