Murlynd's Mods

Discussion in 'General Modification' started by Murlynd, Dec 18, 2013.

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  1. Murlynd

    Murlynd The White Paladin

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    Re: Circle of Eight Modpack v8 / v8 NC Bug Report Thread

    Duh, I should have looked more closely! Sorry! :doh:
     
  2. Murlynd

    Murlynd The White Paladin

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    Re: Circle of Eight Modpack v8 / v8 NC Bug Report Thread

    I have found some more errors for the list. :sadblinky
    The errors are in Hide from Animals (definitely) and Endure Elements (maybe).

    First, Hide from Animals, as noted in the SRD, is a Ranger Level 1 spell.
    The error is in this section from 256 - Invisibility to Animals.txt (Hide from Animals) rule.
    Code:
    School: Abjuration
    Level: Drd 1
    Component: S
    Casting Time: 1 action
    The spell is missing a level of Rgr 1.

    I also noticed that Endure Elements, as noted in the SRD, is also a Ranger Level 1 spell. And it too has the same error.
    The error is in this section from 149 - Endure Elements.txt rule.
    Code:
    School: Abjuration
    Level: Clr 1
    Level: Drd 1
    Level: Pal 1
    Level: Sor 1
    Level: Sun 1
    Level: Wiz 1
    Component: V
    Component: S
    Casting Time: 1 action
    However, in the original version of ToEE, Endure Elements was also a Strength Domain Level 1 spell. This error was fixed, but the Ranger level was never added! Was this a deliberate oversight? Was this not changed because a Ranger also has Resist Energy as a Level 1 spell? If this was deliberately left out, please ignore my posting for Endure Elements. :bored:

    I am posting the fix for Hide from Animals and Endure Elements (if needed).

    ENJOY! :errf:
     

    Attached Files:

  3. Daryk

    Daryk Veteran Member

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    Re: Circle of Eight Modpack v8 / v8 NC Bug Report Thread

    Not that it will ever happen, but if somebody eventually figures out how to push the engine beyond 20th level, wouldn't it make sense to already have the spells be correct? Especially since it has no impact with the cap at 20?
     
  4. Salk

    Salk Established Member

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    Re: Circle of Eight Modpack v8 / v8 NC Bug Report Thread

    Great job with the bug hunt, Murlynd!

    Keep it up!
     
  5. Murlynd

    Murlynd The White Paladin

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    Re: Circle of Eight Modpack v8 / v8 NC Bug Report Thread

    Alright how about a giant fly swatter! :chairshot
    I have been looking at the casting times for most of the spells and I have found a few inconsistancies.
    I have noticed that there are several spells that have incorrect Casting Times, per the SRD.

    The first problem here is Sleep, as per the SRD, that has a casting time of '1 round'.
    The error is in this section from the 438 - Sleep.txt rule.
    Code:
    School: Enchantment
    Subschool: Compulsion
    Descriptor: Mind-Affecting
    Level: Brd 1
    Level: Sor 1
    Level: Wiz 1
    Component: V
    Component: S
    Casting Time: [COLOR="Yellow"]1 action[/COLOR]
    Range: Medium
    The casting time should be 'Full Round' (or not?).

    I found that Deep Slumber, Enlarge Person, and Reduce Person all have the same error!

    The second problem here is Bless Water, as per the SRD, that has a casting time of '1 minute'.
    The problem is in this section from the 038 - Bless Water.txt rule.
    Code:
    School: Transmutation
    Descriptor: Good
    Level: Clr 1
    Level: Pal 1
    Component: V
    Component: S
    Casting Time: [COLOR="Yellow"]1 action[/COLOR]
    Range: Personal
    Take note here of Raise Dead, as per the SRD, that also has a casting time of '1 minute'.
    (section from 379 - Raise Dead.txt rule)
    Code:
    School: Conjuration
    Subschool: Healing
    Level: Clr 5
    Component: V
    Component: S
    Component: GP 5000
    Casting Time: [COLOR="Yellow"]Full Round[/COLOR]
    Range: Touch
    The two casting times are not the same. According to the SRD, the casting time of 'Full Round' is correct (or is it?).
    Of course, Curse Water has the same inconsistancy.

    The third and final problem here is with spells that have casting times longer than '1 minute'. In my hunting, I found that spells with long casting times all have a casting time of 'Out of Combat'.
    For example, Reincarnate, as noted in the SRD, has a casting time of '10 minutes'.
    (section from 567 - Reincarnation.txt rule)
    Code:
    School: Transmutation
    Level: Drd 4
    Component: V
    Component: S
    Component: GP 1000
    Casting Time: [COLOR="Yellow"]Out of Combat[/COLOR]
    Range: Touch
    However, Clairaudience/Clairvoyance, which also has a casting time of '10 minutes', but as noted below (in the section from 062 - Clairaudience Clairvoyance.txt):
    Code:
    School: Divination
    Subschool: Scrying
    Level: Brd 3
    Level: Knowledge 3
    Level: Sor 3
    Level: Wiz 3
    Component: V
    Component: S
    Casting Time: [COLOR="Yellow"]1 action[/COLOR]
    Range: Long
    The two casting times are not the same. Shouldn't the casting time for both be 'Out of Combat'?
    I found that Extraplanar Chest, which also has a casting time of '10 minutes', has the same inconsistancy.
    I also noticed that Identify, which has a casting time of '1 hour', also has the same inconsistancy.

    I am posting the corrections for the spells, but please NOTE that further testing is needed for these casting times to ensure that they function properly!!
    I tested that the scrolls, wands, and potions of these spells worked, but I don't know if there will be any problems with critters and NPCs casting the spells. I really need your help! :help:

    Any opinions, rants, or observations are very much welcomed! :blahblah:

    ENJOY! :blegh:
     

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  6. Gaear

    Gaear Bastard Maestro Administrator

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    Since Murlynd has been on a bug-fixing and modding extravaganza, I've brought all his mods together into one thread so they are easy to find.

    Murlynd, please post any new mods here as well. :)
     
  7. Murlynd

    Murlynd The White Paladin

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    Thank you very much Gaear!!! I hope that I can keep all the improvements coming! :nerd:

    I also have another one to add to the list. :shame:

    I had noticed a problem with Dimension Anchor, as noted in the SRD.
    The spell has a line in it's description of "Forms of movement barred by a dimensional anchor include astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spell-like or psionic abilities.". The only spells in the list currently in ToEE are Blink, Dimension Door, and Teleport.
    In ToEE, the casting of Dimension Door is prohibited by a caster with a Dimension Anchor effect, so no problem here.
    However, a PC spellcaster with a Dimension Anchor effect can cast Blink and Teleport and they function! Shouldn't both be blocked? I made a fix to both Teleport and Blink, so that neither can be cast when Dimension Anchor is in effect. I don't know about making Blink end early if Dimension Anchor is cast on the blinker. Can anyone fix that?
    I also looked at the particle effects for Dimension Anchor and noticed that the green ring does not follow the affected critter (as it should, I guess). I made some changes to the particle effect, so they follow the critter and disappear when Dimension Anchor ends. In my testing, there were no lingering particle effects, but that doesn't mean the lingering particles will not happen for you! More testing is needed to ensure the particles stay away! :roll:

    I am posting a correction for Blink and Teleport and the improved particle effects for Dimension Anchor (in partsys1.tab). (Please be warned about the unknown possible lingering particles!)
    The .py files go in '...\Temple of Elemental Evil\data\scr\' and partsys1.tab goes into '...\Temple of Elemental Evil\data\rules\'. Please, do NOT forget to backup your files (especially partsys1.tab)!! If there are any problems, just let me know.

    ENJOY! :X
     

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  8. Murlynd

    Murlynd The White Paladin

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    I have several more fixes to add to the list. :paper:

    I must give all the credit to Salk for noticing the problems and for all the help in testing the fixes! THANK YOU!! :thumbsup:

    NOTE: These fixes have only been tested in Co8 8.0.1 NC.

    THE PROBLEMS
    Salk had noted two problems:
    1) Otello showing up at two places during daytime (from these posts, here and here).
    2) In the weaver's house, a woman appears off of the interior map (from this post, here).

    Also, I will note one additional problem:
    1) The problem is from the removed, old Desperate Housewives quest! It concerns Mandy and Whitman (the farmer prisoners on ToEE Lv 3) and your party receiving a bat wing (see this post, here).

    The first problem, noted by Salk, concerns Otello (the average farmer). During daytime, Otello would appear near Filliken's (the prosperous farmer) barn AND in his house. In my testing, he would be at both locations even if the Stealing Farmers quest was not active. Otello's nighttime location was fine.
    With Salk's help, I was able to fix this problem, but the changes need to be fully tested (with your help) to ensure that I got all the details correct! Please verify Otello's location, both day and night, and Otello's and Filliken's dialogs. :lalala:
    BTW: If you accept the Stealing Farmers quest, don't forget to INVESTIGATE Filliken's problem! :point: i.e., look around!

    The second problem, noted by Salk, concerns a woman appearing in the wrong location in Ploceus's (the weaver) house, only during daytime. If during the day, your party enters the weaver's house, you will see a woman located to the upper right of the map (see Salk's picture, here). In my testing, I found that the woman is Ganna, Tarim's (the woodcutter) wife. I then found that Ganna's MOB file has the wrong daytime location for Ploceus's house.
    With Salk's help, I was able to fix this problem too. The fix will work correctly for new games, but the fix will ONLY work for your save games, if your party has NOT entered either the woodcutter's house or the weaver's house! :sadblinky

    The final problem ONLY occurs if the Tools of the Trade quest is accepted and if your party has not talked to Mandy or Whitman (the farmer prisoners on ToEE Lv 3).
    If you have accepted the Tools of the Trade quest and then talked to Mandy or Whitman, one dialog option (for both) would give your party a bat wing! :no:
    The problem line in Whitman's dialog (00154farmer prisoner.dlg):
    Code:
    {1}{[the thin man jumps out from behind the cover of the female human] Just in time. Just in time. Thank you to the conquering heroes!}{[the thin man jumps out from behind the cover of the female human] Just in time. Just in time. Thank you to the conquering heroes!}{}{}{}{}
    {2}{Who are you?}{}{1}{}{0}{banter(npc,pc,20)}
    {[COLOR="Yellow"]3[/COLOR]}{Hmmm, you two look like Mandy and Whitman. Lila Renton tells me you have her bat's wing, now hand it over.}{}{1}{game.quests[[COLOR="Pink"]98[/COLOR]].state == qs_accepted}{0}{banter(npc,pc,5)}
    And the problem lines in Mandy's dialog (00156farmer prisoner wife.dlg):
    Code:
    {1}{[a large woman eyes you suspiciously as a thin man cowers behind her] And by the hells just what do you want?}{[a large woman eyes you suspiciously as a thin man cowers behind her] And by the hells just what do you want?}{}{}{}{}
    {2}{Who are you people?}{}{8}{}{0}{banter(npc,pc,10)}
    {3}{Who you be?}{}{-7}{}{0}{banter(npc,pc,10)}
    {[COLOR="Yellow"]4[/COLOR]}{Hmmm, you two look like Mandy and Whitman. Lila Renton tells me you have her bat's wing, now hand it over.}{}{1}{game.quests[[COLOR="Pink"]98[/COLOR]].state == qs_accepted}{5}{}
    {[COLOR="Yellow"]5[/COLOR]}{[the large woman hesitates] If I do, will you let us out of here?}{[the large woman hesitates] If I do, will you let us out of here?}{}{}{}{}
    {[COLOR="Yellow"]6[/COLOR]}{Yup.}{}{1}{}{8}{}
    {[COLOR="Yellow"]7[/COLOR]}{Maybe.}{}{1}{}{8}{}
    {[COLOR="Yellow"]8[/COLOR]}{I'll just have to trust that you really are friends of Lila's [she looks at you somewhere between fear and hope, and hands you a small pouch]}{I'll just have to trust that you really are friends of Lila's [she looks at you somewhere between fear and hope, and hands you a small pouch]}{}{}{}{}
    {[COLOR="Yellow"]9[/COLOR]}{Thanks. Now, what shall we do with you two...}{}{1}{}{0}{create_item_in_inventory([COLOR="Red"]12896[/COLOR],pc); banter(npc,pc,10)}
    This must a leftover from the old Desperate Housewives quest! I am posting dialog corrections for both Mandy and Whitman dialogs.

    Both Otello's fix (Otello fix v1.0.zip) and Ganna's fix (Ganna fix v1.0.zip) need to be extracted in your main ToEE folder, '...\Temple of Elemental Evil\'. Mandy and Whitman's dialog corrections (00156farmer prisoner wife.dlg & 00154farmer prisoner.dlg) go in '...\Temple of Elemental Evil\data\dlg\'.
    Please, please, do NOT forget to first backup your files!! If there are any problems, just let me know.

    UPDATE: The fixes for Otello and Ganna have been updated, see this posting, here! :bored:

    ENJOY! ;)
     

    Attached Files:

    Last edited: Jan 31, 2014
  9. Gaear

    Gaear Bastard Maestro Administrator

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    Re; Ganna, she's actually supposed to be in the weaver's house by day. It's in her (expanded) story that she works there.
     
  10. Murlynd

    Murlynd The White Paladin

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    I realized that Ganna is supposed to be in the weaver's house, during daytime, but her MOB file had the wrong x,y coordinates for her location in the weaver's house. I only fixed that. She should be standing by a loom, not off to upper right blackened area. :tired:
     
  11. Gaear

    Gaear Bastard Maestro Administrator

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    Did her old coordinates actually say she was up there?
     
  12. Murlynd

    Murlynd The White Paladin

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    Gaear,
    Ganna's MOB file (G_C44D0091_FAB8_46B2_87FE_3E7E1C340585.mob) has the following:
    SEE ATTACHMENT: Ganna MOB original.jpg
    Code:
    Standpoints:          Jump Points:      Map IDs: 
    Day X= 465 Y= 482         412             5028
    I only changed her MOB to:
    SEE ATTACHMENT: Ganna MOB fix.jpg
    Code:
    Standpoints:          Jump Points:      Map IDs:
    Day X= 493 Y= 482         -1              5028
    This places Ganna between the two looms.
    From:
    SEE ATTACHMENT: Weaver's house interior.jpg (also here, thanks Salk!)
    to
    SEE ATTACHMENT: Weaver's house interior (with fix).jpg

    From jumppoint.tab, I found that the Jump Point of 412 is "Hommlet - map1-int10-weaver Ganna day-stand". This Jump Point's coordinates are (465, 482) on Map # 5028.
    I changed Ganna's Jump Point to default (just in case). :)

    I could not interact with the offmap Ganna, so I am only assuming that her X,Y coordinates are (465, 482). The coordinate changes worked, but it only works for save games if you had NOT entered the woodcutter's or weaver's houses. New games worked perfectly for me!
     

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    Last edited: Jan 24, 2014
  13. Salk

    Salk Established Member

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    Wonderful job, Murlynd. :thumbsup:

    And you give me way too much credit.
     
  14. Gaear

    Gaear Bastard Maestro Administrator

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    Hm, that's pretty bizarre. I don't have ToEE activated atm so I can't check, but is the 465,482 coordinate actually up there in the dead space?

    At any rate I think I would prefer a change to jumppoint.tab where you simply change jump point 412 to the correct coordinates. (btw, I had her situated in the south/easterly room with the fireplace. Not near the looms I know but also not crowding the arrival area further.) That way there would be no need to redo the day/night standpoint process, which I'd prefer to handle on my end due to 'big picture' concerns - all changes have to be integrated into that, not just one here or there, and it's best if they're all done at once. :)
     
  15. Murlynd

    Murlynd The White Paladin

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    Hey Gaear,

    On the weaver's house map, I moved my first party member to the (465, 482) coordinates by consoling:
    Code:
    from utilities import *
    game.party[0].move(location_from_axis(465,482))
    This placed my character in the same location as the original Ganna.
    SEE ATTACHMENT: Weaver's house interior (465, 482).jpg

    As you suggested, I changed Ganna MOB file location to near the fireplace and changed her jumppoint back to 412.
    SEE ATTACHMENT: Ganna MOB 2nd fix
    This moved Ganna to:
    SEE ATTACHMENT: Weaver's house interior (with 2nd fix).jpg

    I also changed Ganna's jump point in jumppoint.tab from:
    SEE ATTACHMENT: jumppoint.tab
    to:
    SEE ATTACHMENT: jumppoint.tab (with fix)

    Both changes are in the file, Ganna fix v2.0.zip, which needs to be extracted into your main ToEE folder, '...\Temple of Elemental Evil\'. Do NOT forget to backup both files!
    Please use this updated fix for Ganna, not the old one (Ganna fix v1.0.zip)!

    Gaear, just let me know if you wanted this change or not.

    ENJOY! :errf:
     

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