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New Temple+ Available

Discussion in 'General Modification' started by _doug_, May 6, 2020.

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  1. Basil the Timid

    Basil the Timid Dont Mention the War

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    Is there anything that can be done about the particle effects for Ghoul Touch? It the first time in all these years that I used the spell, which can be effective for coup de grace. Unfortunately, the particle effects occur when cast, and stay on the caster rather than the paralyzed target. The particle effect goes away during sleep.
     
  2. dolio

    dolio Established Member Supporter

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    Here are the comparison videos for lines vs. clusters.





    Also, here's a bonus video for observant people.

     
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  3. dolio

    dolio Established Member Supporter

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    Also, yeah, the ghoul touch particles should be fixable. I'm pretty sure they're just mis-designed, and the particles for the stench cloud on the target get applied to the caster while they're holding charge. That's just wrong. The caster particles should just be a glowing hand or something.
     
  4. FDR4PREZ

    FDR4PREZ Established Member

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    Oh, those videos really seal the deal with me wanting the new moving cluster of images.
     
  5. Basil the Timid

    Basil the Timid Dont Mention the War

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    Great! Know that it isn't only when holding the charge, it is also happens after hitting the target. Saving or not saving is also irrelevant
     
  6. Legion

    Legion Member

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    Hey wait a minute, I recognize that Wizard! :D
     
  7. Basil the Timid

    Basil the Timid Dont Mention the War

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    I just noticed something with Color Spray. It is using pre-3.5 rules limiting its effects to 1d6 creatures. This limitation was removed in 3.5 as shown in the srd. My simple, inelegant solution was to mod the py in my overrides to 10d6. Even if Widened, it should be enough!

    Here's a small Temple+ question about the different override folders. I know that root override is supreme, but I am wondering how to utilize the module ones - especially for Co8 8.1 NC. I know there was a lot of talk about clearing the root override folder and using the module override folder, but what can we do for Co8 specific modded files? Can I just create one in the EoEE module foler?

    Has the fix for Widening Cone-shaped spells been released yet?
     
  8. dolio

    dolio Established Member Supporter

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    Wow. I think that's the first time I've ever seen an OnBeginSpellCast that actually does something.

    I don't think there's anything special (right now) about the override subdirectories. Like, I don't know of a way to make one of the directories only load when some module is selected for the game. But, what it would allow is for you to put all the stuff that's only relevant to one module into a separate subdirectory, and then manually disable it (by deleting the mod_specs.json file) when you're not playing that module. And you can see on the title screen which subdirectories are being used, to check that it's appropriate for the module you're playing.

    And no, I don't think the widen fix has been released yet. It's merged into the main branch, so you could try running a build from that if you wanted to do early beta testing. I'm not sure if nightly releases are still being packaged, though. It looks to me like the build skips that part.
     
  9. Basil the Timid

    Basil the Timid Dont Mention the War

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    Do you mean that the files that I put into the SGoS module override folder must be removed / disabled if I play another module or Co8? I thought the engine ignores the module folders when the module isn't activated.
     
  10. Basil the Timid

    Basil the Timid Dont Mention the War

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    I was just looking at installing Paladin's Cove to Temple+ despite the creator's wish to the contrary. It seems like a lot of others did the same. Please help me understand why zmod has 2 folders in the module folder - the Temple+ Setup only sees the one that isn't core? ToEE only has one folder (module). I extracted everything in the Paladin Cove data folder to a module folder called PaladinCove, but the Setup does not recognize it. I saw that there is also a ToEE inside the .tfm which I did not install since it seems to have the same files. I'm very curious how Temple Plus setup is different from Co8 FrontEnd. Thank you!
     
  11. Talym

    Talym Member

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    So I've finally successfully modded out LA where I wanted to. Thanks to this board and chatgpt!

    My next trick is I'm trying to modify the paladin class feature smite evil.

    I want to make it usable x+cha mod times a day, and deal +1d6 damage per paladin level as opposed to +1 per paladin level.

    I have found the paladin.py file on github, but it doesn't show mechanics for smite evil on it, and I can't find smite evil anywhere else in the files. There is a blackguard feat for smite good, so I was wondering if under the hood smite evil is a feat, or a spell, but I couldn't find it anywhere else. I have been unsuccessful in downloading and utilizing unpacking tools, so I'm wondering if anyone here knows where I might find the smite evil file.
     
  12. dolio

    dolio Established Member Supporter

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    WIP: spellbooks



    I've been puzzling over this for a long time. For a while I was thinking about how to reliably modify the list of 'known spells' based on carried items.

    But recently I realized that it didn't have to work that way. Instead, the 'known spells' keeps track of all the spells you've ever learned, but your ability to prepare them is limited by your access to spellbooks (that distinction actually does exist in the game, and matters for some rules). So, if you don't have your spellbook, they appear disabled on the left, and if you put them into a slot on the right, they're colored to indicate they won't actually be memorized when you rest.

    If you do have a spell already prepared, you can scribe it to a blank spellbook, making it appear enabled on the left, and normal on the right. Doing that costs the normal 100 GP/level, consumes your memorized spell, and uses up pages in the spellbook. You can scribe a spell multiple times if you want. Normally you wouldn't do that in a single book, but having a backup book is good in case your primary gets damaged or stolen.
     
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  13. Shiningted

    Shiningted The Thunder of Justice Administrator

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    I for one support spellbooks.

    Assuming Falrinth etc drop theirs when murdered.
     
  14. Basil the Timid

    Basil the Timid Dont Mention the War

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    Very cool, but the only case where I think this currently applies in ToEE is Sargen. He should only have Invisibility and Fly according to the original module. I adjusted this by not giving him a 5th level feat and imagining he had Spell Mastery, which would allow him to have 3 spells plus Read Magic. So with this change, reading off a scroll does nothing unless the wizard has a book available for transcription. Would he be able to borrow a book?
     
  15. Kriegdoom

    Kriegdoom Established Member Supporter

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    I see your Spellbook, and raise you a requirement to obtain vellum parchment and special ink to successfully record a spell.

    Spellbooks in D&D and 1e were a big deal, to the point of players needing to present the DM a list of proposed ingredients for the special ink, varying by individual spell. I always thought that was cool.

    Then again, I'm not doing the work here ;)
     
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