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Paladin's Cove beta release, and feedback

Discussion in 'General Modification' started by marc1967, Jul 6, 2024.

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  1. Kriegdoom

    Kriegdoom Established Member Supporter

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    so I retrograded to version 1.0.95, and everyone has clothes. So this is a Temple+ compatibility issue.

    To be clear, in 1.0.97, all the townsfolk were unclothed and there were no items available at either store.

    Screenshot of naked merchants:
    upload_2025-5-16_11-24-12.png
     
  2. Kriegdoom

    Kriegdoom Established Member Supporter

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    I'll report on the Temple+ bug chat. Thanks all!
     
  3. Kriegdoom

    Kriegdoom Established Member Supporter

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    So I've made it to the fight with <the wererat boss> and the game suddenly becomes unplayably slow. I'm playing vanilla ToEE, no T+. I've turned down all the game options to minimum. My laptop supports intensive games, and I've not had this problem before in ToEE or Kotb. I did not have this problem in Cove even in battles at Crossroads. Is there anything I can do? Any settings I can change in the console? I sense this is a fairly critical story encounter.
     
  4. Kriegdoom

    Kriegdoom Established Member Supporter

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    Edit: its not the fight, its the location. I went to that same spot when there was no one there, and suddenly had the same latency issue. And its just in that one area of the map. Any ideas what would cause this blip, and how to fix?
     
  5. Kriegdoom

    Kriegdoom Established Member Supporter

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    The specific problem seems to be: frame rate goes to 1-2 FPS in this area. Again, it is not related to the combat. Is there something on the code overloading my GPU?
     
  6. FDR4PREZ

    FDR4PREZ Established Member

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    I have the same trouble in the southwest area outside of the town walls.

    I just avoid the area.
     
  7. Kriegdoom

    Kriegdoom Established Member Supporter

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    LOL I need the gold for completing the quest. And any magic weapons the boss may have ...
     
  8. FDR4PREZ

    FDR4PREZ Established Member

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    that is true.

    About the only other suggestion would be to reload from a saved game from before you've ever gone there.

    It is something about the graphic artifacts in the area, so maybe a fresh reload would allow it to behave better.

    The Crossroads is another area that is troublesome for some players. Luckily I didn't have trouble there.
     
  9. rojay

    rojay Member

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    For me the slowdown in the SW corner outside of town seemed to be the crops waving in the wind. The game started to slow down as soon as some of the crops appeared onscreen, and got worse the more of them were being rendered. I don't know if that makes sense because I don't know how the game decides what to render and when to render it, but it happened every time and it was bad enough that if I wandered too far to the west and too many of the crops appeared on my screen I could only end the process and restart as a practical matter. If I only let a few of them show, I could move away and the game returned to normal.

    I only had the issue at Crossroads once, and it similarly appeared to be a ton of tiny lights floating around. I think a patch solved that issue and I don't think it was as bad. I may have had to reload at that location, but it didn't happen every time and I was able to complete the quests at that location.

    I can't remember for sure, but I think I also had some slowdowns during the final were-rat fight, but as I recall it, the issue seemed to be the number of enemies. Whatever it was, the slowdown wasn't anywhere near as bad as the SW corner outside of Paladin's Cove. I finished that boss fight (after multiple attempts) and don't recall having to reload because of the slowdown, so I suspect there's something different going on.

    I wonder how difficult it would be to just "turn off" the wind-waving effect at that location to see if that's really what it is?
     
  10. Kriegdoom

    Kriegdoom Established Member Supporter

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    I played through the final were-rat fight at 2-3 fps ... took almost three hours but I recovered from the trauma eventually o_O

    no problems at crossroads, that appears to be fixed.
     
  11. FDR4PREZ

    FDR4PREZ Established Member

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    Wow, that's an outstanding feat of patience and determination :)
     
  12. Kriegdoom

    Kriegdoom Established Member Supporter

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    I seem to be encountering a Paladin Cove-specific bug where my Paladin will randomly become "fallen" during battle. I dont remember having this issue in ToEE or KotB.

    There doesnt seem to be a consistent trigger. Last time, I had saved just before the event happened. When I reloaded and did the exact same thing during combat, the incident did not re-occur.
     
  13. Illuvatar85

    Illuvatar85 Member

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    Did any of your NPC recruited characters died in battle in that fight? Your paladin will become fallen if he or she lets his comrades die in battle.
     
  14. Kriegdoom

    Kriegdoom Established Member Supporter

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    that could be it ... in Temple+ I usually play only PCs. I will keep an eye out for that, tks
     
  15. FDR4PREZ

    FDR4PREZ Established Member

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    I've not played a paladin in ToEE before. I have recollection of playing one in KotB, but that would have been a very long time ago.

    Is this really a reason for causing a paladin to fall?

    It sounds odd.

    d20srd says this about paladins, and nothing is mentioned about not letting comrades die in battle.

    Paladin :: d20srd.org

    Code of Conduct
    A paladin must be of lawful good alignment and loses all class abilities if she ever willingly commits an evil act.

    Additionally, a paladin’s code requires that she respect legitimate authority, act with honor (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help for evil or chaotic ends), and punish those who harm or threaten innocents.

    Associates
    While she may adventure with characters of any good or neutral alignment, a paladin will never knowingly associate with evil characters, nor will she continue an association with someone who consistently offends her moral code. A paladin may accept only henchmen, followers, or cohorts who are lawful good.

    Ex-Paladins
    A paladin who ceases to be lawful good, who willfully commits an evil act, or who grossly violates the code of conduct loses all paladin spells and abilities (including the service of the paladin’s mount, but not weapon, armor, and shield proficiencies). She may not progress any farther in levels as a paladin. She regains her abilities and advancement potential if she atones for her violations (see the atonement spell description), as appropriate.

    Like a member of any other class, a paladin may be a multiclass character, but multiclass paladins face a special restriction. A paladin who gains a level in any class other than paladin may never again raise her paladin level, though she retains all her paladin abilities.
     
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