installing your patch now, and i'll be reporting back in a few hours. Edit: like emo_ome i did not see a change after adding the patch. i copied the files in to the directory mentioned, overwriting the existing files.... the bodies and the door are still there.
Yeah, I'm positively sure that I've installed it properly and overwritten a lot of files (I remembered that I've clicked the "Yes to all" function of winrar). I'll be re-installing the game now, see if it's still there.
Okay, try this one. It's the exact same files, but the archive will extract them to exactly where they need to go for you. Just point it at your root directory. Your root directory is of course called 'Temple of Elemental Evil,' but depending on what version of the game you have and where you chose to install it, the parent directory above that may be different. For example, in the old days I used the original ToEE, and my directory structure looked like this: C:/Program Files/Atari/Temple of Elemental Evil Now I use the GoG version and it looks like this: C:/Program Files/GoG.com/Temple of Elemental Evil In either case, Temple of Elemental Evil is the root directory, because in its subfolders are all the game files. I understand that Windows 7 doesn't have the Program Files directory anymore (?), so on a Windows 7 machine it will be somewhere else. Anyway, as I mentioned above, these fixes won't make an already existing door go away, and they may not even make already dead bodies go away, but if you go to the Moathouse Courtyard anew and fight the bandits there, they should fall over when you kill them, and you shouldn't see any doors.
OK, i just defeated the first 2 waves of the Book of Heroes Arena challenge. I noted that the EXP are the lowest i have ever seen, though. So, uhhh.. is this right?? For the first challenge, i defeated the 3 owlbears... with 10 HD and 185 hp apiece, and my party of LVL 5 dudes each got only 27 Exp?!? Round 2, i defeated the beefed up Hill Giants, and ... even less ... only 18 Exp was awarded to my characters. :twitch: I looked in the party logbook, and CR ratings were as follows: Hill Giant, defeated 3 so far with a CR of 7 with 12 HD (i remember the other combat with the Hill Giant of Emridy Meadows had a significantly reduced EXP reward...) Owlbear, defeated 3 so far with a CR of -2 with 10 HD skeletons, goblins CR of -1 Kobolds CR of -2 Zombie CR of 0 i believe these "lowly" monsters are their normal values... for comparison how can a massive Owlbear yield less exp than a lowly Kobold grunt? It is also an extreme letdown to get such little reward from these difficult combats. Gaear is this a glitch, or true modified values..? OK, i'm on to Hickory Branch ... saving the last combat after my dudes are hopefully a few levels stronger, as i got obliterated by round 3 :yes:
FINALLY got the encounter to trigger if you botch Skole's request to assassinate Lodriss. Went back to Hommlett, rested 3 days, and the encounter triggered upon return to Nulb. Nice combat/rewards for minimal risk ... i mean those dudes have hefty masterwork bastard swords - and there are 4 of 'em. Does the scripting event behind this send more than one group (as in i wonder if this could be exploited...??) They were relatively easy to cut down, as they had no strategy other than to charge in. At LVL 5, got 1020 EXP and 4 nice swords as a result. Then i wasted Skole as per normal. @ Gaear, it would be cool if as in the Nulb ambush, those extra Skole Goons occasionally surprised the party, in the tavern so that encounter was not always such a pushover. Could a random trigger event be tied to something i am assuming is from the Vanilla game content like that?? sorry if this post is going a bit off topic. And... for the first time i encountered the "legendary" Zaxis!!! been looking for that guy a LONG time, never encountered him in game before. I know he is a bard, but the dialogue is pretty laughable. i let him continue his wandering. I am of course avoiding all other random encounters, other than the 2 i just described to keep progression of XP gain accurate. :yes: ***other odd things to note**** Currently Spungoir has a tab added to his spellcasting tab for "Dismiss Spells" while out of combat, just walking around. Normally this is only there when you have a current spell active. However, i don't. Clicking it just has him say "Okay" ... as there is no spell to dissolve. I have LOTS of save backups, so i guess i could restore to a previous save before this happened ... but likely that was before Lareth was defeated as i think this may have appeared when i cast web on Lareth's guards, and he cast Dispel. Oddly, the web graphic disappeared, but the individual guards remained in "Webbed" status for the remainder of the combat. There was no other odd effect other than this, so i thought nothing of it. Should i go see Jaroo and see if his "Spell Permanency" uber-fix takes care of this? Or, just not worry about it. I have also thought if it WAS from casting web, maybe i could just cast Web again, and see if that resolves the issue by dismissing the spell... in a neutral area like Deklo Grove. The issue of the double Brother Smyth has resolved, there is now only the one banging away, though i am not sure when his double disappeared.
I am now LVL 6 Defeated Imryd's Run, and Skole's Goons, and Skole ... and a few other tasks. Getting ready to tackle Hickory Branch... oke: Most of the Moathouse respawned is missing, as reported by emo_ome. The bodies that do not disappear are still there. I have loaded the patch but as Gaear stated it would not likely change a current game in this case. The 2 encounters i found were in the rear Bugbear chamber, and the Witch and her minions. I tried fighting them while i was level 5 and both encounters kicked my @$$... :bored: so i left. Jaroo was able to "cure" Spugnior of his spell permanency issue!
Note: I've re-installed the game and applied the previous fix and it doesn't seem to change the moathouse prob, going to download & try the #2 fix. The road so far - defeated Kelno & co, Allrem & co. - reached Level 10 after defeating 2nd level bugbears - then stop. - only Belsornig & co. remained in the 2nd level. - haven't reached the 3rd level. Then, here are my list of completed area. - wwb - deklo grove - moathouse & respawn. - emridy meadows - hickory branch - nulb (including imeryds run) - aoh - temple tower - dungeon level 1& level 2 (w/o Belsornig & co.) Now, My party is on the 2nd level, going to wait for your advise on what should I do next. :bounce:
While I'm waiting for my next move, going to venture a little bit. Don't worry Gaear, I have my save on the stopped gameplay for Level 10. Just going to play some parts for fun and won't report my game-play status, my plan is to go to the next dungeon level then the last dungeon then the nodes and last is to kill zuggy. But I do not intend to travel to Verb yet.
It doesn't matter if you reinstall the game, emo, if you import an old save, everything will be the same. What I really need here is for someone to simply apply the fix, start a new game, go straight to the Moathouse courtyard, fight the bandits, and tell me if they fall over when they die and if there's a door where the thieves tools should be. You can then go back to your old game for continued testing. Status update: Ranth has had to step down from testing due to RL obligations, but I think we'll just proceed with three testers at this point. Otherwise, we're just waiting for everyone to get to level 10.
Yeah, I think it really didn't matter if I re-installed it or not. I just assume it would do the fix and also no old saves were used in testing it. Anyway, I started a new game and patched the 2nd uploaded fix. The good news is that the bodies don't stay in their place anymore, though the door is still there.
The door opens and shuts, how cool is that!? My guys were playing knock knock, (I know ... I should get out more ) OK, on a serious note; The Season of the Witch is in my logbook after speaking to Kent and the "Mother" is present in the pond. As for anything else to do with this mod, nothing is showing up. I have gone back through the Moat-house looking for anything, or anyone I might have missed but they are all dead. I'm sure of this because the bodies have failed to deteriorate, so I can count them. heh heh Any ideas, I'm at level 9 about 6000 xp from 10 after doing the last phase of AoH. btw, the new model for mother is much more appropriate IMO. And I always get a kick out of the "look at the time line". I'm not sure if I should go on and clear more of the Temple, as the NC xp is part of the testing and I want to stay in some kind of an order that is usable for tracking xp. Let me know what you'd like Gaear.
Okay, I gather that: sirchet is level 9, somewhere in the Temple emo is level 10, Temple level 2 JU is level 6, and is ... somewhere Any other updates? Did everyone stop playing? We need to get this show on the road if we want to release before Christmas ...
Understood, but sometimes time for gaming is not as easy to come by. I hope to have some time this weekend to spend on furthering my adventure into the Temple.
Okay, here's an up-to-date set of fixes. Will fix: the Drow CR issues (somehow they escaped the CR reduction) the duplicate Brother Smyth and Armario issues the Mickey talking about Nulb issues the damn MOATHOUSE DOOR issue (didn't include the pertinent file in BOTH previous fixes somehow) the Hommlet clipping issue this will also further delay the WotGS bandits RE, which none of you have experienced yet anyway Extract to your root directory and go forth. http://files.co8.org/patch/V7_BETA_FIXES_10_22_2011.rar