The 5.0.0 beta 1 Thread

Discussion in 'General Modification' started by Agetian, May 8, 2006.

Remove all ads!
  1. bigron

    bigron Member

    Joined:
    Oct 10, 2005
    Messages:
    33
    Likes Received:
    0
    Re: Co8 5.0.0 beta 1 thread

    *****************Spoiler Alert****************************








    Problem with verbonoc mod. I clear the drow( some of drow fighters just stand there and let me wail on them, rogues fight nicely, as do wizards and matron.) and the dragons( breath weapon seams a little off center but that is probably due to z axis. But when I returned the prince? thanked me for my efforts, but the nibblys? the gnome, keeps giving me the quest over and over. The viscount thanks me for my efforts and says the gnomes are telling the truth and his advisor must be lying, but never sends me to confront his advisor. I get intermintent CTD when entreing hextor temple and the building left of the gnomes
     
  2. Allyx

    Allyx Master Crafter Global Moderator Supporter

    Joined:
    Dec 2, 2004
    Messages:
    5,009
    Likes Received:
    254
    Re: Co8 5.0.0 beta 1 thread

    Hmm, I don't quite know what's going on there bigron, it certainly didn't CTD when I last tested it (i'm not quite at a point in the gaem where I can test the Verbobonc stuff myself yet, I'm sure I can fix Nybble, and I'll take a look at the Viscount's dialogue when I get there as well.

    An unrelated bug fix here, I just realised the Amulets of Natural Armor +4 and +5 are uncraftable, the file below fixes this problem.

    [EDIT by Cerulean the Blue] This is included in the Cumulative Fixes.
     

    Attached Files:

    Last edited by a moderator: May 22, 2006
  3. krunch

    krunch moving on in life

    Joined:
    Aug 9, 2005
    Messages:
    3,280
    Likes Received:
    0
    Re: Co8 5.0.0 beta 1 thread

    I setup a unique party [for me] this time, and it is working really well. I made an Elven female UberBarbarian carrying a great warhammer who is the party leader. *grin* I have my party set for 1 PC and 7 NPCs.
    * PC + Ronald [Cleric] + SoberElmo [Fighter] + Furnok [Rogue] + Serena [now = Ranger] + Riana [now = Bard] + Pishella [Wizard]

    I have had to do the town quests, including the DH quest [and am still working on it] ... had to console the adult toy from Nulb - the only PC in my party is a female [known issue]
    * Thanks Blue and Allyx. I really appreciate your new patches.

    Moathouse Search & Destroy patrol ... back to base camp and heal up ... patrol ... base camp ... etc
    * I like the re-spawn of the Moathouse, but the re-spawned siderooms have to wait until later days where the party has more muscle and horsepower.

    I was slow to get a party adventuring and have to catch up with the others testing Egyptian Whore. Except for the CTD with using the Orb of the Moons, I have not seen errors/problems other than what has already been mentioned.
    * Again, thanks Blue and Allyx for your diligence and patches.
     
  4. krunch

    krunch moving on in life

    Joined:
    Aug 9, 2005
    Messages:
    3,280
    Likes Received:
    0
    Re: Co8 5.0.0 beta 1 thread

    Oh yah, BTW - The Moathouse gnolls did not all converge as a single pack where I expected all of them to attack my party at the same time. Basically, I was able to kill them in segments. I got to kill 5 of them; got to kill 4 more of them; and, then, got to kill the remainder of them.
    Note: The ones in the Boss room did not come out and play when expected. I had to go in the boss room and kill two of them of which helped each other and, upon killing those two, the last two in the boss room I had to kill seperately.
     
  5. Zebedee

    Zebedee Veteran Member Veteran

    Joined:
    Apr 2, 2005
    Messages:
    1,755
    Likes Received:
    0
    Re: Co8 5.0.0 beta 1 thread

    This is in the vanilla version of the game too. Seems to happen if you engage the leader in dialogue while still a fair distance from the doorway leading to the room where the others hang-out.
     
  6. krunch

    krunch moving on in life

    Joined:
    Aug 9, 2005
    Messages:
    3,280
    Likes Received:
    0
    Re: Co8 5.0.0 beta 1 thread

    Tactics - I had the party move to just outside the main door entrance to the gnoll room, opened the door and RonTheCleric from the back of the party fired off a hit on a gnoll. A few gnolls came to the door and the party kept killing them. Then, once the gnolls that would approach the door were dead, I moved the party inside the open door just enough to be able to fire one round at one gnoll toward the back of the room. The party kept killing them until they stopped coming. Then, the party moved to just outside the boss room and RonTheCleric from the back of the party fired off a hit on a gnoll in the boss room. The party killed the rest of the gnolls.
     
  7. Shiningted

    Shiningted I changed this damn title, finally! Administrator

    Joined:
    Oct 23, 2004
    Messages:
    12,740
    Likes Received:
    374
    Re: Co8 5.0.0 beta 1 thread

    Can't comment on the new combat - I don't go in for those sort of back-door shenanigans :icon_chuc Or to put it another way, I haven't got there yet, too busy bughunting. It sounds nasty :eyebrow: I like! I agree in principle with throwing Furnok into the mix though.

    Krunch - keep the feedback coming, its all good.
    See, now thats comedy.
    Me too. There's definitely something funky going on with the portraits, mine went pear-shaped after adding the latest cumulative fixes: not just save-games, but in the character creation bit. I got more arrows than I do PC pix now.
     
    Last edited: May 11, 2006
  8. Shiningted

    Shiningted I changed this damn title, finally! Administrator

    Joined:
    Oct 23, 2004
    Messages:
    12,740
    Likes Received:
    374
    Bug fix update

    Ok, here are the Ron fix and the moathouse/DH spawn fix from Blue's efforts above, refiddled to remove a couple of minor problems (otherwise, a very elegant piece o' work Mr Blue. Damn decent of you too :beer: ) Also, I have moved the Moathouse respawn to later in the game, since two people now have mentioned it (indeed the only feedback I have got has mentioned it). I wonder if it is working properly though, no mention of the new map yet... also added a new monster upstairs to fix a, shall we say, thematic problem I was discussing with Blue a while back.

    I have also fixed the upstairs critters from the module - they fly lower (thanks Al) and aren't so tough. Even dire versions are nasty enough - +6 strength bonus? Wtf is that all about?

    Anyway, to use this, unzip to a temp folder then put the sec folder in the game's data folder (you WILL be overwriting existing files) and the Map-7-Moathouse_Interior folder in modules/co8_5.0.0/maps folder, again overwriting. Not hard.

    [EDIT by Cerulean the Blue] This is included in the Cumulative Fixes.
     

    Attached Files:

    Last edited by a moderator: May 22, 2006
  9. Kalshane

    Kalshane Local Rules Geek

    Joined:
    Aug 6, 2004
    Messages:
    1,653
    Likes Received:
    4
    Re: Co8 5.0.0 beta 1 thread

    Cool, Ted.

    Will this screw anything up if I don't have DH installed?
     
  10. Cerulean the Blue

    Cerulean the Blue Blue Meanie Veteran

    Joined:
    Apr 23, 2005
    Messages:
    1,962
    Likes Received:
    0
    Re: Co8 5.0.0 beta 1 thread

    Just to make sure everyone is on the same page with the Voice & Portrait Packs:

    They are not included with 5.0.0. You have to download them and install them separately. Then install the Cumulative Fix patch.

    I have done this with two separate installs of 5.0.0, and have had no problems with either.
     
  11. rufnredde

    rufnredde Established Member Veteran

    Joined:
    Apr 8, 2006
    Messages:
    266
    Likes Received:
    1
    Cordial Goblins

    My 2nd level CG party, had a random encounter with some very cordial Orcs and a wolf.

    Random encounter Night Time, scrub road with campfire. Started on the road as it should be. Rushed the Goblins, Music started, Goblins look like they are ready for combat. Get there, no hour glass, no combat initiated and they were a downright friendly lot.
    Clicked on one of them and he says, nice to meet you again, and other pleasantries. Wolf should be in a petting zoo he was so friendly. So we passed around the jug and cooked some weenies and smores and were on our way. Anyone else had any unsettling random encounters?

    Map was non-sectored but that was already reported. No fire animation either.
     
    Last edited: May 12, 2006
  12. krunch

    krunch moving on in life

    Joined:
    Aug 9, 2005
    Messages:
    3,280
    Likes Received:
    0
    Re: Co8 5.0.0 beta 1 thread

    ******************** SPOILER ********************





    @ted: The updates seem to work.

    Oh yah, and before I forget to mention it..
    @ted: Prior to the updates, I have already experienced the re-spawned Moathouse.
    * In one room [I believe was previously empty] there looks to be a "greyed-out" troll [I guess?] floating above the floor in one room in the left wing. (another z-axis deal, placement - not the NPC *laff*)
    ** In the room that previously contained the the giant lizard in the left wing, there looks to be a "greyed-out" bugbear [I guess?] floating above the floor (also another z-axis deal, placement - not the NPC *laff*)
     
  13. krunch

    krunch moving on in life

    Joined:
    Aug 9, 2005
    Messages:
    3,280
    Likes Received:
    0
    Re: Co8 5.0.0 beta 1 thread

    BTW - I just use the default portraits installed with Co8 5 MOD ... no issues with arrows instead of pics.

    And, speaking of arrows in place of pics, [someone else mentioned it already] I also had the issue with the dire porkzilla pics.
     
  14. Cerulean the Blue

    Cerulean the Blue Blue Meanie Veteran

    Joined:
    Apr 23, 2005
    Messages:
    1,962
    Likes Received:
    0
    Re: Co8 5.0.0 beta 1 thread

    The Cumulative Fixes have been updated with Allyx's and Ted's latest patches. You can find the link in post 4 of this thread.

    I found the problem with the Scrub Road map not being sectored. The whole folder for it in the maps folder is missing. Oops.

    Here it is. Put it in your maps folder. The Cumulative Fixes have been updated with it as well.

    I don't see what the big deal is with the Ambush. It's tough, yes. It was meant to be a tough encounter, not just another slaughter enacted by the party. If it was just Kobort, Turuko and Zert, a second level party would waltz through the encounter. If we threw in Raimol as well, it would be no different.

    We considered adding Furnok, but decided against it. Ambush and murder seemed like a big step from skinning the locals with a rigged game for room and board, even if they party has shut down his gambling. Ranos Davl and Gremag already have their own ambush in the game as well. That is another tough battle. Remember all the complaints when that first came out?

    Still, I suppose we could tone it down a little. Perhaps replace two of the footmen and two of the crossbowmen with more common bandits (level 1).

    [EDIT by Cerulean the Blue] This is included in the Cumulative Fixes.
     

    Attached Files:

    Last edited: May 22, 2006
  15. krunch

    krunch moving on in life

    Joined:
    Aug 9, 2005
    Messages:
    3,280
    Likes Received:
    0
    Re: Co8 5.0.0 beta 1 thread

    ******************** SPOILER ********************





    I bypassed the guards and Lareth area and went directly outside using the secret Moathouse exit...CTD when using the door to go to the new map screen...someone else also mentioned this, too, I believe.

    @blue: Your new RAR patch file from post # 4 is bugged.
    ! Cumulative Fixes.rar: CRC failed in data\art\interface\portraits\Familiar_Rat_mini.tga. The file is corrupt
    ! Cumulative Fixes.rar: Unexpected end of archive
     
    Last edited: May 12, 2006
Our Host!