In the interest of taking the first baby step toward settling on a definitive mod package for modders to formally build on (and maybe to actually get released one day), why don't all you modding renegades post ALL of the mods you have developed and actually released in this thread. That way we'll have a comprehensive list all in one place, and perhaps we can then start discussing what we think should be standard. Note that I'm not asking for modders circa 2003 to magically return here and post their mods . . . everything already included in 3.0.4 need not be repeated. Note also that I'm not asking you to attach files with your mod contents, just list what they are with a brief discription to refresh everyone's memory. Lastly, lets stick to released mods, not mods in development. Maybe we can move onto those later. PS - And by the way, can I get an amen on this: "MORPHEUS . . . THE STREETLIGHTS ARE ON! TIME TO COME HOME!" :raving:
Just sent my latest work off to Ted (some stuff's for his mod) but it'll be up here soon, this is my old and new stuff. New Weapons; {4016}{Scather} //straightened {4017}{Fragarach} //straightened {4400}{Symth & Westrealm .50} //artifact from another world {4401}{Double GreatAxe} //greataxe {4402}{Large Axe} //greataxe {4403}{Great Mace} //morningstar {4404}{No Dachi} //katana but large so always twohanded (bastardsword) {4405}{Single GreatAxe} //greataxe {4406}{Sword of Cahoem} //magic sword, go on do try it (longsword) {4407}{Tetsubo} //greatclub {4408}{Fail} //one handed version of heavyfail {4409}{Darkblade} //greatsword {4410}{Hatori Hanzo Steel} //katana (bastardsword) {4411}{Military fork} //ranseur {4412}{Halberd} //Guisarme {4413}{Trident} //ranseur New Armour; {6314}{Adamantium Breastplate} //new skin {6316}{Dragonhide Plate} //new skin {6318}{Gladiator Armour} {6319}{Black Dress} {6320}{Corset} {6321}{Maurader Armour} {6322}{White Robe} {6323}{Boots of teleportation} {6324}{Cloak of invisibility} {6325}{Magic Celtic Tattoos} {6326}{Royal armour} {6327}{Masterwork Gladiator Armour} {6328}{Masterwork Maurader Armour} {6329}{Red Robe} {6330}{Celtic tattoos} {6331}{Black Robe} {6332}{Brown Robe} {6333}{Green Robe} {6334}{Black Halfplate} Changed; female long hair (all colours, all races) doesn't have that stupid bump at the back. if you don't want it changed delete folder data/art/meshes/hair after install {4024}{Rusty egyptian longsword} // doesn't look rusty in you hand*. {6038}{Wizard hat} //black. if you don't want it black delete folder data/art/meshes/helms after install {6149}{Ochre villager garb} //black skirt (the rest is still the same) *this is because the egyption longsword was broken and now isn't
Something about Mary mod (now for whole brothel, not just Mary). New PC voices. Playful NPC voices. A slew of minor bugfixes. Mods relating to Cujo's stuff (namely changes to Jinnerth and Y'Dey to sell Cujo's gear, and the addition of Yvy and Ah Fong). And Desperate Housewives, though not for the Co8 release. And AMEN!! to Brother Gaear. I'd like to see Darmagon back too.
Shop map V1 - adds a trader to each starting Vignette, removes starting money and equipment, and adds a random amount of gold based on what they should have in the PHB and some "pocket money". Shop map V2 - changes starting maps to a 'reproduction' caravan map with 3 traders. Starting gold generated as before, but more inventory space for additional duplicate items to be added to the traders. Rod of the Python/Rod of the Viper - one summons a python, the other is poisonous (guess which one does which). Added Items - 100 of them. {4300}{Composite longbow (Str 12)} {4301}{Composite longbow (Str 16)} {4302}{Composite shortbow (Str 12)} {4303}{Composite shortbow (Str 14)} {4304}{Masterwork composite longbow (Str 12)} {4305}{Masterwork composite longbow (Str 14)} {4306}{Masterwork composite longbow (Str 16)} {4307}{Masterwork composite shortbow (Str 12)} {4308}{Masterwork composite shortbow (Str 14)} {4309}{Staff of size alteration} {4310}{Staff of charming} {4311}{Staff of frost} {4312}{Staff of the woodlands} {4313}{Staff of healing} {4314}{Rod of alertness} {4315}{Rod of negation} {4316}{Rod of thunder and lightning} {4317}{Staff of elemental control (air)} {4318}{Staff of elemental control (earth)} {4319}{Staff of elemental control (fire)} {4320}{Staff of elemental control (water)} {4321}{Staff of Boccob} {4322}{Sahandrian} {4323}{Jenevier} {4324}{Agony} {4325}{Travelers Friend} {4326}{Arumdina} {4327}{Blood spear} {4328}{Justice bringer} {4329}{Pain's memory} {4330}{Kelmar} {4331}{Soulhammer} {4332}{Life cutter} {4333}{Stormstouch} {4334}{Swiftstrike} {4335}{Sunsceptre} {4336}{Mace of St Cuthbert} {4337}{Afterthought} {4338}{Discretion} {4339}{Hornblade} {4340}{Wakizashi} {4341}{Masterwork wakizashi} {4342}{Composite Longbow (Str 18)} {4343}{Masterwork composite Longbow (Str 18)} {9667}{Scroll of scorching ray} {9668}{Scroll of disintegrate} {12606}{Wand of magic missiles (1)} {12607}{Wand of magic missiles (4)} {12608}{Wand of scorching ray (1)} {12609}{Wand of scorching ray (2)} {12610}{Wand of scorching ray (3)} {12611}{Wand of reincarnation} {12613}{Wand of animate dead} {12615}{Wand of good hope} {12617}{Wand of negative energy protection} {12618}{Wand of fireball (7th level caster)} {12619}{Wand of fireball (9th level caster)} {12620}{Wand of fireball (10th level caster)} {12621}{Wand of lightning bolt (7th level caster)} {12622}{Wand of lightning bolt (9th level caster)} {12623}{Wand of lightning bolt (10th level caster)} {12624}{Ring of protection +4} {12625}{Ring of protection +5} {12626}{Ring of chameleon power} {12627}{Ring of electricity resistance, minor} {12628}{Ring of sonic resistance, minor} {12629}{Ring of cold resistance, minor} {12630}{Ring of acid resistance, minor} {12631}{Ring of fire resistance, major} {12632}{Ring of electricity resistance, major} {12633}{Ring of sonic resistance, major} {12634}{Ring of cold resistance, major} {12635}{Ring of acid resistance, major} {12636}{Ring of warmth} {12637}{Ring of blinking} {12652}{Brooch of shielding} {12653}{Druids vestiments} {12654}{Chime of interuption} {12655}{Circlet of blasting, major} {12656}{Cloak of displacement, minor} {12657}{Cloak of displacement, major} {12658}{Cloak of the manta ray} {12659}{Dust of appearance} {12660}{Eyes of doom} {12661}{Helm of Brilliance} {12662}{Pearly white Ioun stone} {12663}{Prayer beads of blessing} {12664}{Robe of blending} {12665}{Prayer beads, healing} {12666}{Pipe of pain} {12667}{Pipe of haunting} {12668}{Robe of eyes} {12669}{Scarab of protection} {12670}{Robe of the archmagi (white)} {12671}{Robe of the archmagi (grey)} {12672}{Robe of the archmagi (black)} {12673}{Mandolin of Charming} {12674}{Cloak of resistance +4} {12675}{Cloak of resistance +5} {14999}{White Dragon, Mature Adult}
Reporting for duty, Sir! My contribution to the community: A still unfinished Arena of Heroes mod! It is not really ready for release yet, and it probably should not be part of the "official" mod pack anyway, since it doesn't really fit in with the rest of the story. I'll try to finish it some day, though. Oh. You mean I've said that before? I'll finish it! Honest! :yes:
Morpheus, thank god you're back! The natives were getting restless . . . I suppose this thread is as good as any for furthering this discussion. Lately there's been a lot of talk about comprehensive installers, mod contents, etc. Could you provide us with a status update as to the Co8 package as it stands, assuming it is still standing? Also, what are your intentions on official mod contents? Please hold forth in general, including whatever else comes to mind, and we'll let this thread run from there. My latest thoughts . . . Arena of Heroes Mod: should definitely go in. Why doesn't it fit in with the rest of the story? Remember, being as ToEE is built on the module and as such relies heavily on what a DM would make of it, the story could/should be whatever we want it to be, as long as it's based on the module. To me this means no Star Wars elements, no Spiderman elements, and certainly no CSI: Miami elements. (David Caruso just couldn't look cool in Chain Mail.) But everything else, as long as it's Greyhawk oriented, should be fair game. Thinking of it, I'd like to hear further clarification on this matter from our resident Greyhawk specialist Lord_Spike. If I'm all wet, let me know. The Mod Collective: Hmm, so the only persons who have made mods here in the last year are Cujo, Allyx, and Shiningted. The list seems suspiciously thin. What of Drifter, Cerulean, Dulcaoin, darmagon . . . ? C'mon people, this community only works if everyone gets involved. Cujo, Shiningted, Allyx: Thanks for your input. Please stand by and hopefully we'll get something going here to formally declare your stuff "official." Moosehead: Get back to work!
Morpheus!!! Fix our problems!!! Shower us with gifts!! Smite our enemies!!! You guys build the runway, I will make the golden statue!
I would really like to help you guys develop mods themselves, but unfortunately my time is so limited that I can only spend my spare time on keeping up developing the toolset (ToEEWB and its supplements) with which other people can actually make mods... - Agetian
hey correct me if I'm wrong but I can think of one other person who's released a mod this year... Liv
Arena of heroes ought to do just fine. It is clearly stated that the good NPC's will pass on info to their superiors in Verbobonc, and other high level NPC's will make their way to Hommlet to stay, aiding in the training of the PC's as they advance. I don't see why this couldn't be the very thing to cover that. You could actually take it further by not being able to access the arena until you've discovered some things about the Temple, and reward PC's by letting them try to advance early (within say, 10% of the needed xp) if they defeat a higher level set of foes in the arena, or return with certain trophies...things that have no other use unless you're doing quests for the temple. Something like that...
Agetian, you are helping everyone develope mods. ToEEWB is a toolset from which all new mods will spring. Your work has been, and continues to be, invaluable. Sorry for not posting this earlier. I was on vacation (my first in 5 years). Random Random Encounter Maps - Randomly selects random encounter maps from six of the eight random encounter maps included in the original game (the other two are currently broken). Previously the game only used 2 (or 3 with Liv's Mod) of these maps. These maps now generate enemies from the appropriate enemy lists for each map.
And what about V&W Mod? I'm using it - well, not whole mod - because of Liv and Ted mods installed - but only piece of it - where new weapon and items statistics are. Because I think it is a lot of crap with all those useless items like Unicorn Ring (with no powers original), Gnome Ring (no powers, too) and so on. And Vic&Wedge mod item statistics and new power are quite cool. Well - I don't know are they compatibile with original P'n'P ToEE - but now (with V&W) they are more usefull... But it's only a proposition - so, please don't kill me...
The vicks and wedge mod wasn't written by any Co8 members (as far as I know). It's a power gaming hack. When compared with P&P and the mods on this site that try to improve the game while NOT breaking any rules, it becomes obvious that the V&W patch is just a way to cheat the game. I have added plenty on very powerful items, and made them craftable (you have to earn the ability to make them) while V&W makes items freely available that disrupts game ballance BIG TIME.
It doesn't appear there is going to be any significant 'collective' co-op for a major mod update. It appears that there is no leadership, no organization or general consensus on much of anything. I'm still trying to find a good way to play Liv1.5.1. From what i've read of the other zip mods, i'm not real interested. Especially the one from the great Fruella hater-killer. Call of Duty 2 will be out soon and ToEE goes back on the shelf for a good while. I like the game too much to give it up totally,but unless there is significant new content soon I wont be playing very often.