Hello, I've installed this mod and my characters no longer receive any xp. I've tested this with Furnok's gambling quest both with the mod and without. I have determined it is due to the mod installed, but I have no idea how to fix this.
Once you set up the starting criteria, such as delayed fireball/number of NPC to party member ratio....... how do you go back and change these once you've started a campaign?
This is a very interesting mod. But I'm concerned. In vanilla, or before the added content, Enemies and player alike had access to the same classes and feats. With the new features of this mod, have enemies been edited as to benefit from the new stuff? or are they stuck with the Vanilla classes and feats?
I am wondering if there is a page I can go to which will give me full descriptions of the new races, classes, feats, spells, etc.? I can't seem to get any idea what any of these classes can do, beyond a one sentence description. Anyone have any ideas?
First of all, thank you so much for making this mod! I have been having a blast playing it, and I feel that the mod really improves upon the small issues I have had with the game in the past. However, would you consider adding a feat that would lower your level adjustment by 1? That way Duergar and Drow players (who don't have bonus hit dice) would be less punished, while having to give up one or two feats to do so.
Also, on that note, will you be adding more monstrous player races as well? I would love to play as a lizardfolk, and you could use the model of the in game lizardfolk for them: https://www.d20srd.org/srd/monsters/lizardfolk.htm Their +5 natural armor bonus is strong, but even if you would add in my suggested feat that would remove their +1 level adjustment, they'd still have two racial hit dice which would make them 2 character levels higher, so while they are stronger early they would fall off later in the game. That was actually how my groups often used the lizardfolk: To give a single player a stronger early game to help the other players out against strong early game encounters, with the other players carrying the lizardfolk player later on in the game. As a house rule we always made them choose the Multiattack feat for the extra feat however, which we felt was only fair.
Me too... its even predictable at the same high chord of the soundtrack. I've gone back to Co8 but would really love to enjoy the HD and additional content!
Thanks so much for this! Bought the original TOEE game on CD when it first came out years ago! Loved it, but gave up due to persistent crashes making it nigh unplayable. Temple+ and Co8 mods FTW!
Haven't been able to figure out the process of adding new races (went to the forums but couldn't get the unpacker programs to function). Would really love to see Gnoll, Bugbear, Goblin and Half Giant races but I guess I will have to go without unless you get inspired to do so.
Still been plodding away at the game in my spare time and I have been loving all of the new stuff, can't wait for that difficulty setting update, really want to crank up the difficulty for myself.
Hope all is well, take care.
Edit; oh and also the "average" function for player HP seems not to work when making up characters (still shows that it will be full hp roll), does it only function after level 1 or does it only kick in once a character is made?
Oh wow nice, I hadn't found that, I will play around with it a bit more when I get some extra time, thanks for that link (not sure if it is downloadable? but I can copy paste at least). Thanks for the other info too, good to know.
34 comments
classes and feats. With the new features of this mod, have enemies been
edited as to benefit from the new stuff? or are they stuck with the
Vanilla classes and feats?
I uploaded the fix here : https://www.nexusmods.com/thetempleofelementalevil/mods/3/?tab=files
I'll be happy to take down my upload as soon as the author update the file on the original mod page.
First of all, thank you so much for making this mod! I have been having a blast playing it, and I feel that the mod really improves upon the small issues I have had with the game in the past. However, would you consider adding a feat that would lower your level adjustment by 1? That way Duergar and Drow players (who don't have bonus hit dice) would be less punished, while having to give up one or two feats to do so.
Also, on that note, will you be adding more monstrous player races as well? I would love to play as a lizardfolk, and you could use the model of the in game lizardfolk for them: https://www.d20srd.org/srd/monsters/lizardfolk.htm Their +5 natural armor bonus is strong, but even if you would add in my suggested feat that would remove their +1 level adjustment, they'd still have two racial hit dice which would make them 2 character levels higher, so while they are stronger early they would fall off later in the game. That was actually how my groups often used the lizardfolk: To give a single player a stronger early game to help the other players out against strong early game encounters, with the other players carrying the lizardfolk player later on in the game. As a house rule we always made them choose the Multiattack feat for the extra feat however, which we felt was only fair.
- Is there any possibbility to change the animation attack of the rapier?, change it to dagger kind attack (only thust attack / pierce).
- Is it possible to add the Estoc?
Estoc?
- Is there any chance to add more armor like the maximilian kind?
Maximilian full plate armor
Regards!
Sorry but that kind of stuff is out of scope for this mod. Maybe try asking over at the Circle of Eight.
Still been plodding away at the game in my spare time and I have been loving all of the new stuff, can't wait for that difficulty setting update, really want to crank up the difficulty for myself.
Hope all is well, take care.
Edit; oh and also the "average" function for player HP seems not to work when making up characters (still shows that it will be full hp roll), does it only function after level 1 or does it only kick in once a character is made?
https://github.com/GrognardsFromHell/TemplePlus/tree/master/tpdatasrc
The update should be out this month, maybe in a couple of weeks.
Level 1 indeed takes max HP. The average HP is intended for levelups.
<3
You can download the whole repository as a zip:
https://github.com/GrognardsFromHell/TemplePlus/archive/refs/heads/master.zip