Mod Archives

 
FlameFinalMod-version4c.zip - is now available to continue corrections of the corruptions caused by the self extracting file. This version of the mod corrects the following errors if you experienced them:

1) The Melon Hammer is now a primary and secondary weapon as intended.
2) The Laser Spear is droppable and can be sold.

The installation instructions are included (leftover from version 4b) but for anyone with version 4b already in place you only need to copy the DATABASES folder over the old one in order for the changes to take effect. Nothing more need be done. 

For those who have Mad God's editor you can make these corrections yourself and need not bother with the download.

 
Deathstalker's Mod, version 1.6, Tonnes of new stuff!! New RPC (recruitable player characters), bug fixes, new Gadgeteer items, multi-class items, new monsters, altered monster skins/sizes. Also, altered the numbers of monsters and allied characters to reduce battle lengths (this was a heavily requested change). Lessened the chance of higher level monsters appearing too early. 
  • Some users may still want to access the old Version 1.5 of Deathstalker's mod, so it will remain available here for now. 
  • Tonnes of new stuff, new spells, fixed Lower Martins Bluff error. 
  • Removed bugged items w/poison darts and dagger scatter. 
  • New uses for Divine, Mythology and Alchemy skills. 
 
Some users may still want to access the old Version 1.5 of Deathstalker's mod, so it will remain available here. 
  • Tonnes of new stuff, new spells, fixed Lower Martins Bluff error. 
  • Removed bugged items w/poison darts and dagger scatter. 
  • New uses for Divine, Mythology and Alchemy skills. 
 
FlameFInalMod-version4b.zip - We are back to a straight zip files after problems occurred with the self extracting file. See the Mod Archives for more info. Open the zip file and read the FFMv4bInstallation.txt for installation instructions. Anyone who has been following the mods all along will already know what to do. Sorry about this but that self extractor is just too unreliable.
 
The Self extracting file for version 4x has been retired. It appears some problems occurred. Item properties were altered either through upload or download corruption or simply compression corruption. It affected different users' mods in varying ways. Upon trying it three different times myself I got 3 different outcomes where varying items properties altered.
 
FlameFinalMod-version4a.exe - This version of the self extracting zip file corrects the path problem of Wizardy8 not containing a space between Wizardry and 8. It should now install to the proper directory once pointed to the drive where Wizardry 8 is installed assuming you used the default path name of Sirtech\Wizardry8.

Windows users will still need to browse to or enter the drive letter:\ProgramFiles if the default installation path was used when installed on a Windows machine.

Apparently some corruption occurred when the file was either uploaded or downladed. I found errors when I allowed it to install on my machine which have been corrected in this version. So please download and install version4a to correct these problems. A note was added to the location of the Foamies on the beach where you start. It tells the version number of the current mod. Games in progress will not get the note only a newly created party. Definitely nothing to start a new game for.

Flame Final Mod version 4 coninues to improve upon and add new items to previous versions of the mod. 

INSTALLATION: This is a self extracting zip file which is set to extract to the Sirtech\Wizardry8 folder on C drive. In the path window you need only the drive letter of  where your game is installated,  for example C:\, D:\, or E:\ etc. DO NOT specify the entire Sirtech path.

For Windows users you will need to specify a path af C:\ProgramFiles for the default installation path. Or use the browse option and highlight the ProgramFiles folder.

Documentation available with this version can be downloaded separately from the mod depending on your viewing capabilities. An Excel file of the complete mod is available as are two large tab delimited text files, a spoiler, and non-spoiler version. 

These text files can be opened in any Word Processor, any spreadsheet program, Windows Notepad, or even with your web browser. They aren't going to be easy to read, but they are in the only format with the most versitility I could think of. 

Everyone should download the non-spoiler version for an overview of the mod. The spoiler version does not contain some of the information in the non-spoiler documentation. 

The Excel file is a complete history of the mod, spoiler and non-spoiler included. If you do not wish to be spoiled avoid pages like New Item Statistics and New Recipes.

There is still one secret I will not reveal in any of the documentation. A "blast" for those who discover it. It will make "sense" when you find it.

FFM-version3.zip - To play this version of the mod you can ignore any updates or the Quick fix listed below.
 
January 16,2005
The newest update to version3 mod adds two new items by special request. One can be purchased the other is a drop only.

This also adds the Elven Bow to the inventory of one Vendor on Dominus.

It also increases the Damage output of the Hammer Mjolnir and adds a bonus to Divine Magic, it is afterall the Hammer of a God.

It places the Alchemist Staff in the Mt. Gigas Caves and the Priest Staff in the Cave with Anselm. The Alchemist Staff takes the place of some Bullet Stones near the Underground Lake.

Neither Fuzzfas nor the Arnika Orb drop these Staves any longer. The original item replaced was restored to Fuzzfas and the Orb item was appended so it was simply deleted.

Simply copy the new Databases Folder overwriting the old one.
Copy the MTGIGAS Folder into the Levels folder overwriting the old MTGIGAS folder.
Copy the two new STI files to the Items folder.

Anyone downloading Version3 for the first time can ignore this update since it is updated to include all changes.

 
January 15, 2005
FFMv3-ITEMS corrects the Red Silk Gown image reference mentioned in the Quick Fix. 
Also corrects the attack range of the Wolf's Teeth Mace.

Anyone with the editor can ignore the update and just change the Wolf's Teeth to extended range. For those using the update copy the Items.dbs to the Databases folder overwriting the existing file.

Anyone downloading the full version 3 Mod can ignore hte Update as the full version 3 is updated and contains the fixes.

 
Quick Fix: In version 3 go in to the Items folder and rename the REDSILKGOWN.STI to REDSILKGOWN2.STI.
 
January 12, 2005
FFM-version3 is now available. It adds more items, most of which can be purchased. Follow the installation instructions in the text file. Might I suggest starting a new game with a Gadgeteer in the near future. Also some items were placed in maps and will not be available to games in progress so a new game will need to be started for those items.
 
FlameFinalMod-version2 - For this version of the mod you only need the full version 2 installation as all updates listed below were incorporated into the full version on an ongoing basis for those individuals who had not yet already installed the mod. This way they only needed the mod version and not have to download all subsequent updates. (I learned.)
 
January 5, 2005
FFM-v2-update2.zip contains files to correct the problem with the Gnome only item and a forgotten graphic. Please see the readme text for further information.

Since the Gnome only item was placed as a static item in the Mountain Wilderness map it will not be there for you if you have already gone into that map with a game in progress. You will need to restore a save before ever entering the area or start a new game. Terribly sorry.

 
January 4, 2005
FFM-v2-Update1.zip includes the following:

Corrections:
The Trident and Trident Amulet should now merge properly

New Additions:
A new modern weapon and new ammunition from ideas submitted to me from IGN Boards members.

Please read the text for installations instructions and some background information for what this update is supposed to be doing. I am in unfamiliar territory with adding items to vendor inventory so I have no idea if it will automatically recycle at next restock or if a new game must be started.

 
January 3, 2005
The Cestus.zip corrects the problem with the new Cestus weapon that causes the game to close when it is used. If you have Mad God's editor simply use the Item Editor and remove the Attack mode of Punch from the weapon. Otherwise download the zip and copy the Items.dbs over the existing one in the Databases folder.
 
January 2, 2005 evening
The update contains a text file explaining what it does. 
Copy the DBS  files to the Databases folder overwriting existing files. 
Copy the STI files to the Items folder and it should not be overwriting anything.

Corrects the Alder Staff which was supposed to be usable by all races and professions.

It also adds some new footwear. These will be available through fixed and random means. No need for a restart as the creatures that drop them randomly should pop up so you have a chance to get these items even if you are past where they are a fixed drop or load.

 
January 2, 2005
FFM-V2-IITEMs.zip now contains the Items.dbs and the Itemtables.dbs file. Simply copy them to the Databases folder overwriting the existing files.

A couple corrections were made: 
The New Years gift now works favorably.
Weight reduction on the Spiked Heel Boots and now these are usable by Female Faeries.

Also if you haven't been to Arnika yet this adds a Mana Stone as a fixed item in the Statue. If you have already been it will show in future games run with the mod installed.

 
December 30, 2004
Corrects the Staff Psionic's Sister so the proper professions will now be able to use it. Simply copy the ITEMS.DBS file into the DATABASES folder on your hard drive after unzipping the file. Allow it to overwrite the exiting file.
 
December 28, 2004
FlameFinalMod-version2 is now available for download.
Please read the Installation.txt file before proceeding with installing the mod.

This mod version includes the following:
FlameFinalMod-version1 and all the files needed for it to work properly.
A few new Items and some new graphics.
A few corrections to some minor things such as missile models for some throwing weapons.

Alterations to the Short Sword and all Divinemail items.
The short sword got a new graphjic and can now be used in the secondary hand. 
Divinemail can now be equipped by Priests and Bishops.

For some of the newest items to be available to the party you need to begin a new game. Depending on progress between version 1 and 2 it may just be worthwhile to wait and begin a second game after the first is complete.

Of course, if you want your New Year's present you should go ahead and start a new game. The present is within your reach if you do. 

 
FlameFinalMod-version1
FlameFinalMod-update1
LevelsFFM-version1
FFM-update2

In order to use this version of the mod you would need to download all files and following the instructions for installation on each. 

December 26, 2004
Flame Final Mod update 2 (FFM-update2) is now available for download. This does not require beginning a new game for it to take effect. It is mainly some graphic updates for daggers. A few new dagger weapons were added and a Staff & Wand weapon was added. Most are not attainable until mid to late game so it is doubtful anyone will miss out on them. For the most part they are fairly rare random drops. One item is a Fixed load in Davy Jones Locker. Some corrections were made to the Doublestrike Dagger as well.
 
December 25, 2004
Well it helps when the creator better understands their creation I guess. I did not realize that when I placed items in the maps that the editor was saving that information outside the Databases Folder. The reason no one is finding the new items placed in the maps is because that information is contained in the Levels Folder directly under the Wizardry8 Folder. It is not in the data folder at all. The file LevelsFFM-version1 is now available for download. Please follow the directions in the the text file carefully.

Basically you will need to unzip the file then open the Levels folder. Highlight each folder within and move only those folders into the Levels Folder already on your hard drive. DO NOT just copy the folder over the existing folder. If you do it will basically delete your Levels.SLF file which the game must have in order to run. Please be careful.

I apologize for the inconvience.

 
December 24, 2004
Flame Final Mod update 1 corrects the following in FlameFinalMod version1:
The new throwing weapons will not disappear after a single use.
The Gadgeteer can now make the doubleshot sling.

The only thing to do is copy the Databases Folder over the old one. The effects will be immediate and work for existing games. You do not need to begin a new game. If you saved after the Throwing Hammer or Axe was thrown and did not return this will not bring it back, but if you have these items or any of the other throwing items intended to return when thrown it will fix the problem.

 
December 23, 2004
The Flame Final Mod, version 1, is now ready for download. 
Please be sure to read the text file included in the Zip for instructions. 
This one is a tad larger as it contains several new item graphics. 
This mod will require a new game to be started.
Unistalling this mod means deleting the saves made while it was installed or your game will crash when you attempt to load them.

Merry Christmas!

 
December 16, 2004
A new mod by Martin Volkmann is available for beta testing. The download contains a readme and spoiler information about the mod. This mod also includes 2 folders that need to be copied to the Data folder, Databases and Items.
 
FlameBetaMod.zip - During the early stages of Mad God's editor we did not have the ability to add new items only modify existing ones. The Beta Mod  and related news information below were created during this period.
 
December 13, 2004
Corrected the sound model used for the Shaman's Staff which was crashing the game in the general mod.
Also a new graphic only mod is available. Only graphic and model changes were done to existing items with a few game corrections. The readme file is up to date.
 
December 11, 2004
Made a few model changes I was not happy with.
Corrected the Book of Death to allow Psionics and Monks to use it.
 
Dec 9, 2004
Removed Flame's note from the Starter chest. 
Anyone with a game in progress will find a new item in its place.
Created another new item to be used in conjunction with the item that replaced Flame's note.
If Flame's Note has already been sold you may still have a chance at the item.
These two new items are fixed items in a chest load and a drop in the Rapax territories. One as early as the Rift, the other not until the upper Castle.
Readme files have not yet been updated. 
 
December 7, 2004
Removed the description of a new item since it was for the old item that was replaced.
Added an item to Sexus' inventory (a new game must be initiated to see it but if you plan to kill him it will drop, it is a fixed drop)
 
December 7, 2004
Corrections:
The Steel Axe no longer comes in stacks nor is stackable.
Wasp Nectar now stacks properly to 10 items per slot.
 
December 6, 2004
Changed the names of items derived from Tolkien.
Added the intended artifact skill requirement to the Alder Staff.
Corrected all sound usage models for new weapons that could have crashed the game.
Gave the Gadgeteer the ability to create a doubleshot sling. I personally feel "throwers" limited to darts and a regular sling were getting the shaft by having to wait until they hit the Swamp to get a decent weapon. So I figure if bow users can get a Doubleshot Crossbow early then why not a slinger too.
 
Dec 6, 2004
Fixed a sound file error which caused the game to close when using one of the staff & wand weapons created earlier in the mod.
Gave the omnigun its specific model. Lie it on the ground and check it out. 
 
Dec 5, 2004
Corrected Magic Nectar model
Increased Boomerang Shuriken to kill 5%
Added 4 new staff weapons 
 
December 4, 2004
Throwing Axe bug: The axe appeared to be self replicating instead of working as a return item. In one person's game it created 255 of itself in the weapon slot. I believe this error has been corrected. I have been testing it and it has worked properly for several combats now. The problem may actually have occurred when the item was originally found. The editor defaults to "Infinite" when a specific number of "quantity found" is not defined. Why it did not show up as 255 initially I have no idea. Since the axe was the only new throwing weapon not defined as 1d1 it may have been the source of the problem. 
 
December 4, 2004
Corrected one of the new alchemy ingredients so number in stack shows properly.
Corrected alchemy recipe that uses the new ingredients.
New Item War Club graphic changed so it doesn't crash the game any more.
Added another new throwing weapon.
Changed spell effect missile model for one of the other new throwing items.
Changed some sword graphics so they aren't so boring any more.
Changed more Cloak graphics.
Created a new Cloak. Watch out for those Higardi Rogues. They won't part with it lightly!
Brought back the Pipes of Doom from CoDS. Fixed item in the Demon Weapons coffin of the Lower Monastery.
Corrected Renewal Potion model when viewed on the ground.
A comprimise had to be made on the Samurai leg armor. I choose the name for the middle section of traditional leg armor, Hai-Date.
Most text files are up to date, the one exception may be the new Drop-Load changes text file. 
 
Dec 3, 2004
Corrected and added:

Unidentified pop up now closer matches the item and no longer appears as the item's old identity
New Alchemy Recipes. Related text file included is non-spoiler, be sure to read it.
Added two new items specifically for new Alchemy recipes.

Due to a problem with some people not getting the new mod to download correctly this new mod bears the name flamemod2.zip. Ensure the file is named properly in order to experience all the updates made. I placed a note in the starter chest so start a new party and if this note appears you will be certain you have the newest mod version.

In trying to figure out why the download process isn't worling properly for some I have not yet updated the readme files so for those who peeked there will still be some surprises.

 
December 2, 2004
Mad God has made some alterations to the editor which has now given a few new capabilities and improved on old ones.

Corrected and added:

Item Descriptions for the new items have been edited where applicable.
Charges on new items is now corrected.
There are a couple new throwing weapons which are not going to be possible to represent with the game's existing missile models so certain spell missile models were chosen.
Certain models were changed for a few items who had altered graphics. These would be what you see when the item is placed on the ground.

 
December 1, 2004


What has changed:

Added a few new Monster drops.
Edited existing drops and chest loads to include new items.
Edited existing drops to improve chances of obtaining certain items.
Removed level sensor from Monastery Treasure Chests.
Possibly fixed the doublestrike dagger created by the Gadgeteer.
Created new items. Mace & Flail, Axe, Staff & Wand, and Throwing & Sling got some love.