![]() ![]() Note that very simple feats such as Andy mentions (background feats, epithet feats) can be made without changes to Spells.2da – if so, no spellscript either. point the entry in Feat.2da to the entry in Spells.2daĮach step might involve many substeps … there’s no ‘abc’ guide that i’m aware of. If feats don’t stick between module transitions it’s something else, i suspect (tho possibly Creating a feat depends on … personal choices/desires. The constant-var is only for human readability (caveat: i don’t code compilers but everything i’ve read or experienced says this.) It only supports non-walkable and blocking terrain, so a placeable cannot change the height at which a creature will walk or make an already unwalkable area walkable. When a compiler sees a constant int it immediately replaces the constant with the defined literal int (that’s it). Don’t modify the the comment about requiring a constant in order that the feat stick between module transitions strikes me as incorrect. I think to create anything else than a history feat you might need to touch the spells.2da and things like that but I’ve never done it so… probably someone more educated will drop in soon.Įdit: modify means a copy of the original file. In NWN2, you want the game from a third-person point of view where your role is to control the hero in their attendant party. Tlk file grant the feat to a character Each step might involve many substeps there’s no ‘abc’ guide that i’m aware of. point the entry in Feat.2da to the entry in Spells.2da add descriptions to a. By the end of this HowTo you’ll be familiar with the anatomy of a module and know how to create a new area, install a starting point, and try it out in the game. So that the feat stays between module transitions. Apparently you need to turn the tile correctly before you left click it so that it sticks in its place. This HowTo covers creating a module and areas within that module, as well as the basic components of a module: Areas, Conversations, and Scripts. any parts of the area that PCs cant access, go set them as unwalkable. 8 Encounters World Map Editor Creating a Game Sounds Overland Map Modules Waypoints.83 Plugins Areas.16 Static Cameras Writing Scripts Editing Lights. rs kainfluenceset (dove,) Set Okkus Influence. rs kainfluenceset (gann,) Set Kaelyn The Doves Influence. Where is, just type in any number and that will be the influence that character will have. At least that’s what my comments say… it’s been a while. When you enter the debug mode, type in the codes below to set your companions influence. Then, if I remember correctly you need to define these feats in a library as constants if you want the feat to stay between module transitions. You need to modify the feat.2da (define your feat) and tlk file (create a description for it, and link the line to the feat.2da line). ![]()
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