temnix Posted June 23, 2021 Posted June 23, 2021 I'm working on an update for my items mod, and I want to accommodate "classic" systems (SoA-Tutu time) as much as possible. The more I look into the mechanics, though, the more places I see where something may go wrong and cause a crash because an effect I'm used to relying on freely doesn't exist in those old game iterations. I cut corners, I make more primitive versions of the mechanics, and still in the end I'll have to add a disclaimer that on old systems the mod may fail in unexpected places. The most sorely missed feature in "classic" is all-around effect removal, but blocking effects of items is important for this mod too. Booze is one of the items where I need it. I want to keep characters from racking up bonuses from drinking, but they should be able to rack up intoxication and side effects. Somewhere in the effects stack, then, I need a lid over the desirable effects below it. This is easy for the version of the item that will be installed on EEs, I simply put a 318 there. But with "classic" I can't do that, the only blocking effect available is 206, good against spells only, and so I end up organizing an exodus of all of the effects of wine to a special subspell. The item then casts this subspell... I feel like Moses shepherding the Jews out of Egypt, again and again. I have to reroute all of the references - TRA entries for spoken lines and 206 protections, subblocks in different places... This is only an example of how not being able to block an item doubles the amount of effort. I'm getting really tired of this, but what is the alternative? Is there one? Quote
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