Jump to content

Allbrother

Members
  • Posts

    52
  • Joined

About Allbrother

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

Allbrother's Achievements

  1. Adding a questgiver where no personal stake exists would make the answer yes to all, no?
  2. Sorry for butting in, but I got curious and took a look at that spell - it changes the target's script to kick it out of the party (if it's in it) and then to DestroySelf() and give some approximation of its xp value. Not sure if that's recoverable, but if instead it Deactivate()ed (would it still process scripts?) it and left a block to Activate() and assign join dialog when global is flipped and a freedom spell to flip that global, maybe that could work? Just spitballing here...
  3. It sounds like the same issue as this:
  4. The guide and function are a bit outdated. Try using this function: https://github.com/Argent77/A7-add_kit_ex/tree/master
  5. Maybe RemoveItem (Spear) -> CreateMagicalItem (Spider item)-> CreateItemInSlot (spear) after duration could work, but the downside would be that if something else is equipped in the targeted slot, it would be destroyed I think. edit: possibly opcode 264 on equip can address that, not sure
  6. Dual classes only get hlas for their active class, that's a typo and don't call me shirley
  7. So for example Will use frames 0-4 for walking, 8-12 for ready/head turn etc? What happens if the bam doesn't have enough frames? Will it loop or will some of the sequences cause the creature to go invisible?
  8. This is great, thank you. I understand now why my initial attempt didn't work and how I accidentally fixed it. Yes, I used FIND_FREE_ANIM (along with TO_HEX_NUMBER) after I found it digging through another mod's cellar, but didn't execute it properly for my use case. One thing specifically that's still unclear to me - under most animation types, there's animation scheme that defines which suffix covers which sequences. But in it, each sequence code is followed by "=*number range*. For example type 2000 has this: What are those number ranges? My initial assumption was orientation, but that's noted separately and the numbers for it don't reach as high
  9. Somehow I stumbled my way into getting it to work but... no idea how or why. So if anyone has any documentation or knowledge on the inis and bam setup and naming conventions for the creature animation, I'd appreciate it
  10. Okay, I worked out how to add the new line to animate.ids and name the ini correctly and now my animation is available for selection. However, ingame it's showing a completely different asset than the one I provided. The ini I copied had a 4 letter resref that pointed to two 40 frame bams with g1 and g2 suffixes so I set up mine the same way. I didn't change anything else in the INI. I don't get why it isn't working. I also tried just using a single bam with the exact same name as the resref in the ini, but that didn't help either.
  11. Hi. Long story short, there was no available animation for a creature I need, so I prepared a bam file for the job, I found a default animation to copy the ini from and now I don't know what's the next step? The ini's resref leads to 2 as best as I can tell identical bams (g1 and g2), so I assume I'd have to give my bam the same treatment and I know my new ini has to be named as the first column of the new entry in animate.ids, but how do I do that? edit: Somehow I stumbled my way into getting it to work but... no idea how or why. So if anyone has any documentation or knowledge on the inis and bam setup and naming conventions for the creature animation, I'd appreciate it
  12. And I'm failing. And I don't know why. I've looked all over the script and it all feels like it should be working. So what I've done is appended the blob below to the area scripts. It's supposed to run once, roll 1d3 essentially and on 1 spawn level appropriate quest targets and on 2/3 spawn nothing and instead increment a global that when maxed (by running in other target areas) will spawn the targets regardless of the random roll. But it's spawning the quest targets in the first area visited 100% of the time for some reason. What am I doing wrong?
  13. The tra file (and the OP) still has entries for things that are no longer in the tp2.
×
×
  • Create New...