Thanks polytope
I have problem i do have critical quest item which i wish to catch players eye so i am thinking it could have blue sheen like magical items have.
Does any of you know what exactly do i need to add to item global effect or some useable ability? Maybe i am overthinking this and only thing necessary is the critical item flag.
My item uses the cast spell opcode which calls relevant spwi809 & spwi710.
Question that i have will your mod spells>innates compatible with my mod?
Should i then add incompatibility warning?
I am worried about compatibility between mods so all my spell are custom however i cannot make custom versions of Spell Sequencer & Spell Trigger to work
I copied & renamed both spells but second part *D.spl does not give the special ability to actually launch spells stored in sequencer.
Thanks Jmerry&SubtleDoc but your replies are valid for EEstuff i am not making EE mod in fact it might be ToB only
So anyway if anybody is interested below loop in Area Script does work.
IF
!Dead("rqnaelt3")
THEN
RESPONSE #100
ApplySpell("rqnaelt3",CLERIC_HEAL)
Wait(6)
Continue()
END
It works! I have applied this to area scrip though i am aware i should have postfaced it with Continue()
Will test it tomorrow with Continue() later
I have created creature which preferably should have no animation only insect plague effect from ring i gave it any suggestions here
Bird does not work i cannot kill it
Doom guard leave Dark outline on floor.
I have create Monster that heals all its wounds every round
The problem i have is that when i say use hold effect its override script of applysspell(heal) stops executing is there way around this?
If not i might append something to area script or use some other trick
Nope none of the sounds are in cre files they are only in 2da i did search for raver07.waw in NI with checkmark for .cre files
Death sound belongs to creature with no speaking so i cannot search for strings.
How do i find string number of raver07.waw so i can use it as death sound?
Will it interfere with 2da animation sound if put death sound in cre file but leave the 2da sounds animation as there as it is default?
So how does one make ONLY my evil NPCs to never leave due reputation?
I had a look cdtweaks but it makes everyone to not leave by removing numerical values from happy.2da
Tsjuatha does patch Dplayer2 but i do not understand the mechanism of action so i am leery to copy it since i do not understand if it will work for my NPCs