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The Black Wyrm's Lair Terms of Use |
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#1
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Forum Member Posts: 12 Joined: 18-September 05 ![]() |
Hi,
First, thanks for the hard work. I've been enjoying NeJ for a couple of days now. There are a few issues I would like to highlight. And I'm also stuck without knowing where to go. Here goes:
Andargor |
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Post
#2
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![]() ![]() Mod Developer Posts: 1400 Joined: 19-April 05 ![]() |
QUOTE I really can't imagine how it can interfere with NEJ or TS... KD, let's start from the fact that people who installed this version of Baldurdash along with my mods reported several problems and once they removed the whole game, and then reinstalled the original v1.12 + TS and/or NeJ according to my recommendations all the related problems have gone. Second, I have never tried to install BDash-WeiDU again after Rene released his first version. Third, I made all my mods on top of original Baldurdash, and I assumed that several files from original Baldurdash would be located in the override folder during installation of TS and NeJ. Eventually, if someone wants to meticulously test compatibility of my mods with BDash-WeiDU and decipher all the related problems this is really up to him/her. Personally I don't see any advantage in converting original Baldurdash to WeiDU. The same approach solicits making the next step and converting the official ToB patch to WeiDU, why don't? QUOTE I noticed that MLI2CA.bam in the corresponding animation BAM set belongs to Lizard King animation, not to green Lizardmen. It's not usable, you may delete it. Green lizardmen don't cast spells, at least in TS and NeJ ![]() This post has been edited by Vlad: Oct 2 2005, 09:07 AM |
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Lo-Fi Version | Time is now: 2nd August 2025 - 01:20 PM |