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The Black Wyrm's Lair Terms of Use |
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#1
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![]() GOD Retired team member Posts: 1728 Joined: 14-July 04 From: Ireland ![]() |
Greenest Town area's 95% complete, should be done this weekend (18-9/20 March).
Adding basic residents etc should be done by the end of the following weekend. Further needed npc's will be added as required. Anyone interested in submitting quests for this mod should write up something and send it to us here. The more the merrier! Alternately submit your idea's to the Suggested Quests Thread: HERE As always thank's for your interest! |
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#2
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![]() ![]() Mod Developer Posts: 210 Joined: 3-December 05 ![]() |
QUOTE(Baronius @ Dec 26 2005, 06:35 PM) Rabain will decide it, but I think it would worth it to make the Tutu versions' scripts separately (where advantageous). When I was making the BG edition of my In Candlelight mod compatible with BG1Tutu, I copied most scripts, and didn't rewrite them. For example, BG2's OR trigger makes a lot of things easier, you can solve a problem with one block which you can solve only with four blocks in BG1. But the most important part is what you've mentioned: the additional possibilities of BG2 scripting. Also, it would be good to harmonize Enhanced Creatures with BG1 Quest Pack, where it is possible/needed. The most usefull things in my mod are the new scripts. One for each major class (fighter, mage, cleric, thief), they use nearly everything possible (potions, spells, ...), including shouts, tracking, ... So, it's easy to bound them to new NPC. It would be a good thing to have general very good AI scripts, so new mods wouldn't have to worry about combat's scripting. Just my 2 cents ![]() |
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Lo-Fi Version | Time is now: 6th June 2025 - 06:49 PM |