Jump to content


i30817

Member Since 29 May 2011
Offline Last Active Apr 18 2013 12:39 PM

Posts I've Made

In Topic: WARNING: Do Not Install NeJ - IT WILL BREAK YOUR GAME

09 March 2013 - 12:09 PM

Yer-ye


In Topic: Questions about transition

01 March 2013 - 03:07 AM

Speaking of which, would it take too much work to do the same to npcs that were dropped from the party?


In Topic: iiSpellSystemAdjustments

02 February 2013 - 03:30 PM

I have a somewhat evil suggestion for this mod...

 

See if it's possible to code a component to disable resting (except in inns, genies etc).

 

edit: lol nvm, haven't played so long i forgot this was a option on the tweakpack right?


In Topic: Public test release feedback

29 December 2012 - 01:04 PM

Asc64 did you see this?

http://www.shsforums...quest/?p=552280


In Topic: TobEx Wish list

25 December 2012 - 03:57 PM

I'd want to be able to use something like that from a dialog. And if possible, without extra file editing. The eff file format scares me, and i've not used it because of that. Since i want to do something complex (incrementally adding 'stats', from calculations derived from locals/globals), i'm not at all sure if i can do it efficiently.
For instance, i assume that adding 1+ creature effects might eventually slow down the game or lead to bad things, if there are hundreds of these little increments. Ideally it would be possible for me to 'remove the old' and 'add the new, accumulated', so a sort of ID would be nice (or at least, that eff on a single stat are merged or something).

This is also a obvious problem for 'percentage modifiers'. I assume the engine has a defined, sorted order in which it applies things.