Update: Skeletons

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This topic contains 10 replies, has 5 voices, and was last updated by  Corgano April 30, 2013 at 1:51 pm.

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  • #33228
    Thrym
    Thrym
    Keymaster
    • Markshire PCs: Grottle, Gruzk, Ashimar

    As per an ongoing call for action I said, if someone wants to update the Skeletons we use I’ll add them into the module.

    Corgano took on the task of making over all the skeletons. So I’ve started placing them into the module.

    This isn’t a quick task as we use several systems to spawn monsters and I have to track them down using the toolset which doesn’t have a search and replace function. I’ve done a few updates to the new skeletons which are now the dynamic model and show the armor, etc. they are wearing and they spawn skel knuckles.

    What’s left, well there are MANY individual spots that spawn skeletons via our Waypoint system and they all need updating. There are several locations that use the skeletons, like the Foothold Mines for example, and I have to open each and every WP and change the RESREF they spawn.

    Enjoy the initial update. I’ll get to the others soon.

    #58356

    mule
    Moderator
    • Markshire PCs:

    Good job Corgano. Sounds like a tough task to update all the spawns, Thrym. Is there something someone should notice if a skeleton isn’t up to date?

    #58357

    Aelswith
    Participant
    • Markshire PCs:

    Thanks so much guys!! And not just from me, but from anyone who wishes to explore in depth, the Trade Skill Opportunities Markshire has to offer. The ability to obtain a constant supply of knuckles really is the key to being able to do that. In my opinion, you’ve made an already great game even better. Catani visited the Foothold Crypt this morning and was pleasantly surprised. The skeletons she battled actually dropped knuckles!

    *Hands out gold stars to all who were involved*

    Kelly Ann 🙂 🙂 🙂

    #58358
    Thrym
    Thrym
    Keymaster
    • Markshire PCs: Grottle, Gruzk, Ashimar

    @mule wrote:

    Is there something someone should notice if a skeleton isn’t up to date?

    Eventually, they will all spawn knuckles. If they don’t then they need a fixin’.

    @aelswith wrote:

    Thanks so much guys!!

    You are most welcome, Aels.

    #58359

    Corgano
    Participant
    • Markshire PCs:

    Hey Mule long time no see! And thanks. I had the easy job though, Thrym has the hard job. Glad to see that the skeletons will eventually trickle in the game more and more. Thanks Thrym!

    Peace,
    Cor

    #58355

    Corgano
    Participant
    • Markshire PCs:

    Hate to say this, but the skeletons seem to have reverted back to their knuckle-less days. Let’s hope they’re still in the module and just need placing again?

    –Cor

    #58354

    Ceorlas
    Participant
    • Markshire PCs:

    No ‘ seems to ‘ about it .. they reverted.

    I was so looking forward to continuity of crafting E Oil but now it’s back to being cut off at lvl 10, and as Aelswith said, E Oil is vital to crafting as so many recipes require it.

    If replacement of the models is a difficult procedure, would adjusting the Enchanting Oil Recipe be easier by replacing skeleton knuckle with another item that is available? I think affected scripts would be Alchemy Table and Alchemy Recipe Card.

    Edit: By ‘continously’ I mean through all levels of all classes, not just permanently spawned as per the purchaseable white mushroom the recipe already uses. Though mebbe that would offer a restriction via expense if you feel it needful?

    Then again, how about simply removing the 2 flasks per reset restriction at The Abbey? Allow any amount for purchase at a reasonably expensive cost? Would still allow for hiring new chars/players to get knuckles on a bounty.

    #58353
    Thrym
    Thrym
    Keymaster
    • Markshire PCs: Grottle, Gruzk, Ashimar

    Corgano, send me an ERF of what you had done again and I will see about adding it this weekend.

    Ceorlas, I will look at the Abbey and see what the listing is. The knuckles are included in the Random Merchant System for the Alchemist supplies as well. Though they might be fairly rare still so I will look at the table and adjust it.

    #58352

    Ceorlas
    Participant
    • Markshire PCs:

    I thank you Sir! Cor thinks he still has the erf.. we hope he does anyway.

    I cannot recall ever seeing knuckles on a vendor. Making them moderately common would certainly be a big help.

    All good stuff to look forward to, and definite good way to retain the interest of any new players by providing an alternative, solo, method of levelling through to being combat efficient.

    #58350

    Corgano
    Participant
    • Markshire PCs:

    Well, IF I saved the skeleton’s .erf file, I’m not sure where it is. So, I’ll have to make the changes again. I’m hoping to do that this week sometime.

    I believe I need to go into the Markshie basemod and edit the ones in there and then export them as .erf files, yes? Sorry, it’s been a while since I’ve done anything in NWN1’s editor.

    –Cor

    #58351
    Thrym
    Thrym
    Keymaster
    • Markshire PCs: Grottle, Gruzk, Ashimar

    Yes. Just find any skeleton that we use (flaming ones, etc.) and add a knuckle as a droppable inventory item. I’ll go thru them when you send me the ERF and add some code to allow them to generate other stuff as appropriate.

    Please post or send me a list of the various creatures effected. Please include RESREF and Tag.

    Don’t worry if you miss any, we can add them later.

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