FAQ
Started by theacefes, Feb 28 2009 05:02 PM
23 replies to this topic
#16
Posted 02 March 2009 - 04:49 PM
Well, common sense applies that plot-related mods can't really be compatible with a TC.
Question - how long have you been working on it already? And how large it's meant to be?
Question - how long have you been working on it already? And how large it's meant to be?
"Uguu~ Boku Ayu."
Before you start breaking wall tiles with your bare fists, ask yourself first - do you truly need it?
Before you start breaking wall tiles with your bare fists, ask yourself first - do you truly need it?
#17
Posted 02 March 2009 - 05:45 PM
We've been working on it for a couple of months literally. I couldn't tell you total game time in hours but it's going to be four chapters in terms of story.
-Ace
My Music Reels (mod-related and others)
----
Me: GROUP HUG!!!!!
Choo Choo: You're a better gay man than I am.
My Music Reels (mod-related and others)
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DO ~SetGlobal("omgBbqRomanceActive","GLOBAL", 2)~Me: GROUP HUG!!!!!
Choo Choo: You're a better gay man than I am.
#19
Posted 02 March 2009 - 11:36 PM
Mike1072, on Mar 2 2009, 10:04 PM, said:
Those who can read .tp2 files can take the knowledge that this mod will be using custom area, script, creature, item, dialogue, etc. files and reasonably determine whether certain existing mods would work with it.
Unless you have an active passion to add lots of AI scripting tasks to your workload (in which case, fine) you might want to consider using either BG1 or BG2's core combat scripts. That saves you a lot of work (it also means SCS can latch onto them and be compatible out of the box, so I've got a vested interest).
#20
Posted 03 March 2009 - 12:25 AM
DavidW, on Mar 2 2009, 11:36 PM, said:
Mike1072, on Mar 2 2009, 10:04 PM, said:
Those who can read .tp2 files can take the knowledge that this mod will be using custom area, script, creature, item, dialogue, etc. files and reasonably determine whether certain existing mods would work with it.
Unless you have an active passion to add lots of AI scripting tasks to your workload (in which case, fine) you might want to consider using either BG1 or BG2's core combat scripts. That saves you a lot of work (it also means SCS can latch onto them and be compatible out of the box, so I've got a vested interest).
#21
Posted 10 March 2009 - 08:54 PM
Pardon my technical ignorance, but if I have BG1 and SOA/TOB installed, I don't need to worry about getting tutu, correct?
Does the relatively limited number of NPCs imply a smaller party strategy?
As much as I love having evil parties, Cal's portrait is um....a little bit scary in it's familiarity....if you see what I mean....
And the music is awesome. Puts me in a BG1 frame of mind.
Does the relatively limited number of NPCs imply a smaller party strategy?
As much as I love having evil parties, Cal's portrait is um....a little bit scary in it's familiarity....if you see what I mean....
And the music is awesome. Puts me in a BG1 frame of mind.
#22
Posted 11 March 2009 - 12:44 AM
Zavrian, on Mar 11 2009, 06:54 AM, said:
Pardon my technical ignorance, but if I have BG1 and SOA/TOB installed, I don't need to worry about getting tutu, correct?
Yes... I am probably still editing the post above.
FAQ for the Megamods. Frequently Answered Questions.
FAQ for the Megamods. Frequently Answered Questions.
#23 Guest_Disproved_Alacrity_*
Posted 29 June 2009 - 06:53 AM
Jarno Mikkola, on Mar 11 2009, 12:44 AM, said:
Zavrian, on Mar 11 2009, 06:54 AM, said:
Pardon my technical ignorance, but if I have BG1 and SOA/TOB installed, I don't need to worry about getting tutu, correct?
Install SoA
Install ToB
Install EasyTutu
and then Install Shadow Hand?
#24
Posted 29 June 2009 - 12:56 PM
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