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IWD2NPC FAQ


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#31 SirLancelot

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Posted 03 March 2008 - 04:53 AM

Ouch!, that hurted! :) You are right :D

#32 Kulyok

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Posted 03 July 2008 - 10:35 PM

View PostKulyok, on Feb 4 2007, 08:41 PM, said:

Don't kill me, but - with IWD1 TUTU Beta ready, and IWD1 generally being a good(or so they say) game, do you think you'll ever be working on IWD1 NPCs?

Answering my own question: yes! You know, I think the day you started working on BG1 NPC with Blucher and Kish and folks was really a historic one for IWD... I mean, for IE modding. :D

#33 Domi

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Posted 04 July 2008 - 05:04 AM

Congrats on the release! :D
Faster. Faster. Faster would be better. -Mal Reynolds, Serenity
I understand that folks prefer code that works. -CamDawg, G3

#34 Kulyok

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Posted 04 July 2008 - 05:13 AM

Thank you! It's a huge relief, too.

#35 Lady of payne

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Posted 06 July 2010 - 11:37 PM

Could you do this mod on BG2? Very cool NPC.

#36 Domi

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Posted 07 July 2010 - 05:24 AM

No.
Faster. Faster. Faster would be better. -Mal Reynolds, Serenity
I understand that folks prefer code that works. -CamDawg, G3

#37 Guest_dragothica_*

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Posted 10 July 2010 - 11:46 PM

Just a simple question. Can you make your own group by importing a full group of 6 NPC:s which came from the mod (and then have no Player1, your own character)?

Just like Sir Nord's Company, but with different characters?, will they still talk with each other or comment on things you do?.

#38 Domi

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Posted 12 July 2010 - 08:51 AM

yes, that's entirely possible. They will not engage into the dialogues about characters' actions, those were addressed to player 1, but the 3rd party interjections would still be present.

Edited by Domi, 12 July 2010 - 08:53 AM.

Faster. Faster. Faster would be better. -Mal Reynolds, Serenity
I understand that folks prefer code that works. -CamDawg, G3




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