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#1 |
Red Dragon
![]() Join Date: April 3, 2001
Location: Prague, Czech Republic
Posts: 1,586
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I am trying to create a mod. Well, it's my first mod, so that I am learning [img]smile.gif[/img] It'll be a house, an adventurer's base. The house will be "nowhere and everywhere", it will be accessible by means of plenty of portals scattered throughout Vvanderfell, and each of the portals will be accessible from the house (it'll be a bit more complex but the details are not an issue). Moreover, no container in the house will tell you that "the item will not fit" [img]graemlins/madhell.gif[/img] It shall fit. Period.
So far so good. The teleporting to bags of destinations can be done by means of an NPC inside the house and a dialog. A similar idea has been already realized in the Vvanderfell Travel Agency mod. But I am greedy. 1. I would like to make the NPC a master trainer so that I need not patch the master file (the Armorer skill or the Medium Armor skill) or travel somewhere into some hole out of maps for the training. There is a checkbox in the NPC (or creature) menus, which should make the NPC a trainer. But where are the skills the NPC teaches? There should be some list of teached skills. I was unable to activate it. Am I overlooking something? Where are the teached skills specified? The helpfiles are good for nothing here. 2. I would like the NPC to sell spells. Again, there is a checkbox in the "buy/sell" options, which should make the NPC to sell spells. But where is the list of spells the NPC is about to sell? I was unable to find any. What am I overlooking now? Where is the list of sold spells? The helpfiles are silent again. 3. Only for completness: I would like the NPC to be some nice creature. A fire atronach? Perhaps. That means to make the creature a friendly being. It must be possible, see Creeper or the mudcrab trader. Well, I haven't searched the needed tools for making a creature a friendly being so far because I can go without the creature as well in the end but if anybody knows then please push me forward.
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My name is Demon\'s Last Day. Yes, the last one. |
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#2 | ||
Quintesson
![]() Join Date: September 12, 2001
Location: Ewing, NJ
Age: 43
Posts: 1,079
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Quote:
Quote:
Second: If you want to do this, just make a creature, make it a fire atronach (or whatever you want) by selecting the correct .nif file for the animation file. To make it peaceful go to the "AI" button, and set "fight" to a low number (AI is explained in the construction set help, look for "AI" in the index). |
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#3 |
Red Dragon
![]() Join Date: April 3, 2001
Location: Prague, Czech Republic
Posts: 1,586
|
Thanks for info, Seraph [img]smile.gif[/img] I will try it. Notes:
2. This would mean that the trader will also sell special spells given by the race or the birthsign. And it would mean that the trader cannot differentiate between spells cast when he gets attacked and the spells sold to more civilized customers. Is it right? It shouldn't be. Well, the editor isn't too consistent [img]graemlins/hehe.gif[/img] so that it can happen. 3. Sure, a fire atronach isn't an NPC and it attacks by default. That's why I have asked.
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My name is Demon\'s Last Day. Yes, the last one. |
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#4 |
Quintesson
![]() Join Date: September 12, 2001
Location: Ewing, NJ
Age: 43
Posts: 1,079
|
Re Number 2:
The are "spells", "abilities", and "powers" that all fall under the "spells" tab. Spells and abilities will be sold (you can do fun things with abilities), I think (but am not sure) that powers will not be sold. The special spells given to someone by race and/or birthsign fall under the catagory of "powers" in all the situations I am aware of. Re Number 1: I think that trainers train in their three best skills. Not 100% sure however. |
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