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Overwriting Using An .erf?


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5 réponses à ce sujet

#1
A Darker Shade of Soul

A Darker Shade of Soul
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Okay, so I want to make new potion bottles for all of the existing potions in my module. The thing is however that when I do and I update all instances it takes an hr. or more just for 1 potion. Is it possible to install an .erf and just overwrite the custom potions I use?

#2
Lightfoot8

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Useing an ERF would be no differant then khanging the item in the toolset. the only thing it would change is the blueprint for the item. It will not effect any of the instances already in the game. How ever you most likely do not have very many instances of the items. If you only have your potions being sold from stores and not placed into already spawned creatures and cheasts in the game you most likely do not need to update all instances of your potions.

#3
henesua

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Nope. Once an item is in the game it is a snap shot of however the palette looked at the time it was created. Changing the palette entry will not change all of its children.



Sometimes you just need to "update instances" and walk away for awhile.

#4
A Darker Shade of Soul

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Damn, lol I was hoping for a faster solution. As for the potions they do spawn on some creatures because the creatures use them to heal and buff :( ...Thanks for the feedback.

#5
henesua

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If you use NESS or a similar spawn system that spawns from a RESREF, then this is no big deal. Make sure the creature's inventory is fixed up in the palette and you are good.



However if you use NWN's spawn points, meaning if you place monsters into each area using the toolset's creature placement tool - then yeah-- you need to edit everyone of those critters - one by one. Would be better to simply update instances in that case.

#6
A Darker Shade of Soul

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*Nods* Yes, I use the latter unfortunately.