How do I do this?
I want to say change Morrigan's class from Shapeshifter to Spirit Healer.
But I want to keep everything else the way it is (stats/character looks/etc...).
Also, creating items... do I have to go the long way? create a monster, attach it to them and make it droppable?
---
Finally, after all the change to the mods - do they get automatically implemented into the game - or is there any special procedure?
Ty.
Edit Companions
Débuté par
Solaxys
, nov. 07 2009 08:23
#1
Posté 07 novembre 2009 - 08:23
#2
Posté 07 novembre 2009 - 09:13
The technique to changing companions is the same as editing your main character. Look for the relevant thread.
Beware of toolset destroying your game. Read the relevant thread at the top of the forum.
Beware of toolset destroying your game. Read the relevant thread at the top of the forum.
#3
Posté 07 novembre 2009 - 09:13
Damn forums are so damn bugged.
Modifié par Malcroix, 07 novembre 2009 - 09:13 .
#4
Posté 07 novembre 2009 - 09:22
Which thread has the info? I can't see any.
#5
Posté 07 novembre 2009 - 10:00
From what I've read on the forums, it's not possible to edit the main campaign from the tool set.
#6
Posté 07 novembre 2009 - 10:27
It IS possible. In fact, that's what the toolset does BY DEFAULT - it messes with your single player campaign.
Making it completely unplayable in the process.
Ho hum.
Making it completely unplayable in the process.
Ho hum.
#7
Posté 07 novembre 2009 - 10:44
You are both right. It's really a matter of symantics.Malcroix wrote...
It IS possible. In fact, that's what the toolset does BY DEFAULT - it messes with your single player campaign.
According to the Wiki, the campaign can't be modified in the direct sense (yet), i.e., statically. The game will load the original resources (areas, levels, etc.). What we do with the toolset, at the moment, is just add things to campaign dynamically (via scripts [or overrides, I presume]).
In other words, unlike in NWN 1/2, we currently cannot load a campaign module, edit it, and then resave it. All we can do is modify it dynamically at runtime after it has loaded.
Well, again, according to BioWare's Builder Wiki anyway.





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