GrayFace wrote:
Maybe you have the old version archived somewhere?
No exactly the old version, but i have piece with bugged water. I've installed MM7 once more and included the map to test it - looks like bug relates to the map file, not the game itself as the newly installed version was not patched with your patch.
Download:
https://www.sendspace.com/file/mf3e81
GrayFace wrote:
That's the worst idea. They are overridden on patch setup. You should create new archives, e.g. "neutonm.games.lod" etc. You can either copy archives of patch and remove content belonging to the patch, or create new ones with File-New in MMArchive and select the appropriate archive kind in that dialog.
Damn, i had idea about it but i didn't knew the game could read lods of other names - that's why i packed it. If i have, for example, 3 lods of xxx.games.lod ending then which one is in priority?
EDIT: it must be written somewhere which lod it should read. I've made "neutonm.games.lod", put there map and here it is: it can't find map. It wants map to be inside Games.lod
GrayFace wrote:
No I didn't... Didn't do anything that could fix it.
That's... scary. Maybe it has something to do with water bug cuz when i saw non-bugged water i flew quickly to test apples.
It's really game of might and
magic
GrayFace wrote:
That is, if the mods are small. Big mods won't be finished without growing their teams. Most mods for any game are abandoned unfinished.
This depends on what you mean by Big Mods. With your tools everything might seem "small"
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Assuming MM7Rev4Mod was made without all these tools (editing damn addresses only?) then it could be counted as Big. Big stands for big amount of effort put into production.
What do you suggest then?
GrayFace wrote:
It's all in Scripts\Structs\After\RemoveMapStatsLimit.lua and similar. I do all patching in Lua, only some old hooks are set by MMExt dll itself.
Thanks for pointing it out. Was rather educative.
You sure know how to deal with memory stuff and there's little bit of assembly. Asm code always gave an impression as if someone tries to summon Cthulhu. Thank god there's understandable lua tied with it.
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Troubling with 2DEvents.txt... too confusing.
What should i do if i want to load two custom NPCs (add more icons into xxx.icons.lod), or even 3 and place them into custom house (and choose entrance video for it) ? Or, say i put EnterHouse command and i want Lord Markham icon to be shown while player is looking at stables 2Devent .
How about putting NPC into... temple? EDIT: found it, evt.MoveNPC command.
How do i remove them, the residents? There's is 2Devent #318 with name "E_House P11" and it has 2 residents with some topics. Where it is written that it should have these two guys with specific topic? How do i remove em?
Setting new topics to residents is the same as you add in quests?
And last - There are videos in anims/magic.vid which are connected to 2DEvents.txt but i don't see their ID's, their filenames and "name" attribute doesn't match.
I've check most .txt. Feels like these variables somewhere hidden away from sight.
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Just encountered with another issue. For some reason compiled map doesn't like "Trim1_128h" and "Trim1_128v" textures, but editor does.
It's not the first time this occurs, only this texture glitches.
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