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fully compatible yes. Just press F11 when you load the savegame. It only has to be done once.Levis, is this fully compatible with current saved games? Just want to make sure I don't need to maintain two installs, one for testing and one for continuing current campaign.
Any special instructions for pressing F11, or I can just do it anywhere? I have never used that function before outside of when testing the skill item boosts, so I want to make sure it won't mess with current quests or situations or anything.
Sorry for the basic questions, still trying to learn how everything works.
Sir Yes Sir!!!feedback on the tradebook addon is welcome .
Do 1 smuggle job and ask the smuggler for information about the patrols. They must like you enough (if you start as smuggler they will like you enough already), if they do they will give it and it shows in the tradebook.
let me know what you guys think of it.
StartGroupAddBuffToCharacter(chref, "", "Vegetal effects (fencing/defence +2 hp +100) till next area");
AddBuffToCharacter(chref, "Vegetal", "skill", SKILL_FENCING, "Boosted fighting ability by vegetal", 2, 0, 0.0, 0.0, "exitfromlocation", pchar.location, 0);
AddBuffToCharacter(chref, "Vegetal", "skill", SKILL_DEFENCE, "Boosted fighting ability by vegetal", 2, 0, 0.0, 0.0, "exitfromlocation", pchar.location, 0);
AddBuffToCharacter(pchar, "Vegetal", "hp", "Vegetal", "Vegetal Effects", 100, 0, 0.0, 0.0, "exitfromlocation", pchar.location, 0);
AddBuffToCharacter(pchar, "Vegetal", "counter", "quest.vegetal_effect.active", "", 0, 0, 1.0, 0.0, "exitfromlocation", pchar.location, 0);
StopGroupAddBuffToCharacter(chref);
That is a regular Dutch soldier portrait.Only that the miniportrait of de Ruyter looks wrong. Maybe a better one was never made?
Only that the miniportrait of de Ruyter looks wrong. ?
I tested this with a savegame provided by @ANSEL because he had some items already etc so I could test it easier.Only that the miniportrait of de Ruyter looks wrong. Maybe a better one was never made?
No it's not. my mistake will fix it@Levis In the zip the resources file has folders named differently than the base game folders (plural interfaces vs interface , same for new interface), so the files don't overwrite anything. Is that intended? Just making sure.
I think you read it wrong. You can have multiple HP bonusses, just as you see in the screenshot too.@Levis Took another look at leveling, and it seems you set it up so that now if you get a new hp bonus, then the old one disappears, so you can only ever have 1? Would that mean sleeping in a house would permanetly remove the apothecary HP bonus, and you could only ever have a single HP bonus?
EDIT: here are a list of hp bonuses penalties:
sleeping in a bed +1
opium addition -5 times rank/5
(unsure) getting drunk seems to do it? in quests_reaction for standard storyline
aztec curse +300
monk relic
apothecary +10
mist +3 (commented out in first round of balancing changes to crypt, will be replaced with something else)
More may be added, especially temporary ones, given the wonderful new system. If I am reading it right and new ones overwrite the old, it may end up not being the desired effect, I'd prefer to allow more than one, at least for permanent HP bonuses.
before doing it I'd first like to know how often you would actually be able to get this bonus and what triggers it.Makes sense, thanks for explaing to me Levis!
Yes, I think we should make the resting in bed bonus temporary. Would that be possible wih the new system? I'd say it should last 1 day, as being well rested helps you for a day, and then it wouldn't stack.
Indeed that's exactly what I have doneI tested this with a savegame provided by @ANSEL because he had some items already etc so I could test it easier.
Maybe he purchased another model or something like that, I don't know for sure.