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Interesting!Good evening. Attached to the post fix for location bb_prison2. Now a black background is made there, and intermediate transitional locators are removed. Integral movement grid on location. And not divided into 3 parts.
"bb_prison2" is a quest location for "Woodes Rogers", so it's up to @Jack Rackham to decide what happens to it.
Thanks for your efforts but I have put in a lot of work(around) to get it exactly as it is.
pictures:
1 some stairs are blocked (as you can't walk all the way). Use the door to the left instead.
2 & 3 a gap is left at two stairs. An auto-walk to the other side occurs here.
4 these guys are released and involved with a fight with the prison guards. No locators can be changed as this part is finished
and uses a lot of guys moving here and there.
View attachment 33920 View attachment 33921 View attachment 33922 View attachment 33923
I published the revision mainly because of the new background, but I did not get a word about it.Maybe if you open WoodesRogers StartStoryline.c and
add // at the start of line 346.
And remove // at the start of line 371. Save.
Start new game and choose WoodesRogers and you are in the prison and can see how it works in my quest.
What is it you want to do? Use the location somewhere else?
Ok now I have tested your upload.
Weather: I can't take the risk of it raining here as it will rain inside too.
View attachment 33931
Walking patch: You fixed the stairs!
The question is if I think I can put in more work to redo it. (Even if the functional stairs is a better solution)
I'll decide later, maybe when I'm finished with most of the quest. I'll save that walkpatch for sure.
If I only had access to this walkpatch earlier...
Maybe set Sea=false too?locations[n].environment.weather.rain = "false";
Maybe set Sea=false too?
Sorry but no.