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OL0815.ARE and OL0816.ARE point was to give you the latest versions of those areas so we both work with the same resources; before there were old versions (metal sounding floor, solid objects instead of light obstacles etc).Instead of removing the info point is it possible to move the boundaries of it beside the door and make it into 'sign'?I still need to add in the recipes for reforging and polish up the sea tower content (like that bridge and the water X-D).
...Not included...- the new encounter module. This appears to be a (tactical) encounters mod all in its own right. My proposal is to treat it as such instead of merging it into the Sea Tower mod. ....For what little I can count on I agree. A mod becomes complete and playable and you can start developing the next one. By the way I extracted for you from an abandoned mod some contents about tactical encounters that could be relevant/usable. It is completely to be verified if you feel like it
really nice work. What is the status of the mod exactly? Is (Balduran Sea Tower) still alpha or is it fully playable? And in any case, should I download and install it right now, would it suffice to replace the files of an earlier version with the most recent one's to keep playing through? Thanks
COPY_EXISTING ~sto0703.sto~ ~override~REMOVE_STORE_ITEM ~blun39~
COPY ~SeaTower/emporium/olmichae.cre~ ~override~ SAY 0x8 @201 SAY 0xC @201 SAY INITIAL_MEETING @xxx SAY BATTLE_CRY1 @yyy SAY DAMAGE @zzz SAY DYING @aaaThe tra entries must be like this @xxx =~text to display.~ [refwav]