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Lukawh wrote:
. . .And since you mentioned randomization - what about an inkeeper, who offers random mercenaries? Something like petshop selling heroes, but the sortiment would be randomízed.
. . .
A mercenary shop sounds interesting, and although I have no idea about a possible realization, it definitely would be a good way to spend all the money collected. Smile

 

 

iryan wrote:
. . .
Some examples could be legionnaires spontaneously appearing and helping your party out in some of the encounters near the towns. Talking about the Legendary Mod here, you can manufacture such encounters yourself in Elddim and Hiroth if you lure the monsters near some of the legionnaire guards. It would be nice if this would spontaneously happen randomly in such areas. I know Killergremal has code in his content pack for the Legendary Mod and some of his mods, called "Call_Friends_To_Arms" but I've never been able to get it to work (perhaps because such a block doesn't exist in the heroes' templates?).
. . .
Usually online the guarding NPCs (as made for Utrae) carry the call_friend_to_arms component allowing to set up some kind of SCID network between such NPCs placed in SE2, defining who is helping whom (under restriction like randomness or range).
As SCID based as it is, it can't work for spawned NPC (assumed spawning is intended for random appearance).
Heroes - in sense of potential party members - do not have this component generally.

 

iryan wrote:
. . .Or finding lost citizens in the wilds and they follow you back to town (if you don't use a teleporter of course) and then go their own way. A bit like your experience in fact. Actually that occurs in DS2 in the lost patrol quest at Windstone Fortress where the soldiers follow you around (but don't participate in fighting which is a little unrealistic).
. . .
I didn't like this 'passivity flaw' either, so in the Hotfix mod I have changed these NPCs (and the flicks) correspondingly.
It's not accidental that the original guards on DS1=>DS2 maps have this Windstone Fortress look too. Wink

 

iryan wrote:
. . . Some of Killergremal's code allows random templates to be produced for an instance. I haven't taken advantage of the potential of this yet but imagine if some of these instances (in specific places) had a random chance of spawning a legionnaire or similar? You would randomly come across them fighing monsters and could help them out.
. . .
Instead of a single template name, some generators accept an entire list of templates (to choose one randomly from).
Some other generators use other list-like approaches, but I can't say by heart which generators are affected, as many as there are.

 

iryan wrote:
. . .Or find dead corpses of farmers, legionnaires, etc and were able to resurrect them? Again this is something Killergremals code seems to support but I've never been able to get it working. An example is poor Lagreth (the Utraean Priest from Fallraen) who foolishly runs off into a cavern full of dangerous beasts and predictable gets himself killed before your eyes. In DS1 you could resurrect him but not in the Legendary Mod.
. . .
Hm, resurrection of NPCs beyond your party may not be supported by default. This may be a limitation of the spell template or its special resurrection component.
Concerning the guards (those K.O.-able but not dying), there is no support to make them start consciouslessness I think.
But maybe a flick could do this - knocking them out when loaded, periodically counter-working their regeneration (I had to check if there is an easy way to disable their native regenation temporatily), and stopping as soon as as the health is not low again (because healed).

For Lagreth in DS2 however, why don't you use a redressed guard-based template (perhaps with lower regeneration from the beginning)? So never really though, but without player's help he most probably will never stand up again in this hostile environement (in particular if you set up a few monsters not to cancel their attacks if the opponent is k.o.).