@ shiholude:
I do this now by just putting this at the end of the list:
Enemy: nearest visible: attack
Self: any: Deactivate...
Self: any: Deactivate...
if there is any enemy alive, the attack will prevent the list from continuing, once everyone's dead, they deactivate. This has worked pretty well for the most part, but has problems on some fights like the redcliffe ones where enemies come in waves, but its easily disabled.
Extra Tactics
Started by
Site Bot
, Nov 16 2009 03:56 PM
25 replies to this topic
#11
Posted 23 November 2009 - 02:42 AM
#12
Posted 23 November 2009 - 04:57 AM
Thank you Jive. And thank you bloodystump for the quick reply.
I will try your method for now. I'm still trying to wrap my head around the logical fucntions of the tactics screen. It seems differente from simple if/then statements, so I will need to play around with it more.
-Shiholude
I will try your method for now. I'm still trying to wrap my head around the logical fucntions of the tactics screen. It seems differente from simple if/then statements, so I will need to play around with it more.
-Shiholude
Edited by shiholude, 23 November 2009 - 05:05 AM.
#13
Posted 23 November 2009 - 07:11 PM
Great job, this mod really helps a lot!
I did notice with the new update adding the dazip that the mod shows up in both the Downloadable Content screen and Other Campaigns screen. Should it do that?
If I select it in Other Campaigns and click play I get an error message saying unable to load mod.
I did notice with the new update adding the dazip that the mod shows up in both the Downloadable Content screen and Other Campaigns screen. Should it do that?
If I select it in Other Campaigns and click play I get an error message saying unable to load mod.
Edited by ammant, 23 November 2009 - 07:13 PM.
#14
Posted 23 November 2009 - 07:26 PM
Hmm, good catch...i'm still getting to grips with exporting stuff from the toolset and didn't even realise that was an option. I'll check it out.
Anyway, just use it from the downloadable content section.
Anyway, just use it from the downloadable content section.
#15
Posted 24 November 2009 - 03:57 AM
Version 0.7 of this mod takes away all the Deluxe Edition Content I had equipped on my characters, including the "Final Reason" staff and Warden Commander armor.
#16
Posted 24 November 2009 - 05:07 AM
Ouch, that's not good at all. OK pulling version 0.7 until i figure out what the hell could have happened (i can't understand it cos the only thing my mod contains is the talk table explicitly for my mod).
EDIT: Unless the script IDs (which are auto generated) are conflicting with the deluxe content. Hmm...
EDIT2: Did you use version 0.6 previously without issue?
EDIT: Unless the script IDs (which are auto generated) are conflicting with the deluxe content. Hmm...
EDIT2: Did you use version 0.6 previously without issue?
Edited by bloodystump, 24 November 2009 - 05:18 AM.
#17
Posted 24 November 2009 - 06:57 AM
For what it's worth I didn't have anyone in my current party with deluxe items when I updated to 0.7 from 0.6. I just switched in those who did (Final Reason from the Deluxe edition and Warden Commander Armor from Warden's Keep) and they still had those items equipped.
I hadn't bought Bergen's Honor yet from the DE, but it's still available from my camp merchant as well.
I hadn't bought Bergen's Honor yet from the DE, but it's still available from my camp merchant as well.
Edited by ammant, 24 November 2009 - 06:59 AM.
#18
Posted 24 November 2009 - 02:06 PM
Hmm, curious. Thanks for the info.
I am now stuck lol. I don't have the DE game so i can't personally test for this.
What i need is someone with the DE be willing to make a save with those items equipped, install my mod and see if it happens to them.
If it does, they need to then uncheck the mod in the downloadable content section , load that save again and see if it still happens.
I am now stuck lol. I don't have the DE game so i can't personally test for this.
What i need is someone with the DE be willing to make a save with those items equipped, install my mod and see if it happens to them.
If it does, they need to then uncheck the mod in the downloadable content section , load that save again and see if it still happens.
#19
Posted 24 November 2009 - 06:16 PM
I don't have a problem with testing it. I have this mod on my favorites, so I'll give you feedback for every new version you create. I'm currently using 0.6, which works great, minus the "Petrified" not showing up.
#20
Posted 24 November 2009 - 06:45 PM
EDIT: Testing no longer required as this mod has ceased to be.
Edited by bloodystump, 27 November 2009 - 04:43 PM.



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