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NPC Spawner Spell (U9.1)


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#141
TalionSolaris

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In response to post #111637423.


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Yes, it's a well known bug I've had reported to me about 500000 times now and is remedied in the upcoming 3.0 version. I don't know when it will be ready but it will be fixed then

#142
scrampledave

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In response to post #111637423. #111681213 is also a reply to the same post.


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alright, sorry for the bother

#143
nightmerf

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when i spawn a npc they are bald

#144
TalionSolaris

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In response to post #111851273.


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Those are some excellent powers of observation you have there to figure that out, how about you use them to look down at the other post below this one and see the answer to it

#145
Shibbysan

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Can we spawn custom npcs if we have added them with other mods? I've looked at the jsons but couldn't find it. Have you?

#146
TalionSolaris

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In response to post #112278918.


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The book automatically adds them if they have a Creature json. The new version I'm working on adds anything with a CreatureTable instead, which encompasses more things like TOR enemies. Check it out in my discord server if you wanna try the WIP version

#147
Bionic626

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yo what map in the 3rd pic?


#148
TalionSolaris

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In response to post #112371003.


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It's called Torvin's Stronghold, it's the map from my main project called Shadow of the Gravewalker. An update is WIP

#149
Bionic626

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In response to post #112371003. #112371053 is also a reply to the same post.


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any idea when ur gonna release for u11


#150
TalionSolaris

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In response to post #112371003. #112371053, #112372233 are all replies on the same post.


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I have absolutely no idea, it's impossible for any modder to know how long something will take to make, it simply takes as long as it does. 




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