KommunistVodka Posted July 5, 2007 Share Posted July 5, 2007 Aight.. So i got real tired of not being able to wear my KOTN suit because im the evil person that kills, steal and poo..So i was thinking if anyone could make me a little mod that changes the 'infamy check' to be like 99999 or so, just so much that i won't ever reach it.I tried my self but i failed, but this should be a simple task, so if anyone can help me, i would love that.. Thanks Link to comment Share on other sites More sharing options...
RyuaNesha Posted July 5, 2007 Share Posted July 5, 2007 if you still have the map do a pilgrimage, clears infamy, not sure how to make a permanant solution tho Link to comment Share on other sites More sharing options...
KommunistVodka Posted July 5, 2007 Author Share Posted July 5, 2007 I just told you.. in Knights.esp, there is lines saying the infamy number that will make you loose the relics.. Its a simple change, and i did it, but when i save the knights.esp then constructor set crashes, also if i save it in another name. Link to comment Share on other sites More sharing options...
Sypron Posted July 5, 2007 Share Posted July 5, 2007 Heres an idea then (if your any good with the CS): Use the art files that came with KoTN to make your own mod adding the relics with the same stats and enchantments, a mod that doesn't require Knights.esp AND doesn't conflict with it. Problem solved. Link to comment Share on other sites More sharing options...
Vagrant0 Posted July 6, 2007 Share Posted July 6, 2007 The problem is that in order to change anything in the official plugins, you have to own that plugin, and cannot share that plugin with others without breaking copywrites. You cannot edit an official plugin or reference anything in that plugin with another plugin. Meaning that all changes to scripts would have to be within the KotN plugin. Which isn't too much a problem if you know what to change, but sucks if you don't. While you could technically use TESSnip to transplant the related scripts into a blank .esp so that someone can edit and distribute them (since those scripts would be useless on their own), you, and anyone else, would still have to go back and add those scripts to the official mod (making a backup of the original naturally). Short of that, Spyron's solution is the only other. Link to comment Share on other sites More sharing options...
Sypron Posted July 7, 2007 Share Posted July 7, 2007 Short of that, Spyron's solution is the only other. Its SYPRON, get it right. Jeez.Anyway, you wouldn't have to worry about legal issues, bacuse your not really planning on distributing this are you? Link to comment Share on other sites More sharing options...
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