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World clock or module clock stops functioning in LG Modules as well as some spells.

Barry_1066Barry_1066 Member Posts: 77
edited November 2017 in General Discussions NWN:EE
Large world or module clock stop - I have to use a script to make the clock move - this effects some spell functionality as in they don't function. Can you look into very large module clock fuctionality and that all spells are coded so they will work even in very large modules? By large - Realms of Annakolia has 2,000+ areas,

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  • Barry_1066Barry_1066 Member Posts: 77
    I suppose i should clarify - my development team had to rewrite a number of spells that became dysfunctional due to the large size (2,000 + areas) of the module. We have working spells but the ones provided by Bioware stop functioning at some point as a module size increases and either one has the resources to rewrite them to be functional or you go with broken spells.
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