What are fast ways to test effects?
Thunderburp
Member Posts: 51
Hi!
I'm wondering what you guys do when you want to do some extensive enough tests on status effects. Unlike the original editions, Beamdog's version can't pick up Near Infinity-edited resources by simply reloading a save file, the whole game has to be restarted. (Unless it's a newly created file in the override folder)
In some cases it's super inefficient because many tweaks are needed from Near Infinity to outline accurately the effects of an opcode. Do you have mod-less tips that I could take inspiration from?
Currently I'm using custom equipped items, spells, potions, creatures, and every now and then C:Eval. If there's really no better way and a "testing suite mod" is needed, I'd have a requirement that all it does is put new files into the override folder. (For testing accuracy, I'd like to secure an install of the game that has negligible chances to have any difference with a fresh unmodded install)
Thanks!
I'm wondering what you guys do when you want to do some extensive enough tests on status effects. Unlike the original editions, Beamdog's version can't pick up Near Infinity-edited resources by simply reloading a save file, the whole game has to be restarted. (Unless it's a newly created file in the override folder)
In some cases it's super inefficient because many tweaks are needed from Near Infinity to outline accurately the effects of an opcode. Do you have mod-less tips that I could take inspiration from?
Currently I'm using custom equipped items, spells, potions, creatures, and every now and then C:Eval. If there's really no better way and a "testing suite mod" is needed, I'd have a requirement that all it does is put new files into the override folder. (For testing accuracy, I'd like to secure an install of the game that has negligible chances to have any difference with a fresh unmodded install)
Thanks!
0