Skip to content

Removing proficiencies from NPCs

The user and all related content has been deleted.

Comments

  • CamDawgCamDawg Member, Developer Posts: 3,438
    Give the existing resources a parent and then they can be removed by 321.
  • AquadrizztAquadrizzt Member Posts: 1,065
    You can trivially do this via WeiDu. Why not do that in the WeiDu and then readd them in game using 233s?
  • The user and all related content has been deleted.
  • AquadrizztAquadrizzt Member Posts: 1,065
    @subtledoctor , if the NPCs would fight you instead, you could just add a few proficiency increments in the script block that turns them into enemies...
  • The user and all related content has been deleted.
  • CamDawgCamDawg Member, Developer Posts: 3,438

    So I suppose I can do the old-fashioned "manually loop through hexadecimal offsets" thing to set that for every joinable .CRE

    It'll do you young'uns some good. :)

  • AquadrizztAquadrizzt Member Posts: 1,065
    Isn't GET_OFFSET_ARRAY and GET_OFFSET_ARRAY2 fun?!
  • The user and all related content has been deleted.
  • The user and all related content has been deleted.
  • kjeronkjeron Member Posts: 2,367

    Wait, damn... I could give the 233 effects a parent resource because I was inspecting the .CRE file of a party member inside a savegame. Upon closer inspection, those effects look like .EFF files. When I look at the plain-jane .CRE file in NI, the 233 effects are spell effects and do not have any place for adding a parent resource. That's weird... and unfortunate. (Maybe that's why opcode 337 fails?)

    Run function "FJ_CRE_EFF_V2" on the CRE file before patching, it will convert them to V2(EFF) effects.
  • [Deleted User][Deleted User] Posts: 0
    edited December 2017
    The user and all related content has been deleted.
    Post edited by [Deleted User] on
Sign In or Register to comment.