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Bubb

  • Re: [MOD] EEex (v1.0.0)

    As always, great suggestions you two :) I'll look into implementing them after I release the first version of this, (which should be very soon)! My code doesn't help anyone if I never release it, eh?… (View Post)
  • Re: Did you know?

    So I know this doesn't concern most of you guys, but I just figured something out and I facedesked so hard... DID YE KNOW A common way to fix bugs or troubleshoot is to use C:Eval with an ActionOverr… (View Post)
  • Re: [MOD] EEex (v1.0.0)

    Yeah, the amount of familiars was never the problem, as a quick MakeGlobal(); AddFamiliar() script call can make any creature a familiar. :) More news regarding familiars: I fixed the crashing on pic… (View Post)
  • Re: [MOD] EEex (v1.0.0)

    So, I'm going to go crazy for a second and try to contemplate the impossible: would it be possible to unhardcode the 6 party-member cap? My findings suggest that while possible, it would be an extrao… (View Post)
  • Re: Did you know?

    Did you know that MULTIG.DLG, the dialog file that is used for any non-NPC characters who are kicked out of the party, has some humorous lines that are defined, yet unused? "Fine, cast me aside … (View Post)