subtledoctor Posted August 31, 2018 Share Posted August 31, 2018 These used to be crashy. Anyone know whether they still are in the newest EE engines? More specifically: let's say, as a wild hypothetical that surely has nothing to do with anything I'm actually working on, that I wanted to do something crazy like change ALL arcane spells into innate spells, including changing their RES filenames from SPWI to SPIN or SPCL, and editing the corresponding IDS entries in SPELL.IDS. If I change SPWI703 to SPCL703, would that work okay? Quote Link to comment
kjeron Posted August 31, 2018 Share Posted August 31, 2018 These used to be crashy. Anyone know whether they still are in the newest EE engines? More specifically: let's say, as a wild hypothetical that surely has nothing to do with anything I'm actually working on, that I wanted to do something crazy like change ALL arcane spells into innate spells, including changing their RES filenames from SPWI to SPIN or SPCL, and editing the corresponding IDS entries in SPELL.IDS. If I change SPWI703 to SPCL703, would that work okay? Well, the corresponding SPIN###/SPCL### might already be in use. The new spell would get checked in dialogues that were written with labels, but not indexes, and scripts would continue to check/cast the old spell unless you updated them as well. But why do you need an SPIN/SPCL prefix for the EE? Every relevant action/trigger except "HaveSpellParty()" has a RES variant, and it can be replicated with 6x "HaveSpellRES()". Quote Link to comment
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