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Go to the bottom of this page Haerter's Gap Int's for you modders
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Liquid Cheese
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Cool. I look forward to having a chat with him, and when I say chat, I mean an epic battle between good and evil.
29.10.2006 16:43 Liquid Cheese is offline Send an Email to Liquid Cheese Search for Posts by Liquid Cheese Add Liquid Cheese to your Buddy List
Qxzyz
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Hehe...nothing like a quick exchange of philosophies at the end of a battle axe :D

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Liquid Cheese
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I think you might have added the frost giant in one of the later updates you were talking about, because the only living thing I found in there was some old guy (who I'm guessing you used a place marker). hehehe, it was quite funny, the tension was building as I got lower underground then bam, I go round the corner only to find some old guy there.

Anyway the dungeon itself:
I love the entrance, that was very unique and quite hard to find, very cool! The cave itself was suitably epic (love that word). A few things I noticed that weren't as good though. You spawned all the dead people standing up, so when you enter everyone falls down next to you which looks sort of weird. However there was one guy who didn't fall over at all, until I used the 'z' key on him. It seemed a bit illogical that the frost giant had caught all this food and not actually eaten any of it. he had only killed them. Bones would look much better I think. There were a few annoying gaps inbetween the tiles that were illuminated by the red water lying underneath, but there isn't really anything you can do for that. What was with all the lava anyway? It was cool but I didn't understand why it was there. Just so you know, I think there is a real lava, you only used red water. If you used lava, it would make sense to get rid of all the flames because they looked a bit weird and symetrical. The exit idea was really cool too btw. The lighting was just good enough to see in, which was cool with a torch it was fine, maybe you should put some torchs on the dead adventurer, the night eye things ran out really fast.
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Qxzyz
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Thanks for the feedback! :D

* Frost Giant should be in game -- right by the exit door...hmm...is he not there in your CS?

* All captured animals/whatnot in the lair have "Kill scipts" attached to them; clearly that's not the most efficient way to pull this off...I'll try something else with 'em, BUT...

* ...I think you're right about having so many dead bodies in the first place. Why _would_ the Frost Giant kill but not eat stuff? More bones, less carcasses...roger that. :)

* I intend to spread bones all over the place...I figured I'd hammer out all the other details in this cave first & save bone placement for later...good call, though...

* My logic behind the lava (which looks like lava on my screen, not red water I dunno ) is: the Frost Giant lives (predicatbly) in the cold icy part of the cave, and that random NPC you found downstairs was captured but not eaten by the Frost Giant. The reasons for not him not otherwise being a snack for the Frost Giant are: he smells strongly of wormwood/milk thistle (which isn't apparent yet...still putting that quest in-game) and he was able to scurry to a part of the lair which the Frost Giant wouldn't enter -- in a hot zone near lava. (The NPC himself will mention these things to the player when the dialogue is placed in game.) Is this reasonable/ridiculous?

* Incidentally, that NPC has a key to his house which is WNW of the Frost Giant Lair exit and contains a few interesting items...including a "Horn of Nordic Homecoming" (which desperately needs a better name :) ), and use of this horn should teleport the player directly in front of Haerter's Statue...

* I thought I had gotten all of those misaligned tile pieces sorted out -- I can't count how many times I've had to move each damn tile one pixel along an axis to correct these gaps! Frown I'll look around some more for 'em, but if you could give me a general area to begin hunting, I'd appreciate it...

* I originally had smoke billowing across the ceiling on the inside of the entire cave (to give a plausible reason why smoke was coming up from the entrance), but this was an absolute FPS killer, so I removed it. Is the smoke at the entrance ridiculous? Any better ideas that don't involve a giant arrow which says, "HERE DAMMIT" :)

* Thanks for the opinion on the light level! I'll leave the ambient light alone & I'll put some torches on the unfortunate adventurer...

* I'll remove those flames on the lava. I was interested in having one flame randomly display every minute or so, and I just left them all active until I got around to playing with the script for that, but it's probably just overkill there...


Edit: about the AWOL Frost Giant -- I hafta ask -- did you put all the other folders with the .esp in your Data folder?


Edit^2: I modified the invisible staircase generated upon the death of the White Witch leading to the Ice Blade of the Monarch such that the stairs themselves should appear as a staircase made of faintly glowing mist....is this actually your experience?

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This post has been edited 2 time(s), it was last edited by Qxzyz: 29.10.2006 18:01.

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Siesta Guru
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I dont know if ya know this already Qxzyz but you can just create a npcs/creature with health 0, make it a quest object (i think) and then drag it into the cell, use havok simulation and the body will fall down as if it died.

Edit: do this with a skeleton and you got ur bones

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This post has been edited 1 time(s), it was last edited by Siesta Guru: 29.10.2006 17:59.

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Qxzyz
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lol...that just saved me a bunch of grief SG -- thanks!

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Liquid Cheese
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I had a look in the cs and he was there... Confused . I'll reload and have another look for him, maybe he wandered off and got stuck somewhere?

The NPC bit might be plausible if you mention somewhere that there is volcanic activity somewhere in the jeralls, I thought he might be associated with a quest when I first saw him, but wasn't sure. My theory was that you were having a private joke and using an old man as a placeholder until they released the giant :D .

I like the idea of the horn that sounds pretty cool. I'll have a look at that house too, if it has been made.

There were quite a lot of the gap things, it would probably be best if you went through and had a look for yourself as there were quite a few.

I liked the smoke idea, and I figured the smoke was coming from the lava but I'm sure there will be a better way of doing it.

Yup, I extracted the rest of the folders with the .esp. It was fairly dark and I'm playing with a fairly new character who is a nord (so I could have a nord for the videos) so he didn't have a torches and I didn't have the music turned on so my theory is that he got stuck somewhere when he started chansing and I couldn't see him. I dunno tho, I'll have a look again.
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Qxzyz
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Thanks -- I appreciate you looking around! :D

The house is in game...either console command your way in the house or pilfer the key from the poor bastard by the lava...

Fair enough on the tile thing...it all looks good on my CS screen though...hmmm...

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Liquid Cheese
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Still no giant, I'm going to redownload and reinstall.

Most of the gaps are in the lava area btw. I had another look through.

The house is pretty cool, I used the unlock thing in the console. Although using the horn gave a nasty epileptic effect after teleporting me. The screen flashed on and off until I reloaded (even the options menu and the load menu where flashing), but it was classed as stolen, maybe that has something to do with it Confused

EDIT:
The frost giant is ticked as being initially disabled, is that what is doing it?

This post has been edited 1 time(s), it was last edited by Liquid Cheese: 29.10.2006 18:42.

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Qxzyz
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Ah -- yep that's the culprit. By all means uncheck that "Initially Disabled" box -- yet another issue with my uploading the wrong .esp -- apologies.


Using the console to get in didn't change the ownership of everything in the house -- everything is currently owned by the NPC in the Frost Giant's Lair, and the player gets ownership upon helping that NPC escape.

I didn't think the stolen thing could be a problem, although if you'd like to test that further, feel free to change the ownership on that item to "Player" in the CS so we can see if that's the root of the graphical issues you're having...


Edit: Otherwise the graphics issue might be related to the sound I have sitting on top of the horn...lemme know....

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This post has been edited 1 time(s), it was last edited by Qxzyz: 29.10.2006 18:53.

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Liquid Cheese
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Ok I'll give that a try. I may have just been a 'one-off' thing, I get all sorts of dodgy bugs all the time.
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The Old Ye Bard
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quote:
This is very cool & the credit is not mine to take! Don't remember who specifically rearranged things up here, but it is quite cool!


It was me, when I last took the file I made quite a few changes to improve quality, like putting the staircase in a seperate cell and changing it's tileset. Also lots of other things like fixing floaters and lights.
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Liquid Cheese
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It looks much better than it did previously. Bravo. Yes
29.10.2006 19:34 Liquid Cheese is offline Send an Email to Liquid Cheese Search for Posts by Liquid Cheese Add Liquid Cheese to your Buddy List
Qxzyz
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Cheese(liq): have you a chance to see if that video glitch cleared up?

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Liquid Cheese
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I'll have a look tommorrow, I must have loaded up oblivion 30 times today, to get different video clips and pieces of information.
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Qxzyz
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lol...fair enough...

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Smokindan
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Eek 1 at Qxzyz's awesomeness :D

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Qxzyz
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It's comparatively easy to dress up something which already exists...creating it from scratch -- now _that's_ awesome!

Youdaman!

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This post has been edited 1 time(s), it was last edited by Qxzyz: 30.10.2006 01:34.

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quote:
Originally posted by Qxzyz
It's comparatively easy to dress up something which already exists...creating it from scratch -- now _that's_ awesome!

Youdaman!


:D I'm not a man, I'm a man-eating tiger.

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I like pigs. Dogs look up to us. Cats look down on us. Pigs treat us as equals.
Men occasionally stumble over the truth, but most of them pick themselves up and hurry off as if nothing ever happened.

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Qxzyz
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:lmao:

Currently you're a imaginary cartoon!

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Liquid Cheese
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I tried doing the ownership thing, but no change. I think I have figured it out though. I think what it does, instead of just teleporting you there once, it teleports you there every second or so. I noticed this because if I tried to move my character in between the flashes, I would just end up back in the exact same place. The black period every second or so (which causes the flashing appearance) is just the game loading up the cell again, I think.

Oh and btw, I fought the frost giant but I think there might be a way of cheating against him. If you have a bow, you can simply climb out of the pit and hammer shots away at him, as he can't climb up the pit walls. Frown . He is pretty damn menacing.

This post has been edited 1 time(s), it was last edited by Liquid Cheese: 30.10.2006 19:34.

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Qxzyz
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Good call, Cheese(liq). I'll have a look at the horn script shortly.

Hmmm...I think maybe I should redesign the ice part of the Frost Giant lair. I'll get rid of the stairs altogether, so the player will be forced to confront the giant without the luxury of climbing out of harm's way. :D

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Greybeard
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Blush I feel like a visitor in my own mod! Keep up the good work, guys! Good job!
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Liquid Cheese
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Maybe make it a bit smaller too, so it is more like the frost giants lair, than a massive cave system.
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Qxzyz
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Yeah -- I know what you mean. Blush

I'm going for a natural formation-type thing -- presumably the Frost Giant itself wouldn't be hollowing out the lair, it would have just come across this cavernous area and set up shop, right? -- but I'm not sure I pulled that off here. The tiles need to be inherently huge to accommodate the Frost Giant at all (which, disappointingly, magnifies/highlights the tile connection lines), and the whole lava area thing is there mostly to provide a (quasi-)logical reason for that NPC to have survived his initial encounter with the Frost Giant (but also giving a reason why smoke is coming out of the entrance). Hmmm...I'll certainly consider a complete overhaul of the lair, but I'll focus on other bug squashing first. :D

By the by, I'll post another .esp with the fixes we've discussed here so far (still labeled HG.esp_b_12; no extra files) tonight-ish -- thanks for all your help with this!

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Liquid Cheese
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I understood you were going for the idea of him being a beast that found itself a lair in some natural caverns. You pull off that effect, but personally I like lairs to either be a mahooooooooooooooooooooooosive cave system with the beast at the end as a unique boss OR a cosy little thing in a small room with one or two bones here and there but that is really only my preference.

It was pleasure to help Yes
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The Old Ye Bard
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wat's the progress?
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Qxzyz
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Apologies -- I've been dealing with a personal issue on-and-off for the last two days which came to a head today...I'll be finishing/tightening quests exclusively this weekend and post the most recent .esp on Sunday evening (approx. 48 hours from this post)...

Quests I'm finishing by Sun. evening:
* Markers? What Markers? (having grief with RAI; will fix it by Sunday)
* Hunting the Beast (almost gtg; fixing Aaberg dialogue & Horn teleportation script)
* Getting Into Skyrim (just the scripted Hauk-check of items needs to be done)
* Besieged by Bears (all I need are the Snow Bear cuirasses)
* Sins of a Dunmer (dialogue written; not in-game yet)
* Too Many a Melon (melon scripts not working quite right; extra stuff I posted in the thread for this quest)
* Breaking the Habit (tweaking RAI)

Quests already completely finished/tweaked:
* Cold Argonian
* Heritage Unearthed
* White Witch
* A Girl Away from Home
* Where Art Thou, Traveller?
* A Tempting Offer

Other things:
* Barmaid & Rumors (barmaid function of Janine still ~50% done; rumors are still pending)


After all this is complete, more rounds of bug squashing & voice acting will be the only remaining issues for HG...

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Qxzyz, your dedication never fails to amaze. Yes
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Qxzyz
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Thanks for the compliment! :D

Once again, it's much easier to tweak/futz with existing stuff -- you folks creating the whole thing from scratch is the true source of amazement to me...

And thanks yet again for the opportunity to help!

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This post has been edited 1 time(s), it was last edited by Qxzyz: 04.11.2006 03:11.

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Qxzyz
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I'm giving up on having Varian & Miaren actually walk down the mountain to place/enchant the signs for the "Markers?" quest...adding AI packages seems to have worked correctly (which is to say its unpredictable) and the NPC's have difficulty negociating the mountain side no matter how many blue pathgrid points I drop down... I dunno

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Qxzyz
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A few posts ago I seem to have grossly underestimated how much time it would take to fix some of the issues I'm having:

* I need to completely redo the Frost Giant Lair -- I'm going nuts bumping individual tiles one tick along an axis to cover a gap, only to create another gap elsewhere...grrr...
* _All_ pathnodes in the Cave of Frozen Souls & Chamber of Frozen Tears needed to be reworked (which is now completed) to help alleviate errant Frost Wraith & Ice Slave pathfinding.
* The short jumping puzzle leading to the throne of the White Witch is problematic; the player can snipe the White Witch with little fear of reprisal, since she (or her summons, for that matter) won't jump across to attack the player and, depending where the player stands, won't be detectable.
* I need to rework the lights/mist I added to the invisible staircase leading to the Iceblade of the Monarch -- the effects I added were too subtle and there's probably a better way for me to approach the issue anyway...
* I'm currently debugging the "Markers?" and "Beseiged" bear scripts; bears are currently being inappropriately counted as dead (imminently fixable).
* The Horn of Nordic Homecoming was still behaving unpredicatbly -- I've made the player gain an eponymous power while having the Horn in their inventory, which seems to work fine at the moment. I'm still open to suggestion on both a different tack on how to handle this object and also a better name for it...
* I was having significant difficulty with Drendnar moving to HG from the spot I had placed him...I've moved him to behind a rock almost overlooking HG on the west side -- this seems to be the farthest from HG I can place him where 1.) he'll actually behave as desired 2.) he'll be able to get back and forth to HG and 3.) won't get mauled by the local bear population. I'll make Aaberg more descriptive about the Frost Giant Lair's general location (like talking about how another adventurer once asked about some smoke he saw coming from a hole in the ground, and I'll add more smoke coming out of the hole to make it more obvious)...


I'm on it, but these issues won't be resolved by tonight as previously promised.

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05.11.2006 16:14 Qxzyz is offline Send an Email to Qxzyz Search for Posts by Qxzyz Add Qxzyz to your Buddy List
Psychotic
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quote:
Originally posted by Qxzyz
* The short jumping puzzle leading to the throne of the White Witch is problematic; the player can snipe the White Witch with little fear of reprisal, since she (or her summons, for that matter) won't jump across to attack the player and, depending where the player stands, won't be detectable.

I might have an idea on how to fix this (sort of). How about placing an invisible wall around the ice throne that will only be disabled if the player gets close enough to it (this can be done by placing a trigger zone I believe); This will stop arrows from getting to the White Witch (what... it's magic :D ) if you are too far away and attempting to snipe her.

It's not really a good solution, but it's all that I can think of atm.
05.11.2006 17:32 Psychotic is offline Send an Email to Psychotic Search for Posts by Psychotic Add Psychotic to your Buddy List Add Psychotic to your Contact List View the MSN Profile for Psychotic
Qxzyz
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I could just disable the White Witch until the player gets close enough...but having her pop in like that would be jarring...hmmm...


Edit: or have dense fog in her cube which doesn't disable (and the witch appears) until the player is close...

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This post has been edited 1 time(s), it was last edited by Qxzyz: 05.11.2006 17:39.

05.11.2006 17:38 Qxzyz is offline Send an Email to Qxzyz Search for Posts by Qxzyz Add Qxzyz to your Buddy List
Psychotic
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Maybe you could make a magic effect play when the witch gets enabled (should be simple to do in a script), it will make her sudden appearance look less awkward.

This post has been edited 1 time(s), it was last edited by Psychotic: 05.11.2006 17:43.

05.11.2006 17:42 Psychotic is offline Send an Email to Psychotic Search for Posts by Psychotic Add Psychotic to your Buddy List Add Psychotic to your Contact List View the MSN Profile for Psychotic
Qxzyz
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True -- I'll see if I can't get this done...

I'll force conversation with the player when she appears -- perhaps that will make the transition even smoother... I dunno

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05.11.2006 17:46 Qxzyz is offline Send an Email to Qxzyz Search for Posts by Qxzyz Add Qxzyz to your Buddy List
Liquid Cheese
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Can you not just add a door past the jumping puzzle, that leads into her throne room? I havnt actually seen the cave so I don't know if this is possible or not.
05.11.2006 18:59 Liquid Cheese is offline Send an Email to Liquid Cheese Search for Posts by Liquid Cheese Add Liquid Cheese to your Buddy List
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or do what they did with mannimarco? you couldn't hit him till you talked with him

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05.11.2006 19:03 Siesta Guru is offline Send an Email to Siesta Guru Search for Posts by Siesta Guru Add Siesta Guru to your Buddy List
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quote:
Originally posted by Liquid Cheese
Can you not just add a door past the jumping puzzle, that leads into her throne room? I havnt actually seen the cave so I don't know if this is possible or not.

No, it's not that kind of a throne room... it's not a room at all actually, just a floating ice cube with a throne in the middle. :D

@Siesta Guru: Excellent idea... so how does that work? Tongue

This post has been edited 1 time(s), it was last edited by Psychotic: 05.11.2006 22:26.

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I have no clue, and after looking at all scripts that had something to do with the guy I think I was mistaken, but there a few ways.

Eample 1: Create a triggerzone that will intercept every spell or arrow

something like this (stolen from a tutorial by guidobot, and not sure if it stops spells, it does stop arrows thats 4 sure):

scriptName acDemoTrigSCR

; Causes any projectile fired by the player to disappear

ref trigRef ; reference to the triggering object

begin onTriggerMob ; a mobile object has collided with the trigger zone
set trigRef to getActionRef
if ( trigRef.IsActor == 0 ) ; it's not an NPC
trigRef.disable ; so make it disappear
endif
end


2: use a quest script to repeadetly set the health to what it should be, use some condition so that when you talk to her itll stop setting her health

3: uuh go finf this 1 out urself :D

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