MaceLyden
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Hi, I noticed that you recently left a message on mrdefender's profile regarding the Defender's Wrist Console. I too am searching for this file, and have had no luck. If you find the file could you send me a link?
Thanks
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I doubt you'll reply, seeing you've never sent a message and you haven't been on since 2006, but I'm getting desperate!
I would like the latest version on the defender's wrist console, but all the links you gave were to sites that don't exist anymore, and no one is giving me a version that lets you have all your party members out at the same time. could you please get it ti me somehow??
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Any time mate.
Urmm... No. Doors are a tad different.
Similar principle though. Poke around in the .git file and you should pick it up no problem.
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oh, oops. lol.
I didn't know which ones it gave me WERE the x, y, and z coordinates, but I figured it out now. it works like a charm! Thanks for the walkthru and the extra help! oh, and do you place doors the same way you would place a person?
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alright, well I edited a struct that was already there, but I made sure that it was set to four, anyway, just to be safe. I am using the K-GFF editor you recommended, so it's not likely that the file is corrupted. but when I was checking the structs, I realized that the changes I had made to it were not there. it must not have saved correctly! but my question now, is, wouldn't that just put a differant creature on the map??
also, you didn't tell me. Which numbers that I received from your friend Darth333's whereami modare the ones I should use? (I already asked him, but he has yet to reply so far.)
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Hey, there are several possible explinations:
1, Did you edit an existing NPC entry or add your own?
If you added your own struct, you need to set the struct ID to 4.
2, Your .git file is corrupted. Try using the K-GFF Editor by tk102, if this is the program you are already using, corruption is most likely not the issue.
3, You've got your tags and resrefs wrong.
Oh and about Z co-ordinates, it doesn't really matter, your PC is automatically "snapped" onto the walkmesh.