distant said:
If I started after looting then it didn't work.
I just tested again, and the weird thing is that it works if start the game through Djinni, but it doesn't in the actual game! :hmmm:I have no idea what might be causing it to behave this way but I'll look into it.
distant said:
This raises a small issue: "stuff"'s scripts need to be there for new games, could they be renamed to anything else instead of being removed? I'm sure people want to keep them both around for new games as well.
You can't rename "def_arealoaded", you don't have to anyway, it is the same in both mods, I just use it to call the other script. If you rename "custom_script" then you'll have to hex-edit the name in "def_arealoaded". But you can combine all the "custom_script" into one, or rename one of them, and call it from the other with "ExecuteScript" function. I'll attach the new scripts to the first post.
distant said:
EDIT: Slash, I really like how the Anduril looks and want to keep the Anduril when upgrading to reforged sword: the parameters should change appropriately but the sword's model/texture/flame stay unchanged. Would be great if something like that can be implemented.
Anduril is supposed to be a unique weapon, like the Harvall, you don't lose it when you forge new steel swords, and the fact that it becomes more powerful as you raise your level should keep it useful till the end of the game, but in the case of an opponent who is immune to all the effects, you can temporarily switch to another sword that does more direct damage.Of course, you can still change all the templates for the meteorite swords to the Anduril model, and attach the effects script to them, but then there will be no point of getting Anduril.