Abbey and EPA

Lich

Water Chip? Been There, Done That
found in city.txt:

Code:
[Area 17]                ; Abbey
area_name=abbey
world_pos=1332,31
start_state=Off
size=Medium
townmap_art_idx=-1
townmap_label_art_idx=-1
entrance_0=On,130,150,Desert Encounter 2,-1,-1,0

so abbey mod was inspired by this right? but how its really ben designed- as church map or maybe something else?

Code:
[Area 19]                ; Environmental Protection Agency
area_name=EPA
world_pos=621,970
start_state=Off
size=Large
townmap_art_idx=-1
townmap_label_art_idx=-1
entrance_0=On,130,150,Desert Encounter 2,-1,-1,0

what is this?? ..dont remember such kind location
 
(i should search this myself but is 1:40am and i feel out of mind)

anyway this dont answer me everything, but i wonder that someone work on EPA mod (it was never finished right?)
 
Yes we work on EPA mod some time ago, but when Celestial(Team Leader) vanished we stop working on that.

BTW Abbey mod is also not finished(and I don't speak about abbey2PL with was a joke not a real mod)
 
jargo said:
Yes we work on EPA mod some time ago, but when Celestial(Team Leader) vanished we stop working on that.

Any chance you might try to finish the EPA mod ? or did Celestrial have al the modded files ?

jargo said:
BTW Abbey mod is also not finished(and I don't speak about abbey2PL with was a joke not a real mod)

was the abby mod supposed to have quests and stuff ?

And what about the village were sullik came from, did celestrial and you work on that too ?
 
Any chance you might try to finish the EPA mod ? or did Celestrial have al the modded files ?
Well, maps(by Deadlus) were almost ready and i made some basic scripting but not much. Maps are safe on FMC serwer(Link in Lich post) so nothing is lost. After finishing New Arrayo mos scripting i may go back to EPA.

was the abby mod supposed to have quests and stuff ?

And what about the village were sullik came from, did celestrial and you work on that too ?

Yes the maps are ready(you can find them on NMA) the plan was to build some story and quests over that location.


Primitival Tribe well in future perhaps.
 
It would be great if someone were to find a solution to making mods compatible.
I thought one might be to use filler script entries and an offset based on a mod's name, such as +1200 but it's both a bit late for introducing such a convention and besides I don't really know if it'd work anyway.

I've just read this thread.
I had trouble getting Abbey to work with Seraph's patch, and tried to fix the scipts, but FSE couldn't decompile aMonk2.int or recompile any of the scripts, so I gave up.
Maybe with the original source compiling the scripts wouldn't be a problem.
 
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