What is an Orc Rundor? I searched it on wiki and came up with nothing, learned alot about orcs/orks though.
Try this, Sirchet: http://www.co8.org/forum/showthread.php?t=3529&highlight=Rundor "Rundoring" became the catch phrase for fucking things up. Alas, the olde days are gone...
Lord_Spike: Thanks, so...........in a roundabout way, every time I dust off a Rundor I'm slappin the other Rundor around also. I like that:chairshot
Don't worry, Rundor gets immortalised in KotB. (Along with a few other folks who have made a similar impact).
Here is the new look for the magic Unholy Orc Double Axe made by Cuchulainn for my Hickory Branch MOD. It is 6 feet in length from top to bottom (and looks very wicked evil scary, too). So, whoever opts for accepting the 'challenge' and plays the Hickory Branch MOD will get to face off against the psychotic megalomaniac Half-Orc Commander using this weapon. And, with thanks to ShiningTed and SpellSlinger, the Orc Double Axe feats should now be fixed. So, be forewarned, it's a better [more difficult] fight. :evil_laug
OH MY GOD!!!!!!!!!! It looks amazing! It seems like it's the most advanced and complicated weapon model in the game.
Nice axe, the fight in question though, wasn't that hard for me when I charmed the Orc guy with the big axe early on in the fight.
Nice ... now my CE party can steal it from his corpse and raze Homlett to the ground with it !!! Muahahahaa ...
This is a good summary of changes and updates for my Hickory Branch MOD. - I am altering skills and feats assigned to my monsters. - I am changing weapons used by my monsters. - I am assigning specific hit points to my monsters. - I am making some changes to my weapons. - I am removing original bugbears, gnolls, and ogres from my mod. - I am adding a new bugbear, a new gnoll, and a new ogre soldiers. - I am adding one more new monster, the ogre magi. (not previously in ToEE) - I am adding my new other monster [don't ask]. (not previously in ToEE) - I am adding another game screen map to my mod. (by Ax Thrower) - I am adding the new model for the unholy orc double axe. (by Cuchulainn) - I am adding a script for item removal when my modded monsters die [are killed]. My mod will be better and ToEE will be even more fun.
Why not just flag the items NO_LOOT in the monsters' .mob files dude? It's a lot easier than scripting san_dying item destroy scripts.
Yeah, but then it's messy looking. I mean, it would frustrate the players. "There's an item there. I can see it. The guy's dead, so what's stopping me from picking it up?? :rant: " I didn't know you could just destroy the items before.