Separate names with a comma.
Discussion in 'General Modification' started by _doug_, Feb 21, 2018.
Yeah I figured that, just recording this here for posterity
Apologies, but the list of Python functions in the Temple plus Changelog seems to have been shortened... I was wondering whether a "make flatfooted" Python function existed as the feat combo Combat Expertise\Improved Feint\"Surprise Casting"\Surprising Riposte is just too munchkin to ignore....
Yeah I recently snipped it because it was both too long and not exhaustive.
You can see all the python ObjHandle methods here:
Specifically for flatfooted, I think you should be able to just add it as a condition via using .condition_add, even in vanilla ToEE.
Has temple plus made changes in the way trader's inventory is handled? I have a modified invensource.mes in my overrides directory, but none of the changes I made are in the game. Not even in a new game with a new party.
No, it hasn't.
If there are no changes, the initial store inventory is still going to draw from the mobs, so Ludget, you will still have to come back later for a refresh to get your new stuff. To test this, sell some nonsense to a shopkeep and then check back when it is gone - at that point the Invensource should have been accessed.
(Apologies if you already tried that).
That explains why I haven't seen any changes. The changes I made were more longspears in the starting equipment shop and the percentage for Calmert to sell the weapons increased. And since you never see the starting shops restock and Calmert takes his time to do so...
You can use ToEEWB to add items to the shopmap, copy the *.mob files from the shopmap folder into WB/mobiles, load it up, open the chest .mobs add items, save it and pop the .mobs back where you found them.
Open the mobs in the shop map with a hex editor and hack them into something new!
Confirmed, it's my mod was interfering with Sneak Attack condition. Fixed.
EDIT: Character recreation is needed!