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Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #273265] Fri, 11 February 2011 00:51 Go to previous messageGo to next message
datakurs

 
Messages:169
Registered:June 2009
Location: Budapest, Hungary
This boat moves in tactical?
Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #273266] Fri, 11 February 2011 00:57 Go to previous messageGo to next message
Anonymous
It can, yes. It would only look right going south to north though. It would also have to take up a vehicle slot in order to have proper functionality.
Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #273273] Fri, 11 February 2011 02:20 Go to previous messageGo to next message
datakurs

 
Messages:169
Registered:June 2009
Location: Budapest, Hungary
Fun thing!
Can you teach the AI to organize water transports with 3-4 guys in a boat?
Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #273283] Fri, 11 February 2011 04:32 Go to previous messageGo to next message
Cell

 
Messages:576
Registered:February 2011

awesome!!!

____________

smeagol could you add two new attachment slot for something like that?:

* rifle sling (would fill a new attachement slot)

http://www.socomtactical.net/images/Rifle-Sling-Black.jpg

my thought are that if your mercs weapon is attached with you dont loose your weapon by an explosion
also weapon cant be stealed.

* grass / camouflage-spray to increase camouflage of weapon
- grass would worn off after considerable time / camouflage-spray is permanently (could be repaint) (maybe mark weapon with same symbol you ll get but in another colour when GL is attached)
- if weapon is not treated with grass or bbs stuff you loose (depend on weapon size) camouflage / you cant get 100% camouflage
- f.ex.: if you play with a sniper rifle/mg which is not camouflaged you can only reach 85% camouflage as soon the weapon is treated you reach 100%
Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #273289] Fri, 11 February 2011 05:52 Go to previous messageGo to next message
usrbid

 
Messages:1552
Registered:December 2008
Renegade Republik has rifle slings (mostly for AKs).


Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #273297] Fri, 11 February 2011 08:04 Go to previous messageGo to next message
Anonymous
datakurs
Fun thing!
Can you teach the AI to organize water transports with 3-4 guys in a boat?
At this moment...no. I believe it to be possible to make an enemy out of a boat, but the enemy would have to stay in the boat. It would basically be like a tank, but a boat. The visible enemy would appear to be in the boat firing. He would not be able to disengage the boat.

[Updated on: Fri, 11 February 2011 08:05]

Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #273310] Fri, 11 February 2011 13:09 Go to previous messageGo to next message
wolf00

 
Messages:1165
Registered:September 2006
Location: Czech Republic

ja2 have some water places,i can easy imagine,aiport for hydroplanes there ....
Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #273323] Fri, 11 February 2011 15:18 Go to previous messageGo to next message
Tiler_Durdan

 
Messages:18
Registered:February 2009
Location: orbiting planet mindless
did some painting with good old ms paint

http://img10.imageshack.us/img10/5822/jeepopensm2.png

tell me if you can't get the original bmp, i guess via imageshack you can only download a compressed version, never tried it myself.
Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #273329] Fri, 11 February 2011 16:07 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
I guess without the sandbags the Jeep would look a lot better. Don't get me wrong, you did a great job. But I don't think I like those sandbags too much.

Tao
Edit Reason: I think we are "hijacking" Smeagol's thread again. Sorry bub.


You are.


cell


* rifle sling (would fill a new attachement slot)

my thought are that if your mercs weapon is attached with you dont loose your weapon by an explosion
also weapon cant be stealed.


Would require coding, and I don't think it's too useful without the coding.


Cell

* grass / camouflage-spray to increase camouflage of weapon
- grass would worn off after considerable time / camouflage-spray is permanently (could be repaint) (maybe mark weapon with same symbol you ll get but in another colour when GL is attached)
- if weapon is not treated with grass or bbs stuff you loose (depend on weapon size) camouflage / you cant get 100% camouflage
- f.ex.: if you play with a sniper rifle/mg which is not camouflaged you can only reach 85% camouflage as soon the weapon is treated you reach 100%


Had a similiar idea for the Seal Recon Rifle a time ago, but it turned out, that camo bonus on a gun doesn't do anything. So, although the idea is neat, again, no way of adding it, unless someone is willing to change the code for it.

[Updated on: Fri, 11 February 2011 16:12] by Moderator



Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #273339] Fri, 11 February 2011 17:13 Go to previous messageGo to next message
Tiler_Durdan

 
Messages:18
Registered:February 2009
Location: orbiting planet mindless
don't know if this one already came up

http://img713.imageshack.us/img713/5987/grenadestring.png

how many grenade types does AIM have?
Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #273341] Fri, 11 February 2011 17:17 Go to previous messageGo to next message
Buns

 
Messages:669
Registered:September 2010
Tiler_Durdan
how many grenade types does AIM have?
check out Jennana: http://www.jennana.com/projects/ja/explosives.php
Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #273361] Fri, 11 February 2011 20:22 Go to previous messageGo to next message
Cell

 
Messages:576
Registered:February 2011
does 40mm vog mustard gas grenades exist? ingame not.
on web cant find any information about...
maaybe implement in aimnas vog tear gas already exists why not vog mustard gas?
Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #273378] Fri, 11 February 2011 22:56 Go to previous messageGo to next message
tais

 
Messages:809
Registered:February 2008
Location: NL
smeagol

Had a similiar idea for the Seal Recon Rifle a time ago, but it turned out, that camo bonus on a gun doesn't do anything. So, although the idea is neat, again, no way of adding it, unless someone is willing to change the code for it.


hmmm would be nice to have some camouflaged special weapon items? Very Happy
http://www.hardcorpsweaponry.com/6.html


Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #273379] Fri, 11 February 2011 23:02 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3804
Registered:July 2009
Tiler_Durdan
don't know if this one already came up

http://img713.imageshack.us/img713/5987/grenadestring.png

how many grenade types does AIM have?

And ... what is it?
Note: We neither have tripwires nor directional explosions.


Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #273389] Fri, 11 February 2011 23:50 Go to previous messageGo to next message
Tiler_Durdan

 
Messages:18
Registered:February 2009
Location: orbiting planet mindless
grenade + string = boobytrap (weaker mine)
Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #273390] Fri, 11 February 2011 23:50 Go to previous messageGo to next message
Slax

 
Messages:1448
Registered:July 2006
Location: People riding polar bears...
How about doing some work on new weapon sounds? Loading, not shooting.
IoV did a good job. Good reference.

Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #273465] Sun, 13 February 2011 01:35 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
Been spending quite some time now on reworking tilesets. For those who haven't seen the post in the super-tileset thread, here's an update of what I got so far. Unfortunately this also means that I will have to rework most of the maps I already made, as a lot of stuff gets changed around.

http://img825.imageshack.us/img825/5343/tilesetcompilation.gif


Still not done with reworking the stuff, but as you can see, I managed to group quite a lot of stuff into single tilesets, which basically means that the maps will contain a more diverse amount of stuff.

So instead of around 100-120 objects, a single map will now have around 150-170 objects available (not counting furniture, which will also be reowrked, before I start to actually continue mapping work).


Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #273474] Sun, 13 February 2011 06:05 Go to previous messageGo to next message
Hawkeye

 
Messages:1946
Registered:October 2005
Location: Australia
I'm currently considering replacing the 'jigsaw puzzle' Helicopter of Sir-Techs. Partially as a visual improvement, and partially to save some frames. Have you had any problems editing the copter in existing maps? My map editor seems to crash each time I attempt to erase the old one at the moment.


Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #273477] Sun, 13 February 2011 09:56 Go to previous messageGo to next message
Goncyn

 
Messages:54
Registered:July 2010
Smeagol, do you plan to release a new "stable" version of AIMNAS to go along with the upcoming stable release of 1.13? I'm looking forward to doing a full play-through with all the new features, but I'd like to wait until a milestone release appears. It looks like it will be within the next two months now?
Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #273480] Sun, 13 February 2011 10:52 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
Hawkeye
I'm currently considering replacing the 'jigsaw puzzle' Helicopter of Sir-Techs. Partially as a visual improvement, and partially to save some frames. Have you had any problems editing the copter in existing maps? My map editor seems to crash each time I attempt to erase the old one at the moment.



Problem is, that the helicopter is somehow hardcoded (it shows up in the airport map even if you haven't placed it), so I guess that maybe the number of frames could be a requirement as well. Dunno... I managed to reduce the damaged helicopter to two frames in another tileset (not in the pic, only used in one map), by simply moving the rotor roof part to the main part. It was a bit annoying to figure out the x and y offset of the two parts so that they would fit together, took quite some time. But all in all it seemed to work.


Any chance that you'll give a try making a Willy Jeep in the near future? My attempts failed miserably, as I can't get the perspective right.


Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #273482] Sun, 13 February 2011 11:40 Go to previous messageGo to next message
wacs828

 
Messages:32
Registered:August 2009
Game has been working fine for me till one of my IMP characters (the others do not share this problem) started having a funny bug, she will keep un-equipping her extended ear and equip a gas mask, as well as randomly walk around and through walls in real time mode. From time to time when entering a sector she is unable to move at all. Really wondering what's the deal with this and if there is a fix for it. I would like to attach the save game except I don't know how Embarrassed

[Updated on: Sun, 13 February 2011 11:41] by Moderator

Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #273483] Sun, 13 February 2011 11:50 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
No idea what's going on there, but I think this has been reported elsewhere already, so I guess you're not the only one with that problem. But it's something I can't do anything about. :/


Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #273485] Sun, 13 February 2011 12:01 Go to previous messageGo to next message
JMich

 
Messages:569
Registered:January 2011
Location: Greece
@wacs
A boxing event was not finished properly, so your IMP is currently flagged as an NPC, thus acts accordingly.
For any other mercs, the solution is to dismiss them and rehire them, if you do it with your IMP though, you'll have to restart him. So, either load before the boxing event, or dismiss your IMP, go back to IMP and instead of xep624 give your IMP's callsign to recreate him.
Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #273498] Sun, 13 February 2011 19:46 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
Generic 1 tileset as it looks atm. Still a little bit room for additional stuff left (21 furniture objects, 4 vehicles and soem other objects, something around 8-10):

http://img189.imageshack.us/img189/2826/generic1.gif

[Updated on: Sun, 13 February 2011 20:13] by Moderator



Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #273518] Mon, 14 February 2011 02:21 Go to previous messageGo to next message
Hawkeye

 
Messages:1946
Registered:October 2005
Location: Australia
smeagol
Hawkeye
I'm currently considering replacing the 'jigsaw puzzle' Helicopter of Sir-Techs. Partially as a visual improvement, and partially to save some frames. Have you had any problems editing the copter in existing maps? My map editor seems to crash each time I attempt to erase the old one at the moment.



Problem is, that the helicopter is somehow hardcoded (it shows up in the airport map even if you haven't placed it), so I guess that maybe the number of frames could be a requirement as well. Dunno... I managed to reduce the damaged helicopter to two frames in another tileset (not in the pic, only used in one map), by simply moving the rotor roof part to the main part. It was a bit annoying to figure out the x and y offset of the two parts so that they would fit together, took quite some time. But all in all it seemed to work.


Any chance that you'll give a try making a Willy Jeep in the near future? My attempts failed miserably, as I can't get the perspective right.


I did hear the copter did have issues, if you reduced the damaged helicopter why not use it here? I may see if it's possible to replace the art over the old one and see if it loads, but at the moment time is tight. It's fun moving offsets around, isn't it? :crazy: I had to keep going back and forth painting out pixels of shadows that were overlapping each other on those tanker trucks. Ended up doing a screen grab and pasting it over the art as a guide to work from. Fun times. :wb:

'Fraid I don't have the time to make a Jeep, especially from scratch, and I don't think I have a model on file to use, but there may be some freebies out there on the net. To me that particular model does look a bit old, more suited to a period mod. I quite like the closed canopy one shown earlier on here, which is currently very common in Vegeance.



Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #273521] Mon, 14 February 2011 02:38 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
Hawkeye
I did hear the copter did have issues, if you reduced the damaged helicopter why not use it here? I may see if it's possible to replace the art over the old one and see if it loads, but at the moment time is tight. It's fun moving offsets around, isn't it? :crazy: I had to keep going back and forth painting out pixels of shadows that were overlapping each other on those tanker trucks. Ended up doing a screen grab and pasting it over the art as a guide to work from. Fun times. :wb:


Didn't add the two frame heli because I was too lazy. ^^

If you copy tons and tons of stuff, it's easy to miss a piece.

Quote:
'Fraid I don't have the time to make a Jeep, especially from scratch, and I don't think I have a model on file to use, but there may be some freebies out there on the net. To me that particular model does look a bit old, more suited to a period mod. I quite like the closed canopy one shown earlier on here, which is currently very common in Vegeance.



Too bad. The Willy Jeep would fit perfectly into the Arulcan Army, even if (or better because) it is outdated. Maybe I simply liked M*A*S*H too much, though. Really would have liked to see that Jeep model. ^^

Ah well.. I might give it a try myself at some point, my first attempts sucked, because I always messed up the perspective. It's pretty hard to get it from a sight view to a birds-eye //isometric view with PS, at least for my limited skills.


Anyways... just finished adding another 13 pieces of furniture to the generic 1 set, 8 slots remaining. When I'm done with that the generic 1 set will contain a whooping 192 furniture objects (maxed out!).

Next up will be the more specialized tilesets. Due to the changes stuff like the tilesets used for Jails for example can be merged to a single file, as everything else is already in the main file. Only bad thing is, that I'm limited to a total of 8 furniture sets per map. But most tilesets can easily exchange one or 2 sets for different stuff. Think it will work out.


Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #273541] Mon, 14 February 2011 07:10 Go to previous messageGo to next message
Hawkeye

 
Messages:1946
Registered:October 2005
Location: Australia
Well if you're trying to produce new Isometric stuff in Photoshop you could always 'paint' out those sandbags from Tylers Jeep.

That's good progress on the new Generic tileset, wish I'd had that when starting on Vengeance, but I have too many changes of my own now, even if I have only been concentrating on a core group of maps.


Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #273595] Tue, 15 February 2011 01:28 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
Here's the rest of the furniture, that is not in the modified generic 1 set of furniture.

The stuff with a V behind the pics is considered done. I'll merge a few of the other tilesets, maybe I also have to puzzle some new ones together, depending on the maps.


Anyone knows, if the robot and the control pnels for the sam site need to be kept in seperate files, like the helicopter?


http://img204.imageshack.us/img204/194/furn.gif


Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #273607] Tue, 15 February 2011 05:53 Go to previous messageGo to next message
Hawkeye

 
Messages:1946
Registered:October 2005
Location: Australia
Hey Smeagol, bit off topic this one, but have you managed to get shadows working on roof elements? I see there's shadows for things like chimneys and ceiling fans, but I can't seem to get them to paint on the roof in the editor?


Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #273626] Tue, 15 February 2011 15:19 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
Haven't looked into on-roof items too much, yet.

However, as I discovered from working on the tilesets, the sir-tech guys were very sloppy putting them together (no regular colour 0 for backgrounds, each tilesets uses a different one, in some jsds the tiles were set incorrectly, etc...). So I wouldn't be surprised if the shadow for on-roof items was simply in a wrong spot in the colour palette.


Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #273644] Tue, 15 February 2011 23:11 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
Btw... a must read for everyone:

http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=273576#Post273576


Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #273663] Wed, 16 February 2011 02:20 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
Finished regrouping a few more tilesets.

http://img146.imageshack.us/img146/194/furn.gif


Colours in the screenie are a bit off, because the gif reduced the colours to 256. The actual furniture objects have slightly more diverse colours due to the sti palettes used.

[Updated on: Wed, 16 February 2011 02:25] by Moderator



Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #273893] Fri, 18 February 2011 20:52 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
Almost done with the complete tileset revamp.

At the moment I'm deleting terrain objects and furniture from all the big mapsI already made.

I'll have rework all but 2 of the maps. Neutral



The maps only contain ground structures and the buildings, everything else has to be placed again. So there will definitely be a major delay in this project. Basically the whole work I invested already has to be done again. Sucks, but I guess all in all the extra work will be quite worth it, as I'll have around 70-80 objects more available for all maps.



Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #273931] Sat, 19 February 2011 14:19 Go to previous messageGo to next message
wolf00

 
Messages:1165
Registered:September 2006
Location: Czech Republic

here is something for smeagol

http://www.sinclairintl.com/1/1/6453-sierra-303-calibre-174-grain-hollow-point-boat-tail-500.html
Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #273940] Sat, 19 February 2011 21:33 Go to previous messageGo to next message
judecca_hel

 
Messages:36
Registered:January 2011
I hate to ask this question because I know it had been ask for countless times.

"How to install this mod?"

I follow the lead that post in part7 and screwed up for 5 times(each time can play for a while until meet something that crash the game)


Recommended install:
1.) Jagged Alliance 2 (obviously)
-Simple, can't screwed it

2.) Vanilla SCI 3944 Until and unless one of us says otherwise
-done

3.) WF6.06-AIMNASV14 EN
-Where should I drop this folder?
I drop "six files inside this folder"(not the folder itself) in default ja2 folder, am I done right?

4.) AIMNASV15UpdateOnly
-again, drop to where?
/ja2/data-1.13?
/JA2/data-AIM?
/ja2/data-AIM-WF?

5.) Replace Data-AIM-WF\Tabledata\AIMAvailability.xml and MercAvailabity.xml with the corresponding files from here
-specific enought, can't screwed it.
Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #273941] Sat, 19 February 2011 21:37 Go to previous messageGo to next message
Cell

 
Messages:576
Registered:February 2011
Baldo

3.) WF6.06-AIMNASV14 EN
-Where should I drop this folder?
I drop "six files inside this folder"(not the folder itself) in default ja2 folder, am I done right?

4.) AIMNASV15UpdateOnly
-again, drop to where?
/ja2/data-1.13?
/JA2/data-AIM?
/ja2/data-AIM-WF?



"AIMNASV15UpdateOnly" into "Data-AIM" of "WF6.06-AIMNASV14 EN"


"WF6.06-AIMNASV14 EN" into "Jagged Alliance 2 Folder"

[Updated on: Sat, 19 February 2011 21:37] by Moderator

Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #273943] Sat, 19 February 2011 21:54 Go to previous messageGo to next message
JMich

 
Messages:569
Registered:January 2011
Location: Greece
@Baldo
or you can take a look here for Chatner's SCI
Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #273945] Sat, 19 February 2011 22:24 Go to previous messageGo to next message
judecca_hel

 
Messages:36
Registered:January 2011
Thanks for instant reply everyone!!

umm

but I stil get the bug when the NPC give me something(carmen,angel) and game just stop with endless clock loading.

I use the old save game from my old screwed install, should I start over?
Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #273947] Sat, 19 February 2011 22:40 Go to previous messageGo to next message
Cell

 
Messages:576
Registered:February 2011
Baldo
Thanks for instant reply everyone!!

umm

but I stil get the bug when the NPC give me something(carmen,angel) and game just stop with endless clock loading.

I use the old save game from my old screwed install, should I start over?


start a new game otherwise it dosnt work correctly Wink
Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #273952] Sun, 20 February 2011 00:07 Go to previous messageGo to previous message
JMich

 
Messages:569
Registered:January 2011
Location: Greece
Baldo
Thanks for instant reply everyone!!

umm

but I stil get the bug when the NPC give me something(carmen,angel) and game just stop with endless clock loading.

I use the old save game from my old screwed install, should I start over?
The endless clock loading is usually when the selected merc is too far away from the npc in question, or does not have enough space in inventory. I usually find it much easier to move the merc 2 tiles away from the npc and then speak to him. And do a quicksave before speaking, it is usually a pathing problem which can be easily fixed.
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