About this mod
TAS - some tools and python scripts to support the adding/moving of cloned entities.
- Requirements
- Permissions and credits
The detailed description to be found in the TAS tut.htm
If you're only interested in the cloned house copy the
m_9_FanMOD_cloned_House_from_CAR_Bastion.pak into the
Elex2\data\packed folder.
The house is half the way between the two teleporters with "West Carakis" in their names.
You could also use CAR_Bastion_Items.elex2sec(doc) from the CAR_Items folder
to pack the ...elex2secdoc file to .elex2sec and maybe create a mod then.
The "how to" and the link to the elex2resman is to be found in the description of this mod:
Instructions getting/using elex2resman
( lower half of the page.)
v 0.2: some patching and Southern_Habitat added (south of southern tunnel)
m_9_FanMOD_cloned_Habitat_from_CAR_Castle.pak
btw: SaveGameRelevant= True
Generally always think twice before setting SaveGameRelevant
to "True" in a secdoc file (means sgr = 1 in a _list file).
(It's required for NPCs, items and chests, of course.)
Possible problem, when removing a "sgr mod":
--------------------------------------------
Savegames created with such a mod being active
could make the game crash when said pak is missing!
History:
v 0.1/0.1a: don't use them any more!
v.0.2 - TAS_modified_Pos_Rot.py, angle swapping (needs another fix)
- GetNearestEntities, slight modification -> Nearest_ents.txt, entity names added
- Modified_new_pos uses Nearest_ents.txt as an input
(Check for names collisions now.)
- TAS_mesh_import.py was renamed to TAS_mesh_align.py