ELEX II

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tombom81

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tombom81

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About this mod

TAS - some tools and python scripts to support the adding/moving of cloned entities.

Permissions and credits
(26th of March, the whole thing needs some re-thinking...)
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