From flipping through the code a bit, there is special handling of a handful of misplaced items in the Origin maps. For example, there is a carpet in Andrio's workshop that is in the air under the roof tiles.
If I fix this in my mod, since it is a Serpent Isle mod, will it be removed even at Z-0?
There are a handful other spots that would benefit from quick fixes. The south two chairs in the Winery in Moonshade are too close to the table, so NPCs trying to EAT there won't work.
Map Workarounds in Exult
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Re: Map Workarounds in Exult
I'd need to look at the code again BUT it might work because it could be that if the object is not at the elevation mentioned in the fix, nothing happens
I do remember using it to fix stuff in Iolo's hut.
As for the other objects, please make a list and especially whether these were working in the original.
I do remember using it to fix stuff in Iolo's hut.
As for the other objects, please make a list and especially whether these were working in the original.
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Re: Map Workarounds in Exult
Most were not working in the original either, which is why I am thinking the mod is the better place for the fixes.
Exult handles Z-levels differently from the original engine. In the original, if there was nothing under an item, like if you had a shield on a crate and then moved the crate then the shield would fall to the ground below.
Exult handles Z-levels differently from the original engine. In the original, if there was nothing under an item, like if you had a shield on a crate and then moved the crate then the shield would fall to the ground below.