Traders In the Guild [message #52382] |
Mon, 29 June 2009 19:30 |
jwc2200
Messages: 845 Registered: March 2008 Location: Texas
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Administrator
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I spawned one of each wandering trader, including a tattooist and barber, in the Guild. They will show up near the benches by the stairs to the dorms.
UPDATE:The barber and tattooist will now be near the shop, they had a tendency to bunch up sometimes so I split them up. The new text file has all the traders and a bench for the guys I moved.
Copy the scripts to the HeroGuildComplexInside.tng. Specifically under where it says XXXSectionStart Null;
Screenshot:
Recolor Compilation #1
Recolor Compilation #2
Make Back-Ups
[Updated on: Mon, 17 May 2010 17:23] Report message to a moderator
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Re: Traders In the Guild [message #55176 is a reply to message #52382] |
Sat, 05 December 2009 23:35 |
Karije
Messages: 3 Registered: December 2009
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I really apologize for bringing up this topic after so many months, but do I replace the HeroGuildComplexInside.tng with the new file? If not, could someone please explain what I need to do to get this to work? Thanks!
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Re: Traders In the Guild [message #55178 is a reply to message #55177] |
Sun, 06 December 2009 00:17 |
Karije
Messages: 3 Registered: December 2009
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JohnDoe wrote on Sun, 06 December 2009 02:58 | Download the text file. Open it. Copy the scripts to the HeroGuildComplexInside.tng. Specifically under where it says XXXSectionStart Null;.
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Which is easier to do that with: FE or AE, and where do I find the information?
[Updated on: Sun, 06 December 2009 01:10] Report message to a moderator
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Re: Traders In the Guild [message #55180 is a reply to message #55179] |
Sun, 06 December 2009 01:31 |
Karije
Messages: 3 Registered: December 2009
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Oh! Well I was making that way harder than it needed to be!
I made it so I had full ownership of the file and added the file into it. Hopefully it's going to work. Thank you for all your help!
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