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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted April 11, 2016 03:38 PM |
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Well, I am a bit puzzled about this script as it requires tons of coding (copy/paste) to work if you use 20-30 new creatures.
For example, for 137 (sharpshooter I think)
!?BF;
!!DO564546/0/41/1:P;
!?FU564546;
!!BMx16:T?y1;
!!if&y1=137:; if battle stack type is sharpshooters
!!VRz2:S^pirtattk.wav^;
!!VRz3:S^pirtdfnd.wav^;
!!VRz4:S^pirtkill.wav^;
!!VRz5:S^pirtmove.wav^;
!!VRz6:S^pirtwnce.wav^;
!!FU9999911:Py1/2/1;
!!FU9999911:Py1/3/5;
!!FU9999911:Py1/4/4;
!!FU9999911:Py1/5/0;
!!FU9999911:Py1/6/2;
!!en:;
!?FU9999911;
!!FU|x1<0/x1>41:E;
!!FU|x2<1/x2>1000:E;
!!FU|x3<0/x3>5:E;
!!VRy1:Sx2 *512 +9597416;
!!VRx3:-10;
!!BMx1:Gx3/?y11/d;
!!SN:E5622064/2/y1;
!!BMx1:Gx3/v1/d;
!!if&y11>0:;
!!UN:Cy11/4/?y13;
!!VRy13:+4;
!!UN:Cy13/4/?y14;
!!SN:Ey14/2/y11;
!!en:;
Try it now with sharps, then we see later for others.
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fred79
Disgraceful
Undefeatable Hero
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posted April 11, 2016 03:43 PM |
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Edited by fred79 at 15:49, 11 Apr 2016.
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ok, will give it a go.
---
nope, didn't work.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted April 11, 2016 04:05 PM |
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!?BF;
!!DO564546/0/41/1:P;
!?FU564546;
!!BMx16:N?y1 T?y2;
!!if&y2=137:; if battle stack type is sharpshooters
!!VRz2:S^pirtattk.wav^;
!!VRz3:S^pirtdfnd.wav^;
!!VRz4:S^pirtkill.wav^;
!!VRz5:S^pirtmove.wav^;
!!VRz6:S^pirtwnce.wav^;
!!FU9999911:Py1/2/1;
!!FU9999911:Py1/3/5;
!!FU9999911:Py1/4/4;
!!FU9999911:Py1/5/0;
!!FU9999911:Py1/6/2;
!!en:;
!?FU9999911;
!!FU|x1<0/x1>41:E;
!!FU|x2<1/x2>1000:E;
!!FU|x3<0/x3>5:E;
!!VRy1:Sx2 *512 +9597416;
!!VRx3:-10;
!!BMx1:Gx3/?y11/d;
!!SN:E5622064/2/y1;
!!BMx1:Gx3/v1/d;
!!if&y11>0:;
!!UN:Cy11/4/?y13;
!!VRy13:+4;
!!UN:Cy13/4/?y14;
!!SN:Ey14/2/y11;
!!en:;
Try it now, please, fixed I think.
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fred79
Disgraceful
Undefeatable Hero
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posted April 11, 2016 04:37 PM |
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Edited by fred79 at 16:38, 11 Apr 2016.
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still a no-go. maybe it's the placement of the script among the others? is your latest script supposed to be before or after this script(which changes the shot sound)? :
!?FU6000;
!!VRx3&x1=1/x2<2:S12;
!!VRx3&x1=1/x2>197:S12;
!!FU|x2<2/x2>197:E;
!!VRx2:+7994814;
!!UN&x1=0:Cx2/1/x3;
!!UN&x1=1:Cx2/1/?x3;
**PIRT
!#MA:X137/?i;
!#VRi:|4;
!#MA:X137/i;
!#MA:N137/16;
!#FU6000:P0/137/12;
!?FU6000;
!!VRx3&x1=1/x2<2:S16;
!!VRx3&x1=1/x2>197:S16;
!!FU|x2<2/x2>197:E;
!!VRx2:+7961526;
!!UN&x1=0:Cx2/1/x3;
!!UN&x1=1:Cx2/1/?x3;
!#MA:X137/?i;
!#VRi:|4;
!#MA:X137/i;
!#MA:N137/16;
!#FU6000:P0/137/12;
!?BG0;
!!BG:A?v4 N?v5;
!!BMv5:T?v6;
!!FU&v6<>137:E;
!!FU&v4<>7:E;
!!VRz1:S^PIRTSHOT.wav^;
!!SN:Pz1;
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted April 11, 2016 05:20 PM |
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You have to remove this one:
!?BG0;
!!BG:A?v4 N?v5;
!!BMv5:T?v6;
!!FU&v6<>137:E;
!!FU&v4<>7:E;
!!VRz1:S^PIRTSHOT.wav^;
!!SN:Pz1;
as the last script by Hawaiing is working around it. Can you upload somewhere your 5 wavs? I will try myself before further polluting this thread with mistakes.
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fred79
Disgraceful
Undefeatable Hero
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posted April 11, 2016 06:02 PM |
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Salamandre said: You have to remove this one:
!?BG0;
!!BG:A?v4 N?v5;
!!BMv5:T?v6;
!!FU&v6<>137:E;
!!FU&v4<>7:E;
!!VRz1:S^PIRTSHOT.wav^;
!!SN:Pz1;
as the last script by Hawaiing is working around it. Can you upload somewhere your 5 wavs? I will try myself before further polluting this thread with mistakes.
if i remove this part of the script, i'll need the sound added back(because this sound works atm).
here are the wavs needed for creature 137 (including the shot sound, in case you need it)
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fanofheroes
Famous Hero
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posted April 11, 2016 07:40 PM |
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Salamandre said: They don't work anymore, or they simply have messed description? Because I see the battle scripts are correct, but the z vars used to name them are already claimed.
Open erm help, go to claimed section then look at STRINGS:
Strings (z1-z1000):
(z1-z10), z11-z21, (z22-z44), z45-z46, (z47-z61), z62-z77, (z78-z90), z91-z140, (z141-z142), z143-z176, z190-z199, z201-z239, z241, (z242-z248), z250-z269, (z270-z279), z280-z299, (z300-z303), (z310-z319), (z326-z331), z332-z354, (z360-z366), z368-z383, (z390-z393), z400, z402-z406, z410-z439, z444, z448-z461, z469, (z470-z472), (z480-z492), z493-z495, z500-z698, z700-z708, z710-z729, z732-z745, z747-z752, z760-z768, z770-z786, z790-z791, z793-z798, z804-z841, z842-z845, z849-z850, *z850-z859*, z860-z876, z890, z904-z907, z910-z937, z960-z989, z1000
I highlighted the part concerned, your script uses the z100-z110 vars (or close) so they will change during game because other scripts claim them.
Use for example z938 up to z 959, they are free.
Ah thank you! makes better sense to me. I was confused when I was selecting which zVariables to use. I always had thought that the listed strings on that page were safe to use. I'll get right on it :):)
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted April 11, 2016 10:49 PM |
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ok fred, this works for ID = 137:
ZVSE
!?BF;
!!DO564546/0/41/1:P;
!?FU564546;
!!BMx16:N?y1 T?y2;
!!if&y2=137;
!!VRz2:S^pirtattk.wav^;
!!VRz3:S^pirtdfnd.wav^;
!!VRz4:S^pirtkill.wav^;
!!VRz5:S^pirtmove.wav^;
!!VRz6:S^pirtwnce.wav^;
!!VRz7:S^pirtshot.wav^;
!!FU9999911:Py1/2/1;
!!FU9999911:Py1/3/5;
!!FU9999911:Py1/4/4;
!!FU9999911:Py1/5/0;
!!FU9999911:Py1/6/2;
!!FU9999911:Py1/7/3;
!!en:;
!?FU9999911;
**change stack sounds, byHawaiing
**x1=STACK_ID 0-41,x2=z-var indexer (wav name)
**x3=sounds for 0 move/1 attack/2 wound/3 shoot/4 death/5 defend
!!FU|x1<0/x1>41:E;
!!FU|x2<1/x2>1000:E;
!!FU|x3<0/x3>5:E;
!!VRy1:Sx2 *512 +9597416;
!!VRx3:-10;
!!BMx1:Gx3/?y11/d;
!!SN:E5622064/2/y1;
!!BMx1:Gx3/v1/d;
!!if&y11>0:;
!!UN:Cy11/4/?y13;
!!VRy13:+4;
!!UN:Cy13/4/?y14;
!!SN:Ey14/2/y11;
!!en:;
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fred79
Disgraceful
Undefeatable Hero
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posted April 11, 2016 11:07 PM |
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Edited by fred79 at 23:11, 11 Apr 2016.
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not working(i'm sure it's on my end). i tried adding it to the end of hawaiing's existing script, and that didn't work(because you changed part of that script, i know), and i tried using it to replace hawaiing's script entirely, and i didn't have any sounds changed(except the shot sound was a mix between the arrow shot and the pistol shot).
how am i supposed to pair that script with what i've already got that works? can i just remove the shot.wav line you used?
edit: i'm gonna keep tinkering, and see if i can't iron out what's wrong. i'll check back later. and thanks, sal.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted April 11, 2016 11:12 PM |
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fred79
Disgraceful
Undefeatable Hero
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posted April 11, 2016 11:23 PM |
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Edited by fred79 at 23:24, 11 Apr 2016.
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Salamandre said: nah, remove ALL other scripts about battle. This is doing all.
even changing the shot def?
well, i'll try that next, as just removing the shot lines in your script and pairing it with hawaiing's didn't work:
!?FU6000;
!!VRx3&x1=1/x2<2:S12;
!!VRx3&x1=1/x2>197:S12;
!!FU|x2<2/x2>197:E;
!!VRx2:+7994814;
!!UN&x1=0:Cx2/1/x3;
!!UN&x1=1:Cx2/1/?x3;
**PIRT
!#MA:X137/?i;
!#VRi:|4;
!#MA:X137/i;
!#MA:N137/16;
!#FU6000:P0/137/12;
!?FU6000;
!!VRx3&x1=1/x2<2:S16;
!!VRx3&x1=1/x2>197:S16;
!!FU|x2<2/x2>197:E;
!!VRx2:+7961526;
!!UN&x1=0:Cx2/1/x3;
!!UN&x1=1:Cx2/1/?x3;
!#MA:X137/?i;
!#VRi:|4;
!#MA:X137/i;
!#MA:N137/16;
!#FU6000:P0/137/12;
!?BG0;
!!BG:A?v4 N?v5;
!!BMv5:T?v6;
!!FU&v6<>137:E;
!!FU&v4<>7:E;
!!VRz1:S^PIRTSHOT.wav^;
!!SN:Pz1;
!?BF;
!!DO564546/0/41/1:P;
!?FU564546;
!!BMx16:N?y1 T?y2;
!!if&y2=137;
!!VRz2:S^pirtattk.wav^;
!!VRz3:S^pirtdfnd.wav^;
!!VRz4:S^pirtkill.wav^;
!!VRz5:S^pirtmove.wav^;
!!VRz6:S^pirtwnce.wav^;
!!FU9999911:Py1/2/1;
!!FU9999911:Py1/3/5;
!!FU9999911:Py1/4/4;
!!FU9999911:Py1/5/0;
!!FU9999911:Py1/6/2;
!!en:;
!?FU9999911;
!!FU|x1<0/x1>41:E;
!!FU|x2<1/x2>1000:E;
!!FU|x3<0/x3>5:E;
!!VRy1:Sx2 *512 +9597416;
!!VRx3:-10;
!!BMx1:Gx3/?y11/d;
!!SN:E5622064/2/y1;
!!BMx1:Gx3/v1/d;
!!if&y11>0:;
!!UN:Cy11/4/?y13;
!!VRy13:+4;
!!UN:Cy13/4/?y14;
!!SN:Ey14/2/y11;
!!en:;
goddamn smilies.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted April 11, 2016 11:25 PM |
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!?FU6000;
!!VRx3&x1=1/x2<2:S12;
!!VRx3&x1=1/x2>197:S12;
!!FU|x2<2/x2>197:E;
!!VRx2:+7994814;
!!UN&x1=0:Cx2/1/x3;
!!UN&x1=1:Cx2/1/?x3;
!#MA:N137/16;
!#FU6000:P0/137/12;
!?BF;
!!DO564546/0/41/1:P;
!?FU564546;
!!BMx16:N?y1 T?y2;
!!if&y2=137;
!!VRz2:S^pirtattk.wav^;
!!VRz3:S^pirtdfnd.wav^;
!!VRz4:S^pirtkill.wav^;
!!VRz5:S^pirtmove.wav^;
!!VRz6:S^pirtwnce.wav^;
!!VRz7:S^pirtshot.wav^;
!!FU9999911:Py1/2/1;
!!FU9999911:Py1/3/5;
!!FU9999911:Py1/4/4;
!!FU9999911:Py1/5/0;
!!FU9999911:Py1/6/2;
!!FU9999911:Py1/7/3;
!!en:;
!?FU9999911;
!!FU|x1<0/x1>41:E;
!!FU|x2<1/x2>1000:E;
!!FU|x3<0/x3>5:E;
!!VRy1:Sx2 *512 +9597416;
!!VRx3:-10;
!!BMx1:Gx3/?y11/d;
!!SN:E5622064/2/y1;
!!BMx1:Gx3/v1/d;
!!if&y11>0:;
!!UN:Cy11/4/?y13;
!!VRy13:+4;
!!UN:Cy13/4/?y14;
!!SN:Ey14/2/y11;
!!en:;
This is ALL you need for sharpshooter
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fred79
Disgraceful
Undefeatable Hero
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posted April 11, 2016 11:29 PM |
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Salamandre said: I don't understand why you want to keep other things than the script which I gave you.
well, i just tried your script, and it's not working for me. maybe it's an era version incompatibility... you're using the newest one i think, and i'm using 1.8.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted April 11, 2016 11:29 PM |
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fred79
Disgraceful
Undefeatable Hero
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posted April 11, 2016 11:33 PM |
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Edited by fred79 at 23:36, 11 Apr 2016.
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Salamandre said: This is ALL you need for sharpshooter
just tested that script. sounds weren't changed, and the shot sound was the arrow again. i really think it's an era version incompatability, sal. if it's working on yours and not on mine, i don't see any other explanation.
Salamandre said: Edited, read again and try that please.
ok, i'll give it another go.
edit: and, still a no-go. same result as above.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted April 11, 2016 11:36 PM |
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I don't think it depends on version. Just don't add anything to it, create mod, snd lod into mod/data, s folder in Data, add script, test. It works here, all sharp sounds are changed.
Install this mod
Download then install and activate. Remove all your mods except wog then try sharp. Should work.
____________
Era II mods and utilities
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fred79
Disgraceful
Undefeatable Hero
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posted April 11, 2016 11:38 PM |
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Edited by fred79 at 23:38, 11 Apr 2016.
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Salamandre said: I don't think it depends on version. Just don't add anything to it, create mod, snd lod into mod/data, s folder in Data, add script, test. It works here, all sharp sounds are changed.
then there's an incompatability somewhere with the rest of the script:
ZVSE
!?PI;
!!MA:X136/d-4; removes shoot ability from enchanters
!!MA:X137/d4096; no melee penalty for sharpshooters
!!MA:X151/d-2; removes fly from diamond dragons
!!MA:X151/d-8; removes breath attack from diamond dragons
!!MA:X156/d-2; removes fly from ghost behemoths
!!MA:X92/d-1; removes 2-hex from rocs
!!MA:X93/d-1; removes 2-hex from thunderbirds
!!MA:X172/d-8; removes breath attack from nightmare
!!MA:X173/d1024; mind spell immunity from santa gremlins
!!MA:X87/d-32768; removes double attack from wolf raider
!!MA:X66/d-1; removes 2-hex from black knights
!!MA:X195/d-1; removes 2-hex from hell steeds
!!MA:X195/d-8; removes breath attack from hell steeds
!!MA:X168/d-128; removes king 1 from gornyches
!!MA:X168/d-524288; removes attack-all from gornyches
!!MA:X168/d-8; removes breath attack from gornyches
!!MA:X192/d2; sylvan centaurs can fly
!!MA:X192/d-4; removes shoot ability from sylvan centaurs
!!MA:X192/d-32768; removes double attack from sylvan centaurs
!!MA:X193/d-4; removes shoot ability from sorceresses
!!MA:X193/d-2; removes fly from sorceresses
!!MA:X193/d65536; no retal against sorceresses
!!MA:X66/d1024; mind spell immunity for black knights
!!MA:X67/d1024; mind spell immunity for dread knights
!!MA:X84/d1024; mind spell immunity for cyber dead
!!MA:X85/d1024; mind spell immunity for cyber zombies
!!MA:X86/d1024; mind spell immunity for mutant trees
!!MA:X87/d1024; mind spell immunity for radiated trees
!!MA:X97/d1024; mind spell immunity for juggernauts
!!MA:X156/d1024; mind spell immunity for dreadnaughts
!!MA:X141/d1024; mind spell immunity for deep ones
!!MA:X144/d1024; mind spell immunity for abyssal deep ones
!!MA:X139/d1; tunnel slugs are 2-hex
!!MA:X139/d1024; mind spell immunity for tunnel slugs
!!DO3561124/6/13/1:P139; removes tunnel slug stack exp abilities
!!DO3561124/6/13/1:P66; removes black knight stack exp abilities
!!DO3561124/6/13/1:P67; removes dread knight stack exp abilities
!!DO3561124/6/13/1:P136; removes enchanter stack exp abilities
!!DO3561124/6/13/1:P137; removes sharpshooter stack exp abilities
!!DO3561124/6/13/1:P84; removes goblin stack exp abilities
!!DO3561124/6/13/1:P85; removes hobgoblin stack exp abilites
!!DO3561124/6/13/1:P90; removes ogre stack exp abilities
!!DO3561124/6/13/1:P91; removes ogre mage stack exp abilities
!!DO3561124/5/13/1:P92; removes roc stack abilities
!!DO3561124/5/13/1:P93; removes thunderbird stack abilities
!!DO3561124/6/13/1:P96; removes behemoth stack exp abilities
!!DO3561124/6/13/1:P97; removes ancient behemoth stack exp abilities
!!DO3561124/6/13/1:P132; removes azure dragon stack exp abilities
!!DO3561124/6/13/1:P156; removes ghost behemoth stack exp abilities
!!DO3561124/6/13/1:P140; removes boar stack exp abilities
!!DO3561124/6/13/1:P141; removes old mummy stack exp abilities
!!DO3561124/6/13/1:P144; removes troll stack exp abilities
!!DO3561124/6/13/1:P192; removes sylvan centaurs stack exp abilities
!!DO3561124/6/13/1:P193; removes sorceress stack exp abilities
!!EA137:B6/1/102/115/1/1/1/1/1/1/1/1/1/1/1; shoot when adjacent
!!EA66:B6/1/107/42/100/100/100/100/100/100/100/100/100/100/100; curse
!!EA66:B7/1/101/43/100/100/100/100/100/100/100/100/100/100/100; hand of death
!!EA67:B6/1/107/42/100/100/100/100/100/100/100/100/100/100/100; curse
!!EA67:B7/1/101/43/100/100/100/100/100/100/100/100/100/100/100; hand of death
!!EA139:B6/1/119/66/1/1/1/1/1/1/1/1/1/1/1; blind immunity
!!EA94:B8/0/75/15/0/0/0/0/0/0/0/0/0/0/0; remove earthquake
!!EA95:B8/0/75/15/0/0/0/0/0/0/0/0/0/0/0; remove earthquake
!!EA86:B6/1/119/66/1/1/1/1/1/1/1/1/1/1/1; blind immunity
!!EA87:B6/1/119/66/1/1/1/1/1/1/1/1/1/1/1; blind immunity
!!EA87:B7/1/99/73/1/1/1/1/1/1/1/1/1/1/1; casts disease
!!EA97:B6/1/119/58/1/1/1/1/1/1/1/1/1/1/1; all spells immune
!!EA156:B6/1/119/58/1/1/1/1/1/1/1/1/1/1/1; all spells immune
!!EA132:B6/1/98/1/1/1/1/1/1/1/1/1/1/1/1; reduce target defense
!!EA132:B8/1/75/16/100/100/100/100/100/100/100/100/100/100/100; ice bolt
!!EA132:B9/1/119/67/1/1/1/1/1/1/1/1/1/1/1; cold spells immune
!!EA132:B10/1/104/131/2/2/2/2/2/2/2/2/2/2/2; frost dragons hate phoenixes
!!EA131:B12/1/104/132/2/2/2/2/2/2/2/2/2/2/2; phoenixes hate frost dragons
!!EA193:B6/1/102/102/1/1/1/1/1/1/1/1/1/1/1; fearless
!!EA193:B7/1/70/43/1/1/1/1/1/1/1/1/1/1/1; causes fear
!!DO3561124/6/13/1:P168; removes gornych stack exp abilities
!!DO3561124/6/13/1:P173; removes santa gremlin stack exp abilities
!!EA173:B6/1/102/70/1/1/1/1/1/1/1/1/1/1/1; fly
!!EA173:B7/1/107/50/100/100/100/100/100/100/100/100/100/100/100/; casts basic sorrow after attack
!!EA173:B8/1/102/82/1/1/1/1/1/1/1/1/1/1/1; no retaliation
!!DO3561124/6/13/1:P172; removes nightmare stack exp abilities
!!EA172:B6/1/75/71/100/100/100/100/100/100/100/100/100/100/100/; casts poison after attack
!!EA172:B7/1/75/74/100/100/100/100/100/100/100/100/100/100/100/; casts paralyze after attack
!!EA142:B6/1/75/71/100/100/100/100/100/100/100/100/100/100/100/; casts poison after attack
!!EA142:B7/1/75/74/100/100/100/100/100/100/100/100/100/100/100/; casts paralyze after attack
!!DO3561124/6/13/1:P195; removes hell steed stack exp abilities
!!EA195:B6/1/115/49/3/3/3/3/3/3/3/3/3/3/3; mirth enchanted
!!EA168:B11/1/104/192/30/30/30/30/30/30/30/30/30/30/30; rocs hate ayssids
!!EA192:B11/1/104/168/10/10/10/10/10/10/10/10/10/10/10; ayssids hate rocs
!!EA141:B6/1/104/140/55/55/55/55/55/55/55/55/55/55/55; deep ones hate sea monsters
!!EA144:B6/1/104/140/50/50/50/50/50/50/50/50/50/50/50; abyssal deep ones hate sea monsters
!!EA173:B9/1/104/140/40/40/40/40/40/40/40/40/40/40/40; cthulhi hate sea monsters
!!EA140:B6/1/104/141/2/2/2/2/2/2/2/2/2/2/2; sea monsters hate deep ones
!!EA140:B7/1/104/144/2/2/2/2/2/2/2/2/2/2/2; sea monsters hate abyssal deep ones
!!EA140:B8/1/104/173/2/2/2/2/2/2/2/2/2/2/2; sea monsters hate cthulhi
!!UN:C7727293/4/9999; removes hell steed fire shield
!!UN:C7735078/4/9999; removes hell steed fire shield
!!UN:C7719484/4/9999; removes hell steed fire wall
!!UN:C7721205/4/222; removes santa gremlin guards
!!UN:C7994557/1/5; removes nightmare death stare
!!UN:C7727580/4/9999; remove mirth from sylvan centaurs
!!UN:C7735444/4/9999; remove mirth from sylvan centaurs
!?GM0;
!!UN:C7727293/4/9999; removes hell steed fire shield
!!UN:C7735078/4/9999; removes hell steed fire shield
!!UN:C7719484/4/9999; removes hell steed fire wall
!!UN:C7721205/4/222; removes santa gremlin guards
!!UN:C7994557/1/5; removes nightmare death stare
!!UN:C7727580/4/9999; remove mirth from sylvan centaurs
!!UN:C7735444/4/9999; remove mirth from sylvan centaurs
!?FU3561124;
!!EAx1:Bx16//////////////;
!?FU77007;
!!SN:X?y1/?y2;
!!BMy1:T?y4;
!!SN&y4=144:X?y1/?y2/1; disable 144 regenerate
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted April 11, 2016 11:40 PM |
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it has nothing to do with your script, I gave mod to download in previous, install please and test. Then if it works, we add your script below.
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Era II mods and utilities
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fred79
Disgraceful
Undefeatable Hero
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posted April 11, 2016 11:44 PM |
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Edited by fred79 at 23:48, 11 Apr 2016.
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Salamandre said: I don't think it depends on version. Just don't add anything to it, create mod, snd lod into mod/data, s folder in Data, add script, test. It works here, all sharp sounds are changed.
Install this mod
Download then install and activate. Remove all your mods except wog then try sharp. Should work.
i can't use that site, for some reason.
edit: sal, i'm getting one hell of a headache. i think we should just stop for today. i appreciate the help, though. and for being patient with me.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted April 11, 2016 11:48 PM |
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