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Mod Releases / Re: Nchardahrk - an Elder Scrolls mod|||V1.9.6 Qiilaan us dilon!
« on: April 04, 2014, 08:48:06 pm »
Ran the object testing arena, and got a few errors.
First off, interactions for the Draugr were preceded with CE_CAN_DO_INTERACTION - that's now just CAN_DO_INTERACTION, I believe.
Also, there's no ARMOR tissue layer, which is also causing a Draugr error.
Their entity is also looking for an ITEM_WEAPON_AXE, which should be ITEM_WEAPON_AXE_BATTLE.
Also, DESIGNBUILDING doesn't work as a labor token - as far as I know, the only way to force a building to require architecture is to designate it a Furnace.
The Dwemer entity has a typo - PERMITTED_REACTION:MANUFACTURE_PARTS is missing its I.
In the Akaviri creature, an interaction has the USAGE_HINT:ESCAPE. ESCAPE is not a valid hint. You probably wanted FLEEING.
In the Nord creature, an interaction has a VERB_TARGET entry. That should be TARGET_VERB.
A LOT of interactions also have REACTION_CLASS, which doesn't work in interactions. On review, maybe this is a DFHack thing?
First off, interactions for the Draugr were preceded with CE_CAN_DO_INTERACTION - that's now just CAN_DO_INTERACTION, I believe.
Also, there's no ARMOR tissue layer, which is also causing a Draugr error.
Their entity is also looking for an ITEM_WEAPON_AXE, which should be ITEM_WEAPON_AXE_BATTLE.
Also, DESIGNBUILDING doesn't work as a labor token - as far as I know, the only way to force a building to require architecture is to designate it a Furnace.
The Dwemer entity has a typo - PERMITTED_REACTION:MANUFACTURE_PARTS is missing its I.
In the Akaviri creature, an interaction has the USAGE_HINT:ESCAPE. ESCAPE is not a valid hint. You probably wanted FLEEING.
In the Nord creature, an interaction has a VERB_TARGET entry. That should be TARGET_VERB.
A LOT of interactions also have REACTION_CLASS, which doesn't work in interactions. On review, maybe this is a DFHack thing?

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