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 A Saints Tale: The Legend of San Kor 
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Post Re: A Saints Tale: The Legend of San Kor
ya i think crystal might be easiyer... and yes that is what i was refering to with nordic :P

if you can think of a few good sets for either let me know...

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Tue Jun 08, 2010 2:31 pm
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Post Re: A Saints Tale: The Legend of San Kor
On A Saints Tale:
=============
currently, quests 1-11 of the planned fourteen quests are completed. the plot for quest twelve is written along with the dialogue. i am finding myself to be struggling with getting the scripted ai events to work properly. if anyone has any ideas upon a soultion for this please let me know.

for as soon as they are resolved; the final two quests can be written.

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Sun Aug 29, 2010 8:08 pm
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Post Re: A Saints Tale: The Legend of San Kor
i believe this is quest 12 or 13? i dont remember anymore... all i know is that this is the last quest :P ya sorry :( had to drop a quest... but it just wasn't in the cards... so i am now going through and testing this... hopefully the ending of this mod will be spectacular :) fully scripted events and more :) so im going to test this while i ponder dialogue for sutch :P

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Thu Jun 16, 2011 6:42 pm
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Post Re: A Saints Tale: The Legend of San Kor
good news everyone :) all of the stages work for the last quest in Legend of San Kor! the issue now is just a LOT of clean up and polishing.... but the last quest all works :) so hopefully we will have a release before the end of the month :)

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Tue Jun 21, 2011 1:14 am
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Post Re: A Saints Tale: The Legend of San Kor
Excellent!


Tue Jun 21, 2011 9:29 pm
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Post Re: A Saints Tale: The Legend of San Kor
There is a Player Owned House at the end of this mod that is awarded... i was wondering if anyone felt like decorating one... im not to adept in this area... let me know :D

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Thu Jun 23, 2011 8:07 am
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Post Re: A Saints Tale: The Legend of San Kor
When I get back I will try. :)

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Thu Jun 23, 2011 2:18 pm
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Post Re: A Saints Tale: The Legend of San Kor
thank you nak :) i think i need to go and play more 'player house mods' so i can get a feel for what goes into them and how best to decorate them...

it will be a two cell home... the player will have their own 'bed room' and the rest of the house will be shared with a few other npcs...

so if the player decides not to use the house; then it is not a huge waste :P because other npcs will inhabit it...

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Thu Jun 23, 2011 6:46 pm
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Post Re: A Saints Tale: The Legend of San Kor
That sounds good. Personally I like a house that is NOT cluttered with a bunch of junk. Player needs bed and a place to store things safely. Some pictures or statues Maybe a desk, books .

NP"Cs need beds tables chairs food, don't forget food. They can even have their own storage if you want. Drink. Maybe read a book. The limit is what you want it to be. Some houses have a lot stuff some have only a little.

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Thu Jun 23, 2011 7:21 pm
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Post Re: A Saints Tale: The Legend of San Kor
If you can find a script of an automatic ingredient sorter, that would be good, Scythe. People seem to need them any more. Also, lots and lots of storage space. And, if you can think of any scripted original thing to put in the house, that would probably send the download rate into the netherworld. Also, people love a "hidden" room - possibly one that lets the PC push a button and make a bookshelf move or something like that.

Oo. How about a scripted fireplace that lets the player "light" it and put it out? That would give it some special attributes.

Sorry. I'm getting carried away. But, if you want to see a house mod that's waaay tricked out, dl Millstone Farm. (Or, something like that.) That house has a bit too much in it (keeps a player distracted waay too long. I had a tendency to forget what quests I was working on. :P ) But, they do have a script for making wine, which could also be good to have if you can find a script for it. Millstone Farm is available on O.R.E.


Thu Jun 23, 2011 10:16 pm
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