Author Topic: caveats in inhibiting valid character checking  (Read 381 times)

Legacy_xorbaxian

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caveats in inhibiting valid character checking
« on: December 09, 2014, 01:30:41 am »


               

i'm developing a mod w/lots of custom races and classes. technically speaking, many of them are actually subraces and subclasses, but i've implemented them as pure races for several reasons, one of which is i want to be able to vary their key stats and i want their effects to be valid right from the start. my approach has turned out to have its own limitations, so i'm looking at the possibility of implementing subraces after all.


 


i know there are several systems based on modifying characters w/letoscript, but i've shied away from using them because doing so would involve inhibiting legal character checking by the game engine and everything would have to be checked manually via scripting. i'm worried about missing some important checks somewhere along the way. for those of you who've used, e.g., letoscript to modify characters directly and who've already written verification scripts for mods w/legal character checking disabled, what do i have to watch out for ?  any gotcha's i should be particularly careful of ?


 


thanks