Author Topic: How does Tutu 6 deal with kitting NPCs?  (Read 2380 times)

Offline Andyr

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How does Tutu 6 deal with kitting NPCs?
« on: July 30, 2005, 07:33:28 PM »
I wasn't a big fan of the original method because it meant changing kit entailed a reconversion of Tutu, and so a subsequent reinstallation of mods.

So what I'd like to suggest is could the options be put somewhere else, like as components in Tutufix? With the newish subcomponent stuff it should be codeable in a simplish matter... :)

I do have an alternative suggestion or two. Since Tutufix should in theory be installed first, people changing their mind could still mean sitting around a while waiting for other mods to reinstall. So it could be taken out completely and see if Idobek is interested for NPC Kit Pack, or something.

Or again alternatively, if we do epilogue stuff as a separate mod and not part of Tutufix it could go in with that as more New Content/Not A Fix stuff.
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Offline Idobek

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Re: How does Tutu 6 deal with kitting NPCs?
« Reply #1 on: August 02, 2005, 12:49:35 PM »
There's no reason I couldn't include BioWare kit selection, for BG1 NPCs, in the NPC Kitpack as well if there is demand.
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Offline Andyr

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Re: How does Tutu 6 deal with kitting NPCs?
« Reply #2 on: August 02, 2005, 06:03:40 PM »
Very true.
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Offline Loriel

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Re: How does Tutu 6 deal with kitting NPCs?
« Reply #3 on: August 02, 2005, 06:11:22 PM »
I created a shell script a while back that will allow you to change the kits on the NPC's at any time.  It's included in Tutufix for Mac, but I can send it to someone if they want.  It doesn't use WeiDU, though.  It should work on any *nix flavor, though I've only tried in for Mac OS X.

 

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