Whoo hoo! First day off since October the 12th. The vacuum cleaner filled with cat hair three times, but at least I had time to do it today.
Started work on merchants for formula. Came across a bit of an issue.
See, the little bag or scroll that appears over a merchant's head is assigned by the game engine. I can access the meshes that it places over their heads and the merchant files themselves, but the assignment is based on a dropdown selection of merchant type in the merchant file...that's the only control you have, the way is shut.
So here was my solution:
Go to the database file that holds the mesh for a merchant's thingie over their head, I chose the general merchant so it ended up being in records/effects/objecteffects/shieldgeneral01.dbr.
Copy it and rename it something else.
Go to the actor variables entry in the original file and delete it. That's right, delete that mesh file entry with extreme prejudice!
Next, I went and found all the general merchants in the npc/merchants directories in vanilla and the xpacks and made a list of all the meshes. Turns out all the greek, egyptian, orient and medea and most of act 5 are the same mesh. Then there was the satyr in the Monster Camp, my favorite merchant: the shade at the tower of judgement and a couple new ones in act 5.
I copied their meshes and opened them in mesheditor and added a CreateEntity entry and attached the database file containing the copied original over-the-head-thingie for my new merchant and saved them. I still have to play with which attach point, but I got a couple working already.
Auto create asset, build and then add the new custom meshes to the original merchant files. Can't tell the difference.
Next I created a custom texture for the over-the-head-thingie (orange )and place it in it's own effect/objecteffect database file.
Copy a NPC mesh, create entity entry in the textdata, save, create asset, build, add to my new general merchant. Bingo-bango, new merchant type.
I am creating a new quest in Knossos. You know the empty pier on the north side of town? I added a boat dialog guy and he will take you to the dreaded Pirate Island. Up on the hill in Knossos by the minotaur statue is a "Shady Merchant". He will give you a quest to eliminate the pirates on pirate isle, and in return he can sell you monster infrequents from act 1.
I may add this to the other acts later, too. It's making all the loot files that's so time consuming.
I started on the map for pirate island, but it takes a long time if you want it good.
Finished the Juggernaut ordnance today.
Added the Winter Wolf mini boss with his own little map area to the first cave outside of the Western Silk Road town.
EDIT: There ya go! (notice new Yak mesh there)