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Killable NPC's
Old 19. January 2011, 14:14   #1
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Killable NPC's

Citizens, towncriers, mages,... all non-quest related or important NPC's are no longer immortal.
Are you fed up by those towncriers? Just put a blade in their chest and they'll shut up (until the replacer arrives ofcourse).

What does this mod do:
This mod allows people to
- kill citizens
- loot crafting materials of their corpses (also gold and the magic stuff)
- should give you experience from killing those folks.

This mod should also respawn the citizens.

How to use this mod:
1) Download the WD-file
2) put the wd-file into your wd-folder
3) start the game
4) teleport away from the spot your in and teleport back and the mod is working!
5) Kill those citizens!

For the modders:
The changes done:
Item #CITIZEN_F_10 in column 10 has dif. values: old "4884" new "512"
Item #CITIZEN_F_10 in column 26 has dif. values: old "5" new "30"
Item #CITIZEN_F_10 in column 30 has dif. values: old "65535" new "0" (the paramreader shows the "65535" as "-1"
Item #CITIZEN_F_10 in column 49 has dif. values: old "68" new "528"
additionally:
Item #CHEZNADDAR_TOWNCRIER in column 31 has dif. values: old "100" new "0"
Item #CHEZNADDAR_TOWNCRIER in column 32 has dif. values: old "100" new "0"
Item #CHEZNADDAR_TOWNCRIER in column 33 has dif. values: old "100" new "0"
Item #CHEZNADDAR_TOWNCRIER in column 34 has dif. values: old "100" new "0"
Item #CHEZNADDAR_TOWNCRIER in column 35 has dif. values: old "100" new "0"
Item #CHEZNADDAR_TOWNCRIER in column 36 has dif. values: old "100" new "0"
Item #CHEZNADDAR_TOWNCRIER in column 37 has dif. values: old "100" new "0"
The towncriers were 'immune' to all damage.

There were multiple entries for citizens, but the one I mentioned is the first one, from this one you have to edit all the NPC's till you hit 3 times: 'MAGE' after them you have to stop.
Then you scroll down a bit until you hit the 'TOWNCRIER' NPC's.
Attached Files
File Type: wd Killable Citizens V2.12.WD (119.9 KB, 159 views)

Last edited by Toccatta; 20. January 2011 at 19:11..
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Re: Killable NPC's
Old 19. January 2011, 14:44   #2
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Question Re: Killable NPC's

Quote:
Originally Posted by Ambrose View Post
How to instal:
1) Download the .WD file
Download which WD, dear?
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Re: Killable NPC's
Old 19. January 2011, 15:16   #3
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Re: Killable NPC's

Oh god! Why you had to do it right now!!

Sorry slacker, old habit of always forgetting the attachments (but please, don't 'dear' me, it sounds the wrong way to some people xD)

Here it is:
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File Type: wd NPC's killable.WD (119.6 KB, 34 views)
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Re: Killable NPC's
Old 19. January 2011, 16:02   #4
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Re: Killable NPC's

Given it a try Ambrose, took out the mods I had and just substituted this one, teleported back and forth between Bayan and Hatmandor a couple of times and then tried a killing spree, unfortunately the populace are still immortal, in many cases where their life bar used to disappear apart from that last point keeping them alive they now have slightly more life left (the red line shows as far as the end of the left gold pretty bit of the bar), and on a couple of occasions that would suddenly flash to full again.
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Re: Killable NPC's
Old 19. January 2011, 16:06   #5
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Re: Killable NPC's

Quote:
Originally Posted by swordsman5 View Post
Given it a try Ambrose, took out the mods I had and just substituted this one, teleported back and forth between Bayan and Hatmandor a couple of times and then tried a killing spree, unfortunately the populace are still immortal, in many cases where their life bar used to disappear apart from that last point keeping them alive they now have slightly more life left (the red line shows as far as the end of the left gold pretty bit of the bar), and on a couple of occasions that would suddenly flash to full again.
I do like that last part. I have the feeling I'm digging on the right spot, now I only have to digg deep enough and on the exact right little tiny spot.
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Re: Killable NPC's
Old 19. January 2011, 16:11   #6
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Re: Killable NPC's

Quote:
Originally Posted by Ambrose View Post
I do like that last part. I have the feeling I'm digging on the right spot, now I only have to digg deep enough and on the exact right little tiny spot.
Good luck with it mate, I've been wanting to kill those pushy bastards for ages, .... would Semtex or a JCB help with the digging????
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Re: Killable NPC's
Old 19. January 2011, 16:29   #7
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Re: Killable NPC's

Quote:
Originally Posted by swordsman5 View Post
Good luck with it mate, I've been wanting to kill those pushy bastards for ages,
Have been longing for the same thing. Insolent bastads they are. Mod doesn't seem to affect NPCs as yet. HOWEVER, killing NPCs is possible with the "Death Strike" skill. Those which leak around corners. Could that give some ideas?
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Re: Killable NPC's
Old 19. January 2011, 16:37   #8
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Re: Killable NPC's

How does that mod differ from this one:
http://twoworldsvault.ign.com/View.p...ds.Detail&id=9
?
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Re: Killable NPC's
Old 19. January 2011, 16:48   #9
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Re: Killable NPC's

Quote:
Originally Posted by propheet View Post
How does that mod differ from this one:
http://twoworldsvault.ign.com/View.p...ds.Detail&id=9
?
Looks like that guy went about it in a completely ad hoc way, that seems to target every NPC in the game including the essential ones. I think what Ambrose is trying to work towards is making general citizens operate more like Guardians ie they can be killed and respawn, and you can still continue properly with the MQ. That means leaving all quest related/named NPC's out of the equation.

The mod by Ghandohar looks to me like it might be a bit of fun for an hour or so but you'll have to delete it and roll back to an earlier save if you want to finish the game.
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Re: Killable NPC's
Old 19. January 2011, 16:57   #10
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Re: Killable NPC's

Yeah it was made for "fun" purposes only... and it was made around the beginning of December. Still might help OP understand the issue more I think.
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Re: Killable NPC's
Old 19. January 2011, 18:51   #11
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Re: Killable NPC's

Quote:
Originally Posted by propheet View Post
How does that mod differ from this one:
http://twoworldsvault.ign.com/View.p...ds.Detail&id=9
?
I love you propheet xD
You always know that little slice more than me xD

Indeed, this guy beat me xD
But as swordsman5 said: I'm trying to leave the quest related encetera unharmed, shopkeepers also,...

I will look at the file, as this might give me a huge Semtex and JCB

If this 'Gandohar' is around here: Very much thanx already!

EDIT1: I've put all the changes into an excell-file, and looking at it gives me this result: 'Ambrose, just look for the citizens, edit their numbers, safe it, and post it'.
I don't feel like it's going to give me to much trouble (thank you gandohar for this mod, thank you helix for your param-reader with fusion ability!)

Last edited by Ambrose; 19. January 2011 at 19:04..
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Re: Killable NPC's
Old 19. January 2011, 18:58   #12
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Re: Killable NPC's

hola alguien me puede pasar las actualizacioones de two worlds para poder actualizar mi juego ?
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Re: Killable NPC's
Old 19. January 2011, 19:06   #13
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Re: Killable NPC's

Quote:
Originally Posted by yonut16 View Post
hola alguien me puede pasar las actualizacioones de two worlds para poder actualizar mi juego ?
Hello, can someone send me the uptodate version of two worlds 2 so I can update my game.

^ that's what he said. (don't be to hard on him mods, I beg you)
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Re: Killable NPC's
Old 19. January 2011, 19:29   #14
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Re: Killable NPC's

I've edited the data Gandohar edited, but only for the, what I think are villagers.
You should be able to kill citizens, so the inhabitans, beggars and towncriers (let them shut their mouths for once and for all! All their promisses about Elkronas make people sick xD)

Let me know how it works, as it's very harsh not being able to test it myself.

Possible issues:
Perhaps there are to many people killable now, let me know what they look like and how they behave if they behave differently from the normal people.
In Gandohar's module there were other stuff like potions and spellcards edited too, I haven't changed these.

For the modders:
The changes done:
Item #CITIZEN_F_10 in column 10 has dif. values: old "4884" new "512"
Item #CITIZEN_F_10 in column 26 has dif. values: old "5" new "30"
Item #CITIZEN_F_10 in column 30 has dif. values: old "65535" new "0" (the paramreader shows the "65535" as "-1"
Item #CITIZEN_F_10 in column 49 has dif. values: old "68" new "528"
additionally:
Item #CHEZNADDAR_TOWNCRIER in column 31 has dif. values: old "100" new "0"
Item #CHEZNADDAR_TOWNCRIER in column 32 has dif. values: old "100" new "0"
Item #CHEZNADDAR_TOWNCRIER in column 33 has dif. values: old "100" new "0"
Item #CHEZNADDAR_TOWNCRIER in column 34 has dif. values: old "100" new "0"
Item #CHEZNADDAR_TOWNCRIER in column 35 has dif. values: old "100" new "0"
Item #CHEZNADDAR_TOWNCRIER in column 36 has dif. values: old "100" new "0"
Item #CHEZNADDAR_TOWNCRIER in column 37 has dif. values: old "100" new "0"

For our gentle mods:
As soon as anybody can confirm it works, would you be so kind to place this post in the first post?
Thanx!
Attached Files
File Type: wd Citizens Killable V1.WD (119.7 KB, 19 views)
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Re: Killable NPC's
Old 19. January 2011, 22:49   #15
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Thumbs up Re: Killable NPC's

Ah... Balm on my heart...Finally!! Revenge!! Rotten but sweeeeeeet!! Thank you

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Re: Killable NPC's
Old 19. January 2011, 22:54   #16
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Re: Killable NPC's

Cool thing, Ambrose! Finally piece of mind on a cool savannah night .
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Re: Killable NPC's
Old 19. January 2011, 23:25   #17
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Re: Killable NPC's

Now for the 64,000 aura question: Did you get any exp from any of those kills (particularly the guardians)?
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Re: Killable NPC's
Old 20. January 2011, 01:15   #18
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Lightbulb Re: Killable NPC's

Quote:
Originally Posted by Toccatta View Post
Now for the 64,000 aura question: Did you get any exp from any of those kills (particularly the guardians)?
Negative. Neither insolent peeps nor guards
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Re: Killable NPC's
Old 20. January 2011, 01:58   #19
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Re: Killable NPC's

And the $64,000 question did they respawn????
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Re: Killable NPC's
Old 20. January 2011, 07:37   #20
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Re: Killable NPC's

Respawn, I have to ask Toccatta how he did it, cause that I've forgotten.

Experience: their level is currently L5, so ofcourse no exp is gained.
But tonight, when I get of work, I'll take care of that.

PS: for the modders:
There are multiple entries, not only the citizen_10 thingy, but also some other below it.
The citizens are the onces from 'CITIZEN_F_10 ' till 'MAGES...' I think 15-20 entries. and a few lines lower the towncriers.
Have fun for now, exp and respawn are on their way.
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