Yandros on 2/1/2008 at 21:45
Ditto, I'm already hosting your fixed seachest. :D
sNeaksieGarrett on 11/7/2013 at 03:43
Any chance this blackjack is hosted somewhere?
Spike14 on 11/7/2013 at 03:44
Quote Posted by sNeaksieGarrett
Any chance this blackjack is hosted somewhere?
This is some serious necromancy right here.
Yandros on 11/7/2013 at 03:51
I just checked and Randy never sent these files to me.
SneakyGuy101 on 11/7/2013 at 15:44
You could use DedX that has 4 different custom blackjacks that come with it (Hammer, Mace, Broomsrick, Bare hands)
Hope that answered your question:cheeky:
sNeaksieGarrett on 11/7/2013 at 16:06
Actually, I was looking for a close-to-original blackjack, which the one from this thread sounded like. Not looking for non-standard blackjacks, but thanks for the suggestion though!
Renault on 11/7/2013 at 16:17
Quote Posted by Spike14
This is some serious necromancy right here.
Speaking of coming back from the dead...
LarryG on 11/7/2013 at 16:47
Truely. It should be more like Spike 24, right?
Spike14 on 19/7/2013 at 08:59
Quote Posted by LarryG
It should be more like Spike 24, right?
That's exactly right.
sNeaksieGarrett on 9/8/2013 at 21:03
First of all, figured it'd be appropriate to post in here rather than begin a new thread since it's about a custom blackjack.
Larry, I was just testing your blackjack in-game through darkloader with my mission and I've run into a snag. For some reason with NewDark, ep.crf in my MODS folder is overwriting your arm model. What's strange is, the new Obj model shows up fine in-game. I confirmed this issue by renaming ep.crf to _ep.crf and when I went back into the game your arm showed up. I thought FM assets were supposed to load above any other files?
Here's my cam_mod.ini:
Code:
; ----------
; FM options
; ----------
; FM selection can also be done with command-line options (which override mod.ini)
; -fm : to start the FM Selector
; -fm=name : to start game with 'name' as active FM
; always start the FM Selector (if one is present)
;fm
; start game with FM (the name is the FM's directory name, located in the FM path)
;fm TheDarkMansion
; to specify a path other than the default "FMs" (the specified path must exist or
; it won't be accepted and the game falls back to the default path)
;fm_path .\FMs
; a single relative path name to override the FM movie directory
; default is "Movies" for Thief and "cutscenes" for Shock
;fm_movie_dir Movies
; define the library name of an alternative FM Selector, the default is "fmsel.dll"
;fm_selector fmsel.dll
; an FM Selector is separate library (DLL) containing a utility, usually a UI based
; application that lists the available FMs and lets the user pick which one to run.
; A selector could range from a simple list box with the FM names or a full blown
; manager with extended info, last played timestamps, sorting/filtering etc.
; ---------
; Mod paths
; ---------
; the max path count is 63 for "uber_mod_path" and "mod_path" combined
; (avoid an excessive amount of paths, it can make file handling slower)
; these are mod paths that override the active FM in the search order
;uber_mod_path mods\UpToDateOSMs+MyGemMod
; these are normal mod paths which are applied after the active FM in the search order
;mod_path MyBowMod+.\TexturePack
mod_path .\MODS\t2water+.\MODS\t2skies+.\MODS\EP\EPBooks+.\MODS\EP