Ever wish you could automatically place Adam Miller's water placeables with precision? Or place some columns in an exact straight line? Ever wish you could make a semi-random forest quickly without cluttering your area with a ton of trees getting in the way? Then check this out....
I've included scripts, an updated v1.32 water placeable HAK, and a demo mod.
*** Note: I give full credit to the original authors for their scripts and HAKs, since this is a derivitive work. Check them out - I don't explain everything mfx can do, so you're missing out if you don't investigate it yourself and walk through Red Golem's Demo mod. :-)
FYI, effective immediately, I am no longer going to be supporting this vault submission [or any of my others]. I'm moving on to other things. Thank you for you comments and votes.
Yup. I'll assume you've already looked at the code for the dynamic maze in the (Temple of Winds?) in the SoU OC - that used dynamic placeable walls for a variation on your idea.
There are a few decent "wall" and "fence" placeables on the vault you can check out. My only caveat would be to advise careful consideration of your maze design. Use a relatively small, open area, and don't clutter it with a lot of other stuff. Georg Z has posted a few times that putting a placeable across "tile boundries" can cause problems with the pathfinding AI for monsters as well, so you'd need to experiement to find an effective design a bit if you want monsters to chase PCs through your random maze.
Anyway, food for thought. Thanks for your feedback!
Yup. I'll assume you've already looked at the code for the dynamic maze in the (Temple of Winds?) in the SoU OC - that used dynamic placeable walls for a variation on your idea.
There are a few decent "wall" and "fence" placeables on the vault you can check out. My only caveat would be to advise careful consideration of your maze design. Use a relatively small, open area, and don't clutter it with a lot of other stuff. Georg Z has posted a few times that putting a placeable across "tile boundries" can cause problems with the pathfinding AI for monsters as well, so you'd need to experiement to find an effective design a bit if you want monsters to chase PCs through your random maze.
Anyway, food for thought. Thanks for your feedback!