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Or did it create the mpp file in the final building process and you extracted it from the finished mod?
Took me a few tries for this particular mod though, GUTS was acting up and freezing, not sure if because of this mod or not, but it hasn't happened before or since.
Maybe my initial merge file was wrong, I tried a second one after I had freezes with the frst one a few times. The second got compiled the first time, took forever to compile the mod though.
The long compile time comes from using randomized dungeons. I tried creating them without copying all of the random layouts over (by recreating the folders), however that resulted in a CTD at runtime. Could I modularize these rulesets as well in a merge folder, perhaps? e.g Catacombs/merge/royaltomb1 Or is there another technique?
By the way, I like the Ghost Trades, gives the quest something valuable to work for, but how can you reach him later? (see below, town portal)
I found some bugs and changed the Quest Dialogues to make the whole story more comprehendable. I set the Recnam NPC to appear only after the Regent is slain, for dramaturgical reasons, I thought it was nice to have the quest forking off after just before you could practically leave the enclave. There are still some things left, e.g. in Olport, monsters spawn in the water and your char can fall into at some points. Also a townportal back to the enclave is dearly missing. Did you change the respawn in town option to Lamhet? Because if someone would respawn in the Enclave, how would he get back to your quest? The Goblin Quest did not work for me and I found the Popup in the Goblin Cave a bit disturbing. The Goblin Casters in the woods don't do anything, just walking around. In the bandit cave, the number of enemies is a bit high, with too little variety. I thought, that maybe less bandits, but an additional bandit healer could spice things up a bit. I would also place an additional chest or two. I changed the Lamhet Layout for better pathing and more space during the soldier fight, there were too many little corners NPC's could get stuck in / wander off to.
So, let me know, what you think.
I don't suppose you've thought about the workflow at all? Perhaps we split a week and tackle some of the major bugs first, then get to integrating the new ideas. e.g. Monday-Thursday I work on fixing up Oldport, hand over the mod file, then Friday-Sunday you tackle fixing the Woblin quest.