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 Background overhaul for TFN 1.3

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malak
Feral
Karavolos
Zer0Morph
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Childe of Malkav
Beyond Caine
Beyond Caine
Childe of Malkav


Posts : 5204
Join date : 2009-11-05
Location : Gone for Good

Background overhaul for TFN 1.3 - Page 2 Empty
PostSubject: Re: Background overhaul for TFN 1.3   Background overhaul for TFN 1.3 - Page 2 EmptyFri Dec 05, 2014 2:26 pm

Zer0Morph wrote:
Boo, leave it to Malkav to be the bringer of bad news. silent
Would you prefer it if I let you smash your face at the same brickwall I did?

But I have good news too. It seems that you can use all the things like werewolfattack, tzimisce_claws etc. At least Wesp does for the unidentified magic items, and I use them for generation in my tests.
And you can replace all the different claws, claw_ghoul, zombie_claw, claw_protean... with the normal item_w_claws. Differences in damage can be realized by different stats in the char template files.
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Zer0Morph
Caine
Caine
Zer0Morph


Posts : 4253
Join date : 2009-09-10
Age : 45
Location : United States

Background overhaul for TFN 1.3 - Page 2 Empty
PostSubject: Re: Background overhaul for TFN 1.3   Background overhaul for TFN 1.3 - Page 2 EmptyFri Dec 05, 2014 6:16 pm

Childe of Malkav wrote:

Would you prefer it if I let you smash your face at the same brickwall I did?

No but thank you! LOL

Childe of Malkav wrote:

But I have good news too. It seems that you can use all the things like werewolfattack, tzimisce_claws etc. At least Wesp does for the unidentified magic items, and I use them for generation in my tests.
And you can replace all the different claws, claw_ghoul, zombie_claw, claw_protean... with the normal item_w_claws. Differences in damage can be realized by different stats in the char template files.

Great news!! Thanks for figuring this all out!
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Background overhaul for TFN 1.3
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