Moraleai.ids probably just does transformations, like other IDS files. Supposedly the file is used together with the SetMoraleAI action, but if this works at all, it probably just allows you to write SetMoraleAI(WIMP) rather than SetMoraleAI(175) in your script and still have the script compile properly.
Ah, that does explain it. Cheers
(Though I fail to see how typing "SCARED_SHITLESS" is seemingly easier than "200"
)
Ok, like I mentioned in me last post, Commander Brage's 2-Handed Sword +3 was supposed to be cursed ... but not in my game
A changelog gave me:
Mods affecting SW2H03.ITM:
00000: /* from game biffs */ ~ITEM_REV/ITEM_REV.TP2~ 0 0 // Item Revisions by Demivrgvs
00001: /* from game biffs */ ~SETUP-REVISEDBATTLES.TP2~ 0 0 // Improved Battles - "erebusant's Patching Version" v6
00002: ~SCSII/SETUP-SCSII.TP2~ 0 1000 // Detectable spells (required for most other components)
00003: ~ITEM_REV/ITEM_REV.TP2~ 0 14 // Remove Cleric Weapon Restrictions from Multi-classed Clerics
00004: ~ITEM_REV/ITEM_REV.TP2~ 0 18 // Backstabbing Penalties Only
00005: ~CURSED_ITEMS/CURSED_ITEMS.TP2~ 0 0 // Salk's cursed items revisions
00006: ~LEVEL1NPCS/LEVEL1NPCS.TP2~ 0 1 // Tweak weapon proficiencies for some classes (a la Ashes of Embers and aVENGER's Rogue Rebalancing?
And looking at the backups that got formed during the changelog, all versions of SW2H03.ITM until
00005: ~CURSED_ITEMS/CURSED_ITEMS.TP2~ 0 0 // Salk's cursed items revisions have the Cursed flag set. The 00006 one doesn't have the Cursed thing checked
So is the culprit L1NPCs (00006) or Salk's Cursed items (00005)?? ... In other words, I'm asking whether the backups I see were created "before" the numbered mod changed it, or "after" it got changed??
Cheers,
Lol