Original Message:   Hard to say.
I advise against using absolute offsets. The only one I'm sure of is 120088 (x'0001d518'), which is the start of the first character. But the characters are variable length, depending on active spells, items in the pack, and equipped items. So if a spell wears off or you cast a persistent spell like Bless, things move. If you sell an item or pick one up, things move.<p> I understand most of the internals of the character object, but I haven't done much with the NPC object. I can tell you that immediately after the last character's meditation skill level, it looks like this: <ul> <li>numberOfNPCs int (4 bytes) <li>NPCObjects[numberOfNPCs] - if numberOfNPCs is 0, then nothing <ul> <li>characterID int <li>numberOfActiveSpells int <li>ActiveSpell[numberOfActiveSpells] - or nothing <ul> <li>activeSpellData int[7] </ul> <li>NPC character data int[13] </ul> </ul> As I said, you can change the character code, but the effect is not what you'd desire.<p> I've 'taught' a version of MM9Editor to drop ALL NPCs. That works, but you have to set the 'numberOfNPCs' value to zero and be sure to re-write the rest of the file (which includes minor things like your safe deposit items, your accomplishments, your gold on hand, your gold in the bank, and your beacons). It's no problem dropping Tamur Leng after you've already won. I'm testing in a game now to see what the effect is of dropping Forad right at the beginning. So far it's working, but it'll be a little while before I can get to the Jarl's meeting to see what happens then. I suspect the game will blow up, but I don't know this for a fact.

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