Kingston
Arcane
If nowhere else, you could add it to the museum, as in the model, not as a working NPC. It could be the remnants of something-or-other.
There are tons of skeletons, and some zombies, as well. It's basically just one powerful Lich rasing the undead. A knight wouldn't really fit in, I suppose.Kogorn said:My votes go for:
1. Haunted Castle
Doesn't suit the setting, yes.Kogorn said:2. Torian Kel's temple (although this might contradict lore since he's supposed to be the "last" of the undead warriors.
Kerghan uses only Phantom Knights as his guards/slaves. It's a part of the lore, I guess, since there's one in his lab in Arcanum, as well.Kogorn said:3. Kerghans Castle
There are mostly fire type monsters in the Bangellian Deeps.Kogorn said:4. The place where you find the evil sword for Stringy Pete (forget what it's called)
Yes.Drog Black Tooth said:
It's working on my side. Try again.OldSkoolKamikaze said:We're sorry, this video is no longer available.
Try the normal quality variant. If that doesn't work as well, then I've no idea.OldSkoolKamikaze said:
It's a short animation. I can make it play a few times in a row, but that won't look as fluid.Lain_13 said:Looks good.
I have some questions:
1. Can you force them to make 5-10 hits?
No.Lain_13 said:2. Can character talk to them when they work?
The script doesn't run when the smith is in dialog or combat. And it checks the location as well, the animation plays only on this specific tile (when the smith is standing next to his anvil).Lain_13 said:3. Did they stop working when character talk to them?
4. Are they work only when standing on this place or can start to do it at any random place?
Drog Black Tooth said: