Greetings
“In the days of Yore”
Does EE differ / How does EE differ / if opening community made modules to alter - import scripts - compile - save?
I am an amateur toolset ‘tinkerer at the edges’ and curious about the tool set and EE. Has someone posted a guide on the differences ?
Specifics:
In the days of Yore - it was possible to grab this Henchmen Kit - scripts - erfs - and follow the very simple word document to build a Henchmen. Very often a ‘simple henchmen’ - ones with little or no conversation / quests / etc.
The tinkerer could create a (i) Mage (ii) Cleric (iii) Fighter (iv) Rogue (say all Neutral) at mod start point - and then recruit and venture forth with the traditional ‘party’ or 3 henchmen - even if there was no conversation / scripts / interaction. You set level up with PC - you set Henchmen number in the mod (?)…
I seem to recall it was really rather simple. It occasionally unbalanced combat a slight bit (making the module easier) but for the sake of having my ‘silent party’ - I could not complain.
There were dozens of PnP conversion modules that were really very good.
Great scope - area design - good triggers - bug free - fun mods - that lacked a Henchmen (or 2 or 3).
Examples:
The Oraweb U series
The various iterations of Against the Giants - various authors.
“The George” for example had compiled all the old “B” mods into one master “Adventure series”. it worked awesome with some henchies.
Open in tool set - import some erfs etc - use the henchmen tool creator - place - compile - save - ‘go to town’.
Any advice - details - things I need to know - now there are all in “My documents” ??