2.0 - IMPORTANT: THIS VERSION IS NOT BACKWARD COMPATIBLE WITH VERSION 1.x! ONLY USE WITH A NEW GAME! - NEW: Area only contains some basic fixed resources: Keeper, Tome of Secrets and merchant stores (can't be spawned in script). - NEW: There are 3 additional merchants available, of which you can customize what they sell with a 2DA file. - NEW: All merchants can also get random supplies, which are randomly choosen from a 2DA file you can edit if you like. - NEW: Talking to the keeper has an option to give your merchants a fresh set of random supplies. - NEW: All merchants "scale" their supplies relative to your current level EACH time you access their store. This can be disabled with an INI option. - NEW: You can change the buy and sell rates of all merchants in the plane using by editing a 2DA. Default: Buy at 75%, sell at 125%. - NEW: There are 3 new merchants: 1 sells all runes, the other 2 have a random inventory (can be refreshed by talking to the keeper) - NEW: The keeper has new dialogue options to: - reload the plane's layout after you change the 2DA - reload the merchants inventory from their 2DAs - refresh the inventory of "random" merchants with new random items - give ALL merchants random content, ignoring their 2DA if they have any - NEW: Each time a game is loaded, the mod checks if the player has a teleport stone. If not, a new one is given. Simply QuickSave and QuickLoad to regain the stone should you loose it in any way. - NEW: New icon for the teleport stone which "blends in" better with the other game icons. - NEW: Area layouts are M2DA files. This means "extensions" and "integrations of other" mods can be supplied as separately downloadable zip files. I hope to encourage the community to integrate other mods this way and supply the packages online for other users. I will be more than happy to host these on the Pocket Plane's project site if wanted. - NEW: New blog http://nikivich.blogspot.com with tutorials on how to customize your pocket plane and other info about the mod. - CHANGE: Tome of secrets can be disabled with an INI option for those who consider this a "cheat". By default it's enabled. - FIX: Uses a PRCSCR M2DA file instead of an engineevents M2DA, which improves compatibility. - FIX: Fixed issue with dwarf origin. After you loose all item in your inventory, Quicksave/Quickload to get a new teleport stone. LIMITATIONS: - You can not add more merchants. This is a limitation of the script engine, not this mod. I will also not add more than the 3 available, since this may cause performance issues on slower machines. I also do not think anyway it is useful to have more than 3 merchants since you can completely customize them to sell anything you want anyway. - Because both merchants and "magical stores" use a merchant store. You can either add 3 magical stores or 3 merchants, not both. Any combination is allowed too of course, just not over 3 total. - You can not place objects on top of e.g. a fallen down cabinet etc in the plane. This is a game limitation, those "props" don't seem to have a collision object specified... 1.4.2 - FIX: Fixed the issue some users had with ending up in a "black area" when teleporting. - GAME PATCH 1.02 IS NOW REQUIRED BY THIS MOD !! 1.4.1 - ONLY CONTAINS "Extension System" FIXES, you don't need this is you don't use extensions... - FIX: Fixed bug in extension system, extensions where reset after game exit (loosing everything in containers etc) - NEW: Added sample merchant to the extension package (version 2) and added explanation on how to create custom merchants (HOWTO.txt in extension package) 1.4 - NEW: Almost doubled the available storage, some new types of containers too... - NEW: A brand new extension system! You can now easily add up to 11 custom Containers/NPCs/Merchants to the pocket plane. 1.3 - FIX: Added "back" options to all branches of the Keeper's conversation - MISC: Removed shadow armor as reward. There are many mods with custom items, I feel this mod should focus on other stuff. - FIX: Finally found a solution to solve the teleport back issues. From now on, each party member's exact location is stored when using the teleport and each character teleports back to his exact location. - NEW: Added enchanter NPC to pocket plane. - CHANGE: Completely rewrote conversations (Toolset suddenly "forgot" all my strings :/ ) - FIX: The module now forces the teleport item to be useable on the Hero. However, I can not verify the fix 100% (used some saved game of other people). So please let me know if some of you still have this issue. - FIX: Added toxin extract to the keeper store - NEW: Added some "basic" recipes for potions, poisons and traps to the keeper store. - NEW: Teleport is now prevented during combat to balance out this mod, since you could use the teleport to "escape" from a hard battle, fix up and jump back into the fray. I added a new INI setting though to override this if you still wish to teleport during combat. Since this is a considered "cheating", the default is to NOT allow it. 1.2 - NEW: Added a pair of daggers (only if you are warrior or rogue) to the shadow armor "keeper reward", and "downgraded" armor a bit (note if you already got the armor, the stats won't change) - NEW: Changed default buy/sell rates for keeper since he was selling much too cheap. Settings can be overridden in "DragonAge.ini" though - FIX: Fixed bug in Tome Of Secrets, specialization where only unlocked if you previously had the achievement in the game. Now related achievements are unlocked too. 1.1 - FIX: Fixed issue with module script (some paths still forwarded to module_core, causing the known issues with that) - MISC: Removed some leftover stuff from testing 1.0 - Initial Release