Thanks for the replies, I had somehow missed those other threads which definitely have some useful and more recent information. One thing I was hoping to be able to do was to add dialogue nodes to existing NPCs in order to direct the player(s) towards new stuff, but Rhidian's thread indicates that existing goals and dialogues can't be edited. Breaking plot critical stuff is probably pretty easy if I mess with current NPCs so even if they were more editable it might be best to avoid it.
If I wanted to use another object as a waypoint to a new area rather than the waypoint shrine, would I be able to do that by just adding the waypoint shrine script to that object, and then adding the teleport action in the OnUseAction area? I assume that how it's described in FromHolland's tutorial is a bit different than how normal waypoint shrines work given that those have "send a use event to Osiris" as their OnUseAction, which I assume is because they bring up the menu with the whole waypoint shrine list and there's a selection on where to go... whereas hopefully with the teleport OnUseAction it's just a one way, one location trip. Unless I'm misunderstanding something.
I've also noticed that when creating a new mod and having "Main" chosen as my dependency and data pack, the editor will give an "Error loading mod with ID 'modname'!" message, however if I then try to load that mod, it will be in the list and it will appear to load with no issues. Has anyone else seen this error? Will it cause problems down the line if I ignore it?
Last edited by TurtlesAWD; 28/08/14 09:28 PM.