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Note that l09_d does not have this entity in its .lmp part since no NPCs or corpses are present in this level. Manually adding the entire entity (copying it from another map) does work though and allows for using the corpse limit (via spawned NPCs for example) there aswell.
Example (from my l04_b_l_0.lmp)
{
"origin" "-474 -3684 -1041"
"MaxRagdollCount" "10"
"trapsecret" "0"
"combinability" "1"
"classname" "game_ragdoll_manager"
"id" "2024562"
}
For the Ballista-Cutscene FoV-Bug Fix, I recommend comparing my respective l01_a_l_0.lmp file to the Unlimited Edition's same file. I have added 2 UnZoom calls where they are missing.
As for the bow zoom, I suppose the bow always reverts the FoV back to the game's hardcoded default value of 85. This guide shows where to Hex-Edit this value and I suppose changing it will make the bow default back to it aswell: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1903318856 I have not tested this myself however. It is no map logic apparently, so the .lmp files do not cover this.
Can you be specific on what in the lump you modified? Like the actual string values that changed etc.
There is a pickaxe located near the locked chest, just before you drop down to get your inventory bag. It never really made sense to be there, so I was thinking if putting it somewhere else would be better, like inside the secret cave area with the Lightning Shield at the beginning of the map.
As I said, a very simple change, but that could make that map segment a little bit more replayable and logical.
Yeah, this fix is pretty late to the party and I wager the new "Restoration mod" will take over anyway, but the exact causes or solutions had not been public before so this guide provides a baseline for them to incorporate the changes later on.
As far as I could tell the Restoration mod also features a way to dynamically add or remove parts of the .lmp logic in maps, which would be a cure to the only downside these files really have. (Lack of interoperability).