this is my first venture in scripting.
Hopefully this thread might help others too.
Here is my problem: i either missed out / or gamed bugged, and I don't have enought drake scales to finish the second part of Wade's Quest concerning crafting of a specal drake + Dragon Armor.
This thread is not about where or where not to find the scales, as this is too late.
So the idea is to build a script that will add the drakescales item to the main character's inventory.
i was hoping of using this tutorial as a basis:
social.bioware.com/wiki/datoolset/index.php/Tutorial:_idiots_guide_to_adding_custom_items_to_singleplayer
I have tried it doing my separate module ("My_module") and create a specific item "scales.uti" which is based on the original item in the campaign called "gen_im_misc_drakescale" which can be found under :
"items" (little sword icon on the left windows of the tool set) => "_Global" => "Miscellaneous" => "gen_im_misc_drakescale"
Ok, so here comes my first questions:
1) should I create my own separate module to do the trick or open the plain single player module (I read there ARE some risks at playing with the official campaign file)? and then,
2) should I duplicate the item and keep the original name "gen_im_misc_drakescale" or use another name for the .uti file name?
=> the reason I ask this, is we DO want the game to acknowledge the fact that there are dragon scales (gen_im_misc_drakescale) in the main character's inventory, not some duped scales.uti dummy file. so the quest can actually WORK!
I have tried with a separate module (my module) and separate scale.uti file but NOTHING happened when i did the console command "runscript aa_give_item" (as said on the tutorial). I DO know the console works cause i tested it adding money (runsript zz_money #) to main character and it worked.
a pity we cannot see the console result after a command to see what error is given...
Any ideas, tries, suggestions anyone? specially DEVs...
greetings to all
@tomX
Modifié par Tsilfa, 13 avril 2010 - 01:26 .





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