well craig and the others that help in the forums
Available for real now: Camp storage addin
Débuté par
Craig Graff
, nov. 09 2009 12:04
#76
Posté 10 novembre 2009 - 01:28
#77
Posté 10 novembre 2009 - 01:40
Thanks to the OP for helping the community out but I'm not sure if its worth the storage for the off chance that the game starts messing up. I think I'll wait a bit longer until Bioware starts properly patching things, patches that don't make things even worse that is. Having too much fun to mess it up right now. :-)
#78
Posté 10 novembre 2009 - 02:01
Sweet. Thanks Craig!
#79
Posté 10 novembre 2009 - 02:07
Thank you very much!
#80
Posté 10 novembre 2009 - 08:08
anyone figured out how to use this same addon to make a few more chests in the camp, or add more space to the 1 chest? not a big issue, but it would be nice...
#81
Posté 10 novembre 2009 - 09:04
Thank you so much for this! <3
#82
Posté 10 novembre 2009 - 11:11
Ok, i have this pretty much nailed now, one last step i need to get clear in my mind. When and how do you run the spawn script?
#83
Posté 11 novembre 2009 - 12:54
Wannabeuk wrote...
Ok, i have this pretty much nailed now, one last step i need to get clear in my mind. When and how do you run the spawn script?
The script is run on area list load, either from a save or when traveling to an area within the area list.
To indicate which scripts to run in which areas, create and export a PRCSCR_(module_name).xls file. An example of this can be found in with the installed module under
Documents\\BioWare\\Dragon Age\\AddIns\\tal_storage_chest\\assets\\2da
or by opening the .dazip file (just rename to .zip).
If you don't know the area list name or if the area is not part of an area list (most aren't), then use the area tag (same as the area resref).
If you want to run a script in every area of the game, put "any" (without the quotes) under the arealist column.
Modifié par Craig Graff, 11 novembre 2009 - 01:08 .
#84
Posté 11 novembre 2009 - 01:10
Thanks
i actually remember seeing that info before, but i couldnt find it. i think i can now get my addin ready for testing
#85
Posté 11 novembre 2009 - 03:26
Ok, it seems this isnt anywhere near as easy as i thought, i cant stop the toolset exporting hundreds of uneeded files, i cant work out how to get the same filetypes as you did. and i cant for the life of me work out how to get the script to run (i have created a PRCSCR by copying yours and editing it, as i cant work out how to make one in the toolset)
But still, nothing seems to work. the script wont fire, and all ive managed to do is screw up a few save files due to all the other stuff the toolset insists on exporting.
I dont suppose there is a chance of you doing a step by step instuction on just how you managed to do this Craig Graff?
But still, nothing seems to work. the script wont fire, and all ive managed to do is screw up a few save files due to all the other stuff the toolset insists on exporting.
I dont suppose there is a chance of you doing a step by step instuction on just how you managed to do this Craig Graff?
#86
Posté 11 novembre 2009 - 02:47
Bumping this so people can see it (buried on page 3 atm)
#87
Posté 11 novembre 2009 - 03:17
Very nice!
Thanks alot Craig!
Thanks alot Craig!
#88
Posté 11 novembre 2009 - 04:23
Can't wait to get home and download this mod. Thank you very much, Craig!
#89
Posté 11 novembre 2009 - 04:37
Thank you!
#90
Posté 12 novembre 2009 - 06:08
Omg having tryed to do some mod and not being able to do what I wanted and now seeing this very little addon makes me very happy about it.
#91
Posté 12 novembre 2009 - 03:27
Thank You. I'd like to also see (or might make one) a mod that alters how much extra storage each "Backpack" gives you OR the availability of them increased/price reduced. There is nothing more annoying than having to leave a dungeon because too many items were found, and you don't want to throw away money.
At least with this mod I want have to carry around unusable, yet, set items and all crafting items/ types fo arrows...
Come to think of it, what really should of been done is have all crafting ingredients seperate from main inventory and not be limited. That in itself would of helped tremendously, and through in a gem bag...
At least with this mod I want have to carry around unusable, yet, set items and all crafting items/ types fo arrows...
Come to think of it, what really should of been done is have all crafting ingredients seperate from main inventory and not be limited. That in itself would of helped tremendously, and through in a gem bag...
Modifié par Phalzyr, 12 novembre 2009 - 03:28 .
#92
Posté 12 novembre 2009 - 03:31
A lifesaver.
#93
Posté 12 novembre 2009 - 05:23
Craig, thanks for the simple, well working, addon and for all your guys hard work on this time-destroying-rpg...
#94
Posté 12 novembre 2009 - 11:11
This stuff is worth a BUMP
#95
Posté 12 novembre 2009 - 11:14
Word be better served as an NPC with 0 costs, so at least you can sort things...chest you cannot sort them so it can get cluttered. Still love it, helpful when I need to drop off some stuff when I am reoutfitting my party.
I hear it can break games sometimes though...?
I hear it can break games sometimes though...?
#96
Posté 12 novembre 2009 - 11:18
Great little addition.
Thanks!!!
Thanks!!!
#97
Posté 13 novembre 2009 - 08:32
Aisling the Drow wrote...
Lovely, thanks for this!
Maybe you guys could make us a nude mod too? xD Bioware shouldnt have to deal with morons who think nudity is worse than violence and gore. >.>
http://www.nudecreat...der=asc&start=0
http://www.gamevixen...forum.php?f=156
#98
Posté 14 novembre 2009 - 01:28
deserves a bump
#99
Posté 14 novembre 2009 - 01:48
Nevermind if you read this before I deleted it.
Modifié par Wintermist, 14 novembre 2009 - 01:52 .
#100
Posté 14 novembre 2009 - 01:54
EDIT.
Modifié par DecalGuy, 14 novembre 2009 - 02:09 .





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