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How to's questions: help required


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#1
Talissa

Talissa
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I am currently doing a standalone full story mod. Most of what I want is going well (custom party members, evil and good storylines, cutscenes, etc). But I would like to add as much of the original feeling and facilities for the player.

Here is a few things I would like to do and have not found enough info on the forum to get me started

- Add the party camp with my custom party members replacing the original ones.
- Didn't find a lot of info on creating appreciation (wrong name I know) for each of my new party members, maybe using new and existing gifts in the game. I have the actual script I would have to override, but any useful info would be appreciated.

Also I want to create a custom specialisation for my story and give it at startup time. I tried my hand at a custom class following the existing tutorials, but all I got is either visually no one appearing in the character box on creation, class not available or game crash... so gave up for now. Also, is there a difference when creating classes and specialisation, something to make the work and be recognized as such?

Thanks for any info in advance...

#2
Qutayba

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For the specializations, you should check the wiki tutorial for "backgrounds." That should help you, or at least give you some ideas.



The party camp can technically be anywhere. The key things you will need to do is set up an area script that places the companions in their correct places, and perhaps make some conditionals in your conversations that specify being in the party camp. You should look at the main campaign's party camp area script to get some ideas about how to set it up.



I haven't done anything with gifts, but I suspect this is done with a combination of item creation and script.

#3
TimelordDC

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I believe the party camp (if you are looking to use the current one) has specific waypoints for the different party members. So, you'll need to spawn your companions on the required waypoints.



I haven't looked into the approval system but coincidentally, I was looking through the var_module xls and noticed a few things that tie into the approval system. There are variables to

- set the range for the different approval brackets (warm, friendly, etc.)

- set the range for the different romance brackets (interested, adore, etc.)

- track the approval rate for the different party members (I suspect these variables get updated via the plot scripts whenever approval is increased/decreased)

- track the number of gifts given to each companion



Approval is handled via plot scripts (check the _Global -> Plot Scripts -> genpt_approval_follower) and the different follower plots (under _Global -> Approval)

I don't know why they decided to make these core resources since stand-alone modules will never use these directly.



To use a similar system in your module, you would need to have your own var_module since you won't be needing most of the stuff that is there currently.

#4
Talissa

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Thanks all for the good info...

Managed to get my backgrounds working :) wow its cool :)

Modifié par Talissa, 29 avril 2010 - 01:52 .


#5
Talissa

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TimelordDC wrote...

I believe the party camp (if you are looking to use the current one) has specific waypoints for the different party members. So, you'll need to spawn your companions on the required waypoints.

I haven't looked into the approval system but coincidentally, I was looking through the var_module xls and noticed a few things that tie into the approval system. There are variables to
- set the range for the different approval brackets (warm, friendly, etc.)
- set the range for the different romance brackets (interested, adore, etc.)
- track the approval rate for the different party members (I suspect these variables get updated via the plot scripts whenever approval is increased/decreased)
- track the number of gifts given to each companion

Approval is handled via plot scripts (check the _Global -> Plot Scripts -> genpt_approval_follower) and the different follower plots (under _Global -> Approval)
I don't know why they decided to make these core resources since stand-alone modules will never use these directly.

To use a similar system in your module, you would need to have your own var_module since you won't be needing most of the stuff that is there currently.


Where do you find the party camp, couldn't find the area in the first place......

#6
TimelordDC

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If your module is extending single player, then the different party camps are available in the Party Camp folder under Areas.

If it is not extending, you can check the brc999d level. You can generate the area layout using that.