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General question about modding


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15 réponses à ce sujet

#1
IriathZhul

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Speaking broadly here, how shall I go about including things into singleplayer? For example: I have created a new follower, and I want to add it to the party camp. I've figured out how to do so (I think) but I need to add this follower to both the script "camp_functions_h" and the plot "gen00pt_party". Obviously I could just check them out and tweak them accordingly, but something tells me this would not work then for trying to make the mod available to other players.

What's the best way to go about adding things to existing resources/creating modified duplicates and getting the game to use those instead?

#2
mikemike37

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you can create a mod which "extends" an existing mod (particularly, single player). To do this, create a new mod and go into Manage Modules > Properties. Look for "Extends Module..." and select Single Player.

All the resources you export from this mod will override any existing resources in the extended mod. Note that when you have two mods doing the same thing and they both wish to override the same resource, you will get conflicts. For this reason, avoid overriding whenever possible, though it is oftentimes necessary. Additional complications can be avoided by NOT exporting resources you have not modified (avoid using "export with dependant resources").

Modifié par mikemike37, 15 juin 2010 - 04:26 .


#3
nezroy

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Did you read the tutorial on the wiki about adding a party follower? Looking at the process it should be possible to do it without having to touch any core game resources.

Also the PRCSCR system is another mechanism to hook stuff without having to actually change core resources. If you just wanted to add something to the party camp (an NPC or something) you could spawn it via PRCSCR script rather than actually modding the party camp area.

#4
IriathZhul

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Nezroy,



Yeah, I used that tutorial to make the follower, but it doesn't go so in-depth as to show how to add them to the camp (as in, they stand around and you can talk to them and stuff). If I go to camp with the custom follower, he follows me around like normal. And there aren't any PRCSCR templates for modifying existing scripts, which is basically what I'm trying to do here. "camp_functions_h" has a series of commands that negotiate the followers' being added to camp, and it shouldn't be hard to follow the system in order to add my own follower, but I'm not sure how to modify that script and make it exportable without either conflicting with the existing script or checking it out and modifying the original resource.

#5
ladydesire

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IriathZhul, I'm in the process of putting a system in place that will deal with the very dilemma that you've encountered here. Send me a PM and we can work together on it.

#6
Pahldus

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mikemike37 wrote...

you can create a mod which "extends" an existing mod (particularly, single player). To do this, create a new mod and go into Manage Modules > Properties. Look for "Extends Module..." and select Single Player.

All the resources you export from this mod will override any existing resources in the extended mod. Note that when you have two mods doing the same thing and they both wish to override the same resource, you will get conflicts. For this reason, avoid overriding whenever possible, though it is oftentimes necessary. Additional complications can be avoided by NOT exporting resources you have not modified (avoid using "export with dependant resources").


mikemike37 or anyone else that can answer,

If I make a new module like you mention here, and make a number of tweaks to the single player module. I know I can export this to my game and it will override things, at least if I understand correctly. But like a standalone module could I make it so I could send the module file to a friend of mine to use the same override.

Neither of us has used any mods to this point, and we are only interested in making some small tweaks to the game. If I could to do this, it would seem much easier than doing all the scripting and creating a complete standalone module. I have made one of these following a guide, but scripting would be really difficult for some the changes I would like to make, and it would seem easier to place new items in the game this way. I understand that if in the future we wished to use any other mods we could have issues. But right now if I can do this, this will be all we are looking for.

#7
CID-78

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you shouldn't modify the SIngleplayer at all. it's a bad idea and you can do any changes as easily in a addin module. So there isn't any reason to do it. it's up to you if you want to ignore compability and just go in and change anything without care about future problems.

#8
Pahldus

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Well, CID, here is my dilemma, I used weriKK's tutorial and was able to create weapons that show up in the PC's inventory, but I am interested in finding either a step by step tutorial like that, which would allow me to place my weapons in game at different locations, hopefully without massive scripting or a more simple way to do it than scripting.

Simply put, the more scripting necessary the more likely I am to make an egregious error. I have no experience with C programming language and if it weren't for weriKK's tutorial laying the script out word for word, I would have screwed that up too. So if you saying that is my only other option then I will go this route. As I said, I don't use any other mods, and I am only interested in doing this for a friend and myself.

Problem is you didn't exactly answer my question, could I do it the way mikemike has proposed and still be able to package up the module, like I can weriKK's, and get my friend a copy of it.

Modifié par Pahldus, 19 juin 2010 - 08:21 .


#9
-Semper-

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yes, you can load a single player area and edit it as you you wish. you have to create a module which extends single player, check out the needed resource and let your creation flow.

to pack it within a dlc which could be activated after exporting your area you have to copy your exported .are from "my documents/bioware/dragon age/modules/single player/override/toolsetexport" to "my documents/bioware/dragon age/addins/your module/module/override/toolsetexport" and delete it from the single player location's toolsetexport folder. this works with all single player resources ;)

now you can create a builder to player package and share it with your friends. on top this with this method your custom stuff will be activateable. so if you're sick of it just deactivate your dlc.

beware: the most single player resources cannot be back upped due to changing string id's. for english users that aint important because their files are already created within the toolset in english. foreign talktalbes wont work anymore. to get the original files back you could delete the changes you made (like placing items or custom npc and so on) or you just reset the database. all your modules will be erased also - to save them you have to create a builder to builder package.

Modifié par -Semper-, 19 juin 2010 - 09:52 .


#10
Karma

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I have the same exact question as the original poster - how to add my new companion to camp properly. Anyone care to share the solution? Besides the wiki article and a few stray posts on these forums, there really isn't much info floating around on the web regarding followers.

#11
-Semper-

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you have to adjust the core scripts (entering script of the party camp area and some constant scripts like party_h) to get this to work or you could write your own script which works exactly the same way. you could make it as an prcscr which fires in any* area your are entering. the script should check the area tag. if the tag is similar to the party area then it have to exclude your follower from the party and place him at a waypoint you created.

or just fire it at the area camp - damn, it was late :D

Modifié par -Semper-, 22 juin 2010 - 04:52 .


#12
Karma

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I tried a simplistic prcscr based on the wiki entry, but it kept respawning my companion.



Can you be more specific? Which scripts do I edit and which lines need to be edited?



Sorry. I'm a scripting noob. I can figure out how to edit files based on what's there, but I can't create new ones (yet).

#13
-Semper-

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you should look into the cam000ar_all_camps.nss, especially the command Camp_PlaceFollowersInCamp() should track your attention. it is defined within the camp_functions_h.nss. also global_objects_h.nss is interesting.

after reading and understanding these scripts you should have a start to begin with ;)

Modifié par -Semper-, 22 juin 2010 - 03:33 .


#14
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I think I've got the scripts set up, but I've messed up the party camp area somehow. I duplicated the main party camp area, put in a waypoint for my follower, exported everything, renamed the party camp area so that it overrides the original one, but it won't load the module. Any ideas?

#15
-Semper-

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you don't have to dublicate stuff. the database has nothing to do with your installed game. instead you should note your changes and just delete them manually. if you dublicate stuff sometimes critical things like IDs will be changed. delete the dublicated resources and all of the exports you made (clean all your overwrite folders) and edit the back up file you made (never use tags twice!). if you are not very familiar with the toolset then better use prcscr ;)

#16
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I know duplication/overriding is unnecessary in most cases. I try to be careful. I add a prefix to all duplicates. I don't duplicate tags (though I could have missed one). I frequently clear out all export folders. I minimize overriding original files. However, I tend to use the duplicate/override method as a test and then create new files based off the duplicates later if the test worked. However, I can't get the areas to work properly. The char_stage area doesn't work (without overriding) and the party camp doesn't work at all (even with overriding). I'll check the tags, but it seems like a bigger problem than that.



Basically my mod allows you to hire Cullen after the Broken Circle quest completes. (I had to use the .utc and .dlg for Cullen that already existed otherwise I'd have two of them hanging about which is just inelegant.) I'm more familiar with the toolset and the basic concepts of scripting than I am with PRCSCR. PRCSCR was actually the first thing I tried (based off Beyond Ferelden's merchant tutorial). It worked, but it didn't have the desired effects. It spawned Cullen before I even hired him. I assume I could add some sort of plot marker to the PRCSCR script to only spawn him once he's been hired, but as I said, my scripting knowledge is limited to copying and editing. Studying how others prepare their scripts is how I learned HTML, CSS, the antiquated Javascript, and the ancient BASIC. I know the toolset's scripting language is similar to C++, which is similar to Javascript, but not similar enough for me to know what I'm doing without a little guidance. Sorry for the trouble.