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Getting items to spawn on new characters in Awakenings


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#1
TMcGee92127

TMcGee92127
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I have had no issues with my created items showing up in Origins and they import fine in to Awakenings.  My problem is when I create a NEW character in Awakenings, I cannot get the items to spawn.  Also, when I import a character that has the items, the rune slots I put on the chest pcs do not show.  I'm assuming this is because armor runes do not exist in Origins and I'm importing the armor.

So I created a new module for these items in Awakening.  I renamed all of the items and all other files all have unique names so there are no conflicts.  I have tried simply copying my old script (updated with all the new file names) and editing the Manifest in the new module export to point to the Awakenings game, with no success.

I have also tried changing tactics to add the items to the vendor inside the Keep using the script found here:

http://social.biowar...existing_Vendor

My module points to the correct script file "awake_vendor_add.nss"

+++script to follow++++
#include "wrappers_h"
#include "plt_awake_item_plot"

void main()
{
  if ( WR_GetPlotFlag( PLT_AWAKE_ITEM_PLOT, MY_ITEM_CHECK_FLAG ) == TRUE ) return;

  object oStore = GetObjectByTag("store_vgk100cr_merchant");

  if (IsObjectValid(oStore))
  {
    CreateItemOnObject(R"mcg_arcane_amulet.uti", oStore, 4, "", TRUE);
    CreateItemOnObject(R"mcg_arcane_belt.uti", oStore, 4, "", TRUE);
    CreateItemOnObject(R"mcg_arcane_boots.uti", oStore, 4, "", TRUE);
    CreateItemOnObject(R"mcg_arcane_gloves.uti", oStore, 4, "", TRUE);
    CreateItemOnObject(R"mcg_arcane_helm.uti", oStore, 4, "", TRUE);
    CreateItemOnObject(R"mcg_arcane_ring.uti", oStore, 8, "", TRUE);
    CreateItemOnObject(R"mcg_arcane_sword.uti", oStore, 3, "", TRUE);
    CreateItemOnObject(R"mcg_archers_gloves.uti", oStore, 3, "", TRUE);
    CreateItemOnObject(R"mcg_mhrogue_dagger.uti", oStore, 8, "", TRUE);
    CreateItemOnObject(R"mcg_ohrogue_dagger.uti", oStore, 8, "", TRUE);
    CreateItemOnObject(R"mcg_rogue_armor.uti", oStore, 3, "", TRUE);
    CreateItemOnObject(R"mcg_rogue_boots.uti", oStore, 3, "", TRUE);
    CreateItemOnObject(R"mcg_rogue_gloves.uti", oStore, 3, "", TRUE);
    CreateItemOnObject(R"mcg_rogue_helm.uti", oStore, 3, "", TRUE);
    CreateItemOnObject(R"mcg_tank_sword.uti", oStore, 3, "", TRUE);
    CreateItemOnObject(R"warrior_resist_shield.uti", oStore, 3, "", TRUE);

    WR_SetPlotFlag( PLT_AWAKE_ITEM_PLOT, MY_ITEM_CHECK_FLAG, TRUE );
  }
}
+++++end script++++

I then created a PRCSCR .GDA file (using ExcelProcessor) pointing to my module's script whenever I enter the Keep.  The ID should be safe; I did review the known ranges already in use.






ID
AreaListName
Script


int
string
string


1300000
vgk210ar_throne_room
awake_vendor_add


I have the GDA file located in "\\Documents\\BioWare\\Dragon Age\\packages\\core\\override" per the insctructions on the above posted link.  While the module is exporting to "\\Documents\\BioWare\\Dragon Age\\AddIns" from the toolset.

Is there a complete walkthrough somewhere I couldn't find through google or searching all these sites?  Does anyone see anything glaringly wrong with my script or GDA?  I am totally new to this and don't know code at all, I'm just cutting and pasting from tutorials I find.  Worked great in Origins, can't get anything to work in Awakenings.

I am having no crash issues on my old imported characters in Awakenings, nor on my newly created character, just not getting the items.  The imported characters still have all my items from Origins.

Any help is appreciated.  Thank you.

#2
nezroy

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Did you give the prcscr GDA a unique bit to the name, like prcscr_awake.gda? Also it should not go to packages\\core\\override; it should be in your mod directory (addins\\{your mod}\\core\\data or similar). It is basically equivalent to doing an item variation GDA, for instance, if you have any of those in your mod.

#3
TMcGee92127

TMcGee92127
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Thank you. Yes, I did give the GDA a unique name like you mentioned. I'll move the GDA file to my mod file in the addins directory and see if that fixes it. If I can get it to work, I'll release the whole mod to Nexus for others, along with the Origins version.  I did not do anything spectacular with the armor, just used the toolset to create new items, no reskinning was involved.  I have not created any custom items with GDAs yet.

Edited:  I moved the GDA to the folder you suggested and the items are still not spawning on Yuriah.  Is there another folder I should put it in?  Can you give me the exact path to the correct folder?

Thanks again...

Modifié par TMcGee92127, 18 juin 2010 - 08:46 .


#4
nezroy

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Also be sure to use a new plot flag if you are using existing save games. If you are using the same plot flag you've tried before then it may have already been inadvertently set during previous attempts, etc. Or just comment out the plot flag check entirely if you haven't tried that already to make sure the script is running...



The path for mine for ex is {{my documents}}\\BioWare\\Dragon Age\\AddIns\\{{addin}}\\core\\data, but ...\\core\\override ought to work too...