I'm unable to find the tutorial where you can add Items to you current save game character.
Anyone can post this link? Or better yet explain to me how to do it? IN ENGLISH..
Add Item to Save Game/ Current Character
Débuté par
Karimloo
, nov. 09 2009 10:51
#1
Posté 09 novembre 2009 - 10:51
#2
Posté 09 novembre 2009 - 10:54
I would greatly like to know this as well O.o
#3
Posté 09 novembre 2009 - 11:07
I'm keenly interested in this as well. I'd love to be able to wear a complete set of matching armor and swords for my dalish rogue.
#4
Posté 09 novembre 2009 - 11:13
You can take a look at this, might helps you out: Custom Player Items In Single Player
Modifié par weriKK, 09 novembre 2009 - 11:14 .
#5
Posté 09 novembre 2009 - 11:56
Hmmmm..
Up until the part of the script, everything went well Sir/Miss Werrik.
However, I did try to substitute your values from your Velvet Script to my Gondor Script. (%&$# you I like LOTR)
Here she be,
// ---------- Script Starts Here ----------
// Includes for utility functions and event definitons
#include "utility_h"
#include "wrappers_h"
#include "events_h"
void main()
{
// We need to retrieve the event that called our script
// and only act if it is the one we are waiting for
event ev = GetCurrentEvent();
int nEventType = GetEventType(ev);
// We also need the object representing the player's main character.
object oPC = GetHero();
// We use the GONDOR_GS_GIVEN variable to check whether we already run the
// script in this play session and gave the sword to the player!
// This is an arbitrary variable name chosen by me, you could
// chose something else if you wished so.
int nDoOnce = GetLocalInt(OBJECT_SELF, "GONDOR_GS_GIVEN");
// If we have not run the script yet:
if ( nDoOnce != 1 )
{
// We look for the even that we need
switch(nEventType)
{
// If our modul just loaded - which happenessomewhere during
// the loading of a savegame or resuming an old game -
// we add the sword to the player during the loading screen
case EVENT_TYPE_MODULE_LOAD:
{
// First we make sure that we don't have the item yet
// fro manother gameplay session!
int nHas = CountItemsByTag(oPC, "wep_mel_lsw_gondor");
// If we do not, then we add it to the inventory
if ( nHas == 0 )
UT_AddItemToInventory(R"wep_mel_lsw_gondor.uti");
break;
}
}
// We update our GONDOR_GS_GIVEN variable to signal that the script
// finished properly and does not have to run again during this session.
SetLocalInt(OBJECT_SELF,"GONDOR_GS_GIVEN", 1);
}
// Once we are done with all our stuff, we pass the stuff back to the
// original script, so it can deal with the rest of the core functions.
// FIX: Commented out the HandleEvent line. It seems that this refers to
// this script itself - not the module script of the single player // campaign - causing issues with doubling stuff later on.
// HandleEvent(ev, RESOURCE_SCRIPT_MODULE_CORE);
}
// ---------- Script Ends Here ----------
It truly is an epic fail innit?
Up until the part of the script, everything went well Sir/Miss Werrik.
However, I did try to substitute your values from your Velvet Script to my Gondor Script. (%&$# you I like LOTR)
Here she be,
// ---------- Script Starts Here ----------
// Includes for utility functions and event definitons
#include "utility_h"
#include "wrappers_h"
#include "events_h"
void main()
{
// We need to retrieve the event that called our script
// and only act if it is the one we are waiting for
event ev = GetCurrentEvent();
int nEventType = GetEventType(ev);
// We also need the object representing the player's main character.
object oPC = GetHero();
// We use the GONDOR_GS_GIVEN variable to check whether we already run the
// script in this play session and gave the sword to the player!
// This is an arbitrary variable name chosen by me, you could
// chose something else if you wished so.
int nDoOnce = GetLocalInt(OBJECT_SELF, "GONDOR_GS_GIVEN");
// If we have not run the script yet:
if ( nDoOnce != 1 )
{
// We look for the even that we need
switch(nEventType)
{
// If our modul just loaded - which happenessomewhere during
// the loading of a savegame or resuming an old game -
// we add the sword to the player during the loading screen
case EVENT_TYPE_MODULE_LOAD:
{
// First we make sure that we don't have the item yet
// fro manother gameplay session!
int nHas = CountItemsByTag(oPC, "wep_mel_lsw_gondor");
// If we do not, then we add it to the inventory
if ( nHas == 0 )
UT_AddItemToInventory(R"wep_mel_lsw_gondor.uti");
break;
}
}
// We update our GONDOR_GS_GIVEN variable to signal that the script
// finished properly and does not have to run again during this session.
SetLocalInt(OBJECT_SELF,"GONDOR_GS_GIVEN", 1);
}
// Once we are done with all our stuff, we pass the stuff back to the
// original script, so it can deal with the rest of the core functions.
// FIX: Commented out the HandleEvent line. It seems that this refers to
// this script itself - not the module script of the single player // campaign - causing issues with doubling stuff later on.
// HandleEvent(ev, RESOURCE_SCRIPT_MODULE_CORE);
}
// ---------- Script Ends Here ----------
It truly is an epic fail innit?
Modifié par Karimloo, 09 novembre 2009 - 11:56 .
#6
Posté 10 novembre 2009 - 12:03
weriKK wrote...
You can take a look at this, might helps you out: Custom Player Items In Single Player
I used this way and ended up bugging my game. Made a Ring that added + added XP bonus(to fix Memory band bug with D.Noble class. and tried one did that + 1 to all attributes. Also tried one that simply gave you a pre existing item from game(a book that gave +1 talent). Anyway, the book one kept adding book everytime I loaded the save game. All 3 caused a bug - when Leveling you get no attribute points to use(the 3 per level, gone).
Did exactly what he said, and made sure I chnged part in script for my Item.
Any clues?
#7
Posté 10 novembre 2009 - 12:03
I think Tool set is bugged!
#8
Posté 27 novembre 2009 - 02:24
I'm looking to do this too , I've added a few custom items ,all I want to do is place them in my inventory. Nothing Fancy , preferably have them stay in my inventory and not reload every time I load the game..
anyone have a resolution for this? for the none C savant people?
anyone have a resolution for this? for the none C savant people?
#9
Posté 27 novembre 2009 - 02:45
bah double-posts :/
Modifié par AND04, 27 novembre 2009 - 02:45 .
#10
Posté 27 novembre 2009 - 02:45
AND04 wrote...
You can try my lil Mod here:
http://social.bioware.com/project/883/
as long as your able to fill out a excel sheet and run it through the excelprozessor (aka create a M2DA) it should be quite easy - an example is provided as well
Modifié par AND04, 27 novembre 2009 - 02:48 .
#11
Posté 27 novembre 2009 - 02:29
I'll give it a shot thanks
#12
Posté 29 novembre 2009 - 08:30
hi, i'm french (nobody's perfect
) and i screw the ancient elve helmet quest (the crazy old man don't want to talk to me anymore
) and i just want to have it in my inventory
do you have a quick tip to do so (like a dazip) ? because with your "magic bag" i don't really understant all the steps (my english is not good enough)
thx for your help
do you have a quick tip to do so (like a dazip) ? because with your "magic bag" i don't really understant all the steps (my english is not good enough)
thx for your help





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