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Questions: Adding a Companion


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7 réponses à ce sujet

#1
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I'm learning how to add a companion (Cullen) using the follower tutorial on the wiki as well as bits and pieces from other tutorials. I am FAR from done, but I HAVE placed him in the circle tower, created a dialog that fires the hiring script, and then added him to the party. However, I'm encountering some weird behaviors, and I need some other questions answered.

Weird behaviors:
1) Even though I've selected shield and sword talents, he's displaying two-handed weapon talents instead.
2) He can equip Shale's crystals.
3) I can increase/decrease Cullen's approval through conversation (using custom approval/disapproval scripts), but giving him gifts only increases my approval of myself.
4) Cullen, the person, doesn't show up on the party picker screen; Cullen, the portrait, does show up as an active party member though. I can get char_stage to work by overwriting it but not by "overlaying" it as suggested in the follower article on the wiki. I'm sure using overwriting would cause compatibility issues with other mods, so I'd like to avoid it if possible. (The wiki article was a bit confusing for a scripting noob like myself, so I'm sure I messed up the scripts somehow; I'm just not sure how. Using the module event script provided in the wiki article blue screened my computer to death, so I listed the module event script as "none." That stopped the BSOD but probably caused the party picker issue.)

Other questions:
1) How do I get Cullen to appear at camp after hiring him?
2) I'm using a Cullen look-alike as Cullen, so technically there are two Cullens hanging around at the Circle Tower (which is inelegant). Is it possible to use the real Cullen after the Broken Circle quest completes instead of the look-alike - perhaps by editing the cir230_cullen conversation and then getting rid of the Cullen in the first floor library?
3) How can I get the hiring dialogue to disappear after I've hired him? With conditions and/or plots I assume, though I think I need more details than what are provided in the conversation article on the wiki. After the initial hiring conversation, I'd like to see conversation options like those of the original companions.


Any help anyone can provide on even one of these questions would be greatly appreciated.

Modifié par satans_karma, 22 juin 2010 - 12:17 .


#2
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I fixed weird behaviors #2 and #3 by duplicating and then using the original Cullen instead of a look-alike. This also answered question #2. The other problems are still outstanding though.

#3
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Update:
I hire Cullen at the circle tower through dialogue with the original Cullen, simultaneously destroy the original Cullen and create/hire the look-alike Cullen, and spawn Cullen in camp using PRCSCR. While this solution is safer and more elegant, new problems cropped up. The Cullen I hired doesn't leave the party when I enter camp (and neither do any of the other party members who were with me when I hired Cullen). The look-alike Cullen can equip Shale's gear, use two-handed weapon talents even though I specified sword and shield talents in his .utc, and refuses to die even though I've gone through every combination of the immortal, plot, and no permanent death options.

I think I've solved everything else though. Anyone have any ideas about how to fix the new problems? This noob would appreciate any guidance anyone can give her.

Another Update:
I've got him at camp properly. But for the life of me, I cannot figure out why he'll sometimes die properly and sometimes he won't despite not having changed anything on his .utc. I also still can't figure out why he can equip shale and dog gear and why his talents are not those I assigned in his utc. This is really bugging me.

Yet Another Update:
Whenever I change one of the variables on Cullen's utc file, he refuses to die. If I leave them as the default, he will die properly. (I can set them using the SetLocalInt function, with seemingly no problems.) Other than that, I am still puzzled by why he can equip the gear of Shale and the dog. I'd really really really love an answer to that one.

Modifié par satans_karma, 07 juillet 2010 - 03:12 .


#4
CultKiller

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Cullen is a templar, a specialty class of warrior, therefore it is reasonable to believe he could use 2-handed weapon talents as well as S&S talents. Or are you saying the sword and shield talents don't show up at all in game?

Edit: Did you create your own module for this, or are you modding the single player module. There is a difference between opening the single player module for modding and creating your own module, setting the module extension to single player, and checking the single player box in hierarchy. If you are simply modifying the single player module, that is most likely the source of your problems. You could always try (in toolset) going into tools - export - empty export directories, and start over, double checking your work as you go along.

Also, when you export from the toolset, go into documents - bioware - dragon age - packages - core - override - toolsetexport, and delete any and all files you find there. Leaving files there can screw up your game. On that note make sure when you export, to export without dependancies, and to generate both the module.xml and manifest.xml

Modifié par CultKiller, 07 juillet 2010 - 03:44 .


#5
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I'm adding on to the single player campaign. Already set up the hierarchies, extensions, module scripts, etc.



I initially wanted him to be sword and shield because we already had two 2-handed sword companions but only one sword & shield. However, I ended up switching him back to 2-handed sword talents to maintain what the game intended him to be (he comes equipped with a two-handed sword).



I always clean out the junk files and folders, so that's not the problem.



Either way what is happening is that I made a custom AL table and the script doesn't seem to follow it. I made one exactly following the advanced follower tutorial on the wiki, and then I made another one based off sys_autolevelup_h. The wiki one ignored the table and gave me the default two-handed sword talents and some rogue skills. The one based off sys_autolevelup_h seems to be trying to use the table, but it just won't spend the attribute points and so can't spend all the skill/talent points. I've tried both forms of spend attribute points.

#6
RandomInquisitor

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Are you DIRECTLY modding the singleplayer module ? you can see on top of the toolset what module is open. If you ARE modding the singplayer module ... your screwed .... really , your screwed .... and that would explain why alot would not work . but if your not working in that , I dont really know anything more since Im not that far into companion modding...

#7
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I'm DEFINITELY working within my own module. It is an add-on to the single player campaign though and thus I made the extended module "single player."

I've never made adjustments directly to any original files (only to duplicates). I only need to override one dialogue file (which I do by just renaming it later). I don't reuse tags.

The main functions I've gotten to work - hiring, firing, approval, gifts, dialogue, and camp appearance (at least with what one can do without being able to add a waypoint dynamically); so I'm not in crisis mode... just annoyed and perplexed mode.

#8
Dark_Ansem

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you are doing good. keep up the good work.