Hey everyone, I followed the tutorial, and downloaded the mod that lets me see the letters, and I still got nothing. I've even tried redoing it twice. Any other suggestions or am I just destined to not make a mod?
command line still not working
Débuté par
jamesybuttons
, juin 24 2010 05:55
#1
Posté 24 juin 2010 - 05:55
#2
Posté 24 juin 2010 - 06:05
A little more explanation would be helpful - which tutorial? what mod? what are you trying to do? etc.
#3
Posté 24 juin 2010 - 06:10
Tutorial: http://dragonage.wik...om/wiki/Console
Mod: http://dragonagenexu...ile.php?id=1110
Really, I'm just trying to run my first cutscene, because when I start I'm just a naked guy in the area of my cutscene (which I thought was normal.) I have it fully exported and what not, I just have no idea how to get the cutscene up and running so I can record it.
Mod: http://dragonagenexu...ile.php?id=1110
Really, I'm just trying to run my first cutscene, because when I start I'm just a naked guy in the area of my cutscene (which I thought was normal.) I have it fully exported and what not, I just have no idea how to get the cutscene up and running so I can record it.
#4
Posté 25 juin 2010 - 12:32
presumably your method of install for the console mod was to extract the fonts from the zip and place in your override folder, as directed by the readme?
there are other ways to initiate a custscene, however. if you need it to start as soon as the mod begins, you should take a look at making your own module_core script. alternatively, you can initiate from a trigger or conversation depending on when you want it to execute. These arent too tricky, so frankly id suggest trying to do them and not worry too much that you cant see your console.
there are other ways to initiate a custscene, however. if you need it to start as soon as the mod begins, you should take a look at making your own module_core script. alternatively, you can initiate from a trigger or conversation depending on when you want it to execute. These arent too tricky, so frankly id suggest trying to do them and not worry too much that you cant see your console.
#5
Posté 25 juin 2010 - 01:22
Right. And I can even tell the command prompt isn't working because the main keys are still working as they should. ("I" opening Inventory)
#6
Posté 25 juin 2010 - 10:00
if thats the case youre not using console correctly. perhaps you have a non-US keyboard layout. In this case, your console key may be different. Quick test:
- hit a non-letter, non-number key.
- hit I
- if inventory pops up, move onto another.
Modifié par mikemike37, 25 juin 2010 - 10:00 .
#7
Posté 25 juin 2010 - 04:34
Still got nothing. Is there some kind of way to script the cutscene to start automatically, or is this the only way to set it up?
#8
Posté 25 juin 2010 - 08:33
mikemike37 wrote...
there are other ways to initiate a custscene, however. if you need it to start as soon as the mod begins, you should take a look at making your own module_core script. alternatively, you can initiate from a trigger or conversation depending on when you want it to execute. These arent too tricky, so frankly id suggest trying to do them and not worry too much that you cant see your console.
#9
Posté 25 juin 2010 - 10:11
Thank you kindly sir, you've been a big help.
#10
Posté 25 juin 2010 - 11:33
Actually, one more question. How would I go about doing that?
#11
Posté 26 juin 2010 - 12:49
which one are you going for? module load, trigger, or conversation? or something else? its always helpful to be specific, that way i dont have to answer three questions 
in any case, i didnt really have to - google found the following (I recommend search term: "site:social.bioware.com trigger cutscene" without quotes)
starting module with cutscene
cutscene within dialogue
cutscene from trigger
in any case, i didnt really have to - google found the following (I recommend search term: "site:social.bioware.com trigger cutscene" without quotes)
starting module with cutscene
cutscene within dialogue
cutscene from trigger
Modifié par mikemike37, 26 juin 2010 - 12:55 .
#12
Posté 26 juin 2010 - 07:13
module load would be the quickest and easiest.
#13
Posté 26 juin 2010 - 07:45
Okay, someone's gonna have to explain this to me like i'm an idiot, because i did exactly what it said and I still have nothing. What the hell am I doing wrong?
#14
Posté 26 juin 2010 - 09:37
did you remember to assign your new module script to the module in File > Manage Modules > Properties? if so, perhaps you can paste your script and we can stand a chance at identifying the issue?
#15
Posté 29 juin 2010 - 12:27
Actually, I just realized that I can record straight from the toolset. Which solves that problem, but creates a few more lol. I'll try to figure it out on my own. Thank you for your help though.





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