Hey guys I just got the toolset running using the steam installation instructions, I've been fiddling with it for a while now and I'm not sure if I've got it working correctly. I've looked through the tuts and I can't seem to find my answer, the problem is, when I go to manage modules, and I open up single player, or if I create a module with the single player module as the main, nothing shows up in the area list or the areas pallete. I simply want to be able to, for example, load up a familiar place, such as denerim, and place, for example, a new companion that the player will be able to find and hook up with by simply going to denerim and finding the character. I just can't find a way to look at pre-existing levels and areas to modify. Is my install not seeing the correct data? Or am I doing things wrong? Any help would be greatly appreciated.
Modifying content
Débuté par
Commander TGK
, nov. 10 2009 01:11
#1
Posté 10 novembre 2009 - 01:11
#2
Posté 10 novembre 2009 - 01:58
you don't have the OC database so you can't open/view any of the OC resources. unless bioware release the source you won't beable todo that.
#3
Posté 10 novembre 2009 - 02:14
If that is true, then how do you even make an exit from the area that you have created yourself to get back into the main world? How would you place an exit door or a trader that begins a quest to get you there? I'm at a loss at understanding how you can tie in any new content with the actual game.
#4
Posté 10 novembre 2009 - 04:54
Short answer is: you cant. THe toolset in its current form is meant for you to create entirely custom modules, you cannot plug a new quest in the original campaign a la DLCs.
#5
Posté 10 novembre 2009 - 06:07
I've been trying to do something similar myself. It looks like adding new content to the main campaign is possible if you're prepared to code it in.
From the toolset wiki:
http://social.biowar...n_existing_area
The script they give shows how to add a new character to an existing area---to make a transition to a new area, it's probably possible to add a door instead of a character.
From the toolset wiki:
http://social.biowar...n_existing_area
The script they give shows how to add a new character to an existing area---to make a transition to a new area, it's probably possible to add a door instead of a character.
#6
Posté 10 novembre 2009 - 06:58
Any addition content (ala new quest, items, ect.) Will all have to coded into the game via script. So if you want a npc to spawn in a certain area you will need to find the script of that area in the Toolset and then add in the script required to get your chracter to spawn.
For things like area transactions and such the best thing would be to spawn a item that in the game that the player picks up and when used teleports the player to your addin's area. Then to leave and go back to the OC you could the same thing but in reverse.
For things like area transactions and such the best thing would be to spawn a item that in the game that the player picks up and when used teleports the player to your addin's area. Then to leave and go back to the OC you could the same thing but in reverse.
#7
Posté 10 novembre 2009 - 07:29
That works?Toom316 wrote...
For things like area transactions and such the best thing would be to spawn a item that in the game that the player picks up and when used teleports the player to your addin's area. Then to leave and go back to the OC you could the same thing but in reverse.
Any chance of having that done with a conversation too?
Like creating a NPC wich can travel you to other (addin) areas.
Because that way you can just add locations to his conversation list wich teleport you to other locations if chosen.
Like a hub so you can easily travel in and out of different addin's.
#8
Posté 11 novembre 2009 - 01:56
Tyharo has a really good point, can anyone explain more on how this could be done? (In theory at least)
#9
Posté 11 novembre 2009 - 02:53
I imagine you could use a NPC for the same type of effect. I was just tossing out there the easiest way to do it is with spawning a item. Since its fairly easy to get a new item into the OC.
I haven't done this yet myself since we are focused on getting out Addin Quests fully working before worrying about tieing them into the OC.
Something to look out for is that the Toolset shipped with some slightly older variables and such then the OC uses. So that may or may not create some type of issue there. I am sure in due time they will get us everything we need to hook out addin's into the OC if we want to.
I haven't done this yet myself since we are focused on getting out Addin Quests fully working before worrying about tieing them into the OC.
Something to look out for is that the Toolset shipped with some slightly older variables and such then the OC uses. So that may or may not create some type of issue there. I am sure in due time they will get us everything we need to hook out addin's into the OC if we want to.





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