satans_karma,
i havent set anything as far as the plot event script yet, it's just plot_core. maybe i'm going about this wrong. i have a trigger set up with a script that reads the flags and activates a cutscene. when the plot flag is set in dialogue, nothing happens, only when they reach the trigger will the plot flags be examined. but each flag is different because each of the flags calls a different cutscene. =/
TimelordDC,
i am not sure what the difference is between a defined and a main flag, or how to use one vs. a main flag. it very well could work, i tried looking up defined flags in the toolset wiki but didn't find much info.
i have 676 flags leading to 676 cutscenes that are extremely similar, save for minor differences. here is the reasoning behind it:
there are 3 different areas. all cutscenes will be in either a chantry, outdoors or in a dwarven interior.
there are 4 attending NPCs, one may be present at any of those locations.
One of the 4 companions may be present for all of the combinations above.
the warden may either be clothed by the mod or allowed to wear his/her own clothing,
the companion may either be clothed by the mod or allowed to wear his/her own clothing
there are 6 different race/gender combinations for each of these above combinations. (DM, DF, EM, EF, HM, HF)
so, for example...
chantry + npc H + alistair + clothing 1 + clothing 1 + DM = cutscene 1
chantry + npc H + alistair + clothing 1 + clothing 1 + DF = cutscene 2
...
outdoors + npc J + zevran + clothing 2 + clothing 1 + HF = cutscene 275
subtracting a few combinations that do not make lore-appropriate sense (non-dwarf Warden in a dwarf interior or with a dwarf NPC) that leaves 676. it is a lot of work, that's why i have been extremely careful in planning it, and in my organization of it. while it is a huge amount, i think it can be done because the changes are so small. in theory, the biggest difference in cutscene creation is the original area and the race/gender tweaks.
the biggest part of the complexity is of course due to the 6 race/gender combos, which is unavoidable, not only because the dummy doesn't allow me to have a proper precision on clipping but also because the formal clothing provided is based on race. a human gets a human noble outfit, etc.
to lower complexity, i have toyed with the idea of just handing the Warden two suits based on the conversation, and they can put the outfits on if they want to use them.
during dialogue, the PC will talk to an NPC and select the area, the NPC, the companion, etc, and be given a flag according to that choice. then when the Warden walks onto the trigger, the flag will fire up a cutscene which corresponds to the choices in the dialogue. the area, the NPC, the companion choice, and whether the companion and the warden are wearing their own clothes or not.
i know these are minor details, and i could do this a lot easier, but i had a lot of feedback when planning the mod and am trying to compromise with some things that a lot of people wanted to see. i have the time right now to do it though, i just need to figure out the whole plot flag triggering a cutscene part.
thanks to you both, i really appreciate your responses.
Modifié par Charsen, 10 août 2010 - 02:17 .