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Custom Load Hints - Can an Entry be Specified for each Area?


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#1
Morbane

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 I have some helpful load hints up and running but it would be cool if I could specify which one displays for each area instead of being random? Is it possible - if so - how?

#2
Freeze01

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Pretty sure you cant, there is no box in the toolset that allows you to say what TLK line should be used.

But if there is a way to look at it besides via area properties i am curious to know too :)

Modifié par Freeze01, 19 août 2010 - 09:55 .


#3
c i p h e r

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I've never tried that but it looks like the game supports it. Have you fiddled with the Area column in the tips file? Presumably, it would take an area tag but I'm just guessing here.

#4
Shaun the Crazy One

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This was done in MotB, though I'm not exactly sure how. I would take a look at the first module in MotB and see if it's anything obvious (maybe a custom script or something like that).

#5
Morbane

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c i p h e r - good idea - i'll give it a whirl



Shaun - ditto



Thanks!



I think I remember somewhere this has been documented - just can't remember where or when...

#6
LeeMer47

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Yep, the 2da lets you choose specific areas. The weighting should be -1 if you don't want random tips. I think the Game State Min and Max have to do with chapters. They should probably be left ***** unless you know the correct variable.

#7
MokahTGS

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You want Jaesun's Custom Load Hint Tutorials.  Part 1 & Part 2

#8
Morbane

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MokahTGS wrote...

You want Jaesun's Custom Load Hint Tutorials.  Part 1 & Part 2

Bah! his tutorial says to make specific load hints for each area my mod must really be a Campaign. :(

Oh well - maybe the next one will be a Campaign...

#9
M. Rieder

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If you have just one .mod file, you can still make it a campaign. I switched my mod over to campaign at the last minute and it was very simple with no bugs or anything. So even though I have just one module, it is still a campaign.



Kaldor Silverwand posted a good tutorial on converting a Mod to a Campaign. I saved it if you are interested.

#10
PJ156

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M. Rieder wrote...

Kaldor Silverwand posted a good tutorial on converting a Mod to a Campaign. I saved it if you are interested.


I am for future reference. Is it on the vault or in the old forums?

PJ

#11
M. Rieder

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PJ156 wrote...

M. Rieder wrote...

Kaldor Silverwand posted a good tutorial on converting a Mod to a Campaign. I saved it if you are interested.


I am for future reference. Is it on the vault or in the old forums?

PJ


I think I found it in a discussion in the old forums.  I'm not on my computer right now or I would just re-post it here.  If you can't find it, let me know and I will post it when I get home. 

#12
Morbane

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Hmm - I found this a while back - don't remember who made it originally:

 Directions
to create a campaign and add your module to it:



1. Open the toolset.

2. Select Campaign Editor from the Plugins menu

3. In the CampaignEditor form click on Add
Campaign... on the right side. This will

 make "New Campaign" appear on the
list on the left side.

4. Click on the "New Campaign" on the
left side and the right side will display the

properties of the campaign.
Edit them accordingly, setting at least display name,

name, and StartingModule
(which is the name of your module file WITHOUT the

.mod suffix).

5. Click "Save Campaign" to save the
campaign.

6. Close the CampaignEditor form.

7. Open your module you want to add to the
campaign.

8. Select Campaign Editor from the Plugins menu

9. Select your campaign from the list on the left.

10. Click the "Set Module to use Selected
Campaign" button.

11. Answer the warning dialog.

12. Under Campaign modules type in the filename of
your module (INCLUDING the

.mod suffix) and click the Add
button.

13. Click the Save Campaign button

14. Close the Campaign Editor

15. Save your module.

16. Reopen your module.

17. Select Campaign Editor from the Plugins menu

18. Select your campaign from the list on the
left.

19. Your module should be listed on the right. If
not then something didn't work. You

might need to use "Set Module to use Selected
Campaign" again.

20. Breathe sigh of relief.

****

Save Campaign only when you touch the campaign
editor plugin.



Configure module to use campaign.

Save campaign

Save module



Restart toolset.



Save module is enought. Except if you touch campaign parameter
inside Campaign editor plugin.

#13
Morbane

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M Rieder wrote...
If you have just one .mod file, you can still make it a campaign. I switched my mod over to campaign at the last minute and it was very simple with no bugs or anything. So even though I have just one module, it is still a campaign. 


Please comment on the above "Make a Campaign List"

I was avoiding changing because I have heard of so many people having trouble - but it was with breaking up the one big mod into smaller mods...

Maybe I'll do it.

Modifié par Morbane, 24 août 2010 - 10:22 .


#14
M. Rieder

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Morbane wrote...

Please comment on the above "Make a Campaign List"

I was avoiding changing because I have heard of so many people having trouble - but it was with breaking up the one big mod into smaller mods...

Maybe I'll do it.



That looks like the tutorial I followed.  It worked for me.  I was very hesitant because I had read all the problems, but since I plan on adding more modules to The Wizard's Apprentice, I figured I better make it a campaign now while it was still small.  I was amazed at how smoothly it went. 

I think that problems arise when you are trying to put several modules into the campaign all at once.  Since you only have one mod, it should go smoothly like mine did.

I will emphasize the "should", you never can tell for sure with these things.

Best of luck. 

#15
Morbane

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M. Rieder wrote...

I think that problems arise when you are trying to put several modules into the campaign all at once.  Since you only have one mod, it should go smoothly like mine did.

I will emphasize the "should", you never can tell for sure with these things.

Best of luck. 


M.Rieder - is it the same for both .mod and directory mods? I like the sense of security I get from having all my files saved independently and the ease of adding other files as well. Otherwise I will wait until I am done with the Tomb of Horrors then campaign-ify the .mod and put the final touches on it then.

BTW - My version of ToH is actually pretty small, being a conversion and all - but lots of scripting

Good fun  :D

#16
_Knightmare_

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Here's a slightly streamlined version of the step-by-step above (it has some unneeded steps in there), plus a bit of added info. Mostly quoted from above:

1. Open the toolset.

2. Open your module you want to add to the campaign.

3. Select Campaign Editor from the Plugins menu

4. In the CampaignEditor form click on Add Campaign... on the right side. This will make "New Campaign" appear on the list on the left side.

5. Click on the "New Campaign" on the left side and the right side will display the properties of the campaign.

Edit them accordingly, setting at least display name, name, and StartingModule (which is the name of your module file WITHOUT the .mod suffix). The Starting Module can be in either .mod or Directory format.

10. Click the "Set Module to use Selected Campaign" button.

11. Answer the warning dialog.

12. Under the "Campaign Modules" section (towards bottom), choose the "Add Files" button (if module saved in .mod format) or "Add Folder" button (if module saved as a Directory). Navigate to your module and select it. The name of your module should get listed below these buttons.

13. Click the "Save Campaign" button

14. Close the Campaign Editor

15. Save your module.

16. Reopen your module. You need to save and reopen your module when you first add it to the campaign. This is so that the campaign assets become assigned to the module. You only need to update it like this once. In the future, campaign assets will become immediately available when created throughout all assigned modules within the campaign.

The rest of the following is just a check to see if things are still listed right, not necessary to do.

17. Select Campaign Editor from the Plugins menu

18. Select your campaign from the list on the left.

19. Your module should be listed on the right. If not then something didn't work. You might need to use "Set Module to use Selected Campaign" again.

20. Breathe sigh of relief.

****

Save Campaign only when you touch the campaign editor plugin.

You can add files to the campaign (blueprints/scipts/etc.) and not need to save the campaign, it's only when you edit the campaign's properties through the plug-in that you need to save it.

Morbane wrote...

M.Rieder - is it the same for both .mod and directory mods? I like the sense of security I get from having all my files saved independently and the ease of adding other files as well. Otherwise I will wait until I am done with the Tomb of Horrors then campaign-ify the .mod and put the final touches on it then.


So yes, you can use a campaign and build in either .mod or Directory format. However, when you go to turn your Directory into a .mod (for distribution or whatever), you will need to reassign those .mod files to the Campaign and remove the Directories.

Modifié par _Knightmare_, 25 août 2010 - 03:38 .


#17
M. Rieder

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Morbane wrote...

M.Rieder - is it the same for both .mod and directory mods? I like the sense of security I get from having all my files saved independently and the ease of adding other files as well. Otherwise I will wait until I am done with the Tomb of Horrors then campaign-ify the .mod and put the final touches on it then.

BTW - My version of ToH is actually pretty small, being a conversion and all - but lots of scripting

Good fun  :D


As I recall, I did it both ways.  Initially I did it with my module in folder format, then switched to .mod file format for release.  I think I had to use the campaign editor to re-associate the module, but I cannot remember for sure.

After looking at forum threads and speaking with more experienced Modders, I got the impression that it is better to convert to campaign sooner than later.  That's why I made Wizard's Apprentice a campaign from the start.  As I go I will simply add to the campaign, so when I am done there won't be all these bizarre new bugs which stem from merging three mods into a campaign. 

Having to debug a multi-module campaign all over again to make sure it all went into campaign format is a big task.  That's why I chose to convert sooner rather than later. 

By the way, do you have a thread or blog on the Mod you are currently working on?  I'd like to take a look.

#18
Morbane

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The gratuitous screenie



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#19
dunniteowl

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Is it just me or is that portal extremely reminiscent of the Stargate?

dno

#20
M. Rieder

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I keep expecting an orc football team to burst through the big green tapestry.