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Copy of DA Companion ot showing up in cutscene in game....


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#1
Beerfish

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I wanted to do a short cutscene using a few of the companions from the original campaign.  I made a duplicate copy of three of them in the single player module and then move those copies into my module.  I placed them in an area where they appear.  I activated them in the cutscene and they appear and function as normal with all animations and such.  In game however they are invisible.

I thought it was because perhaps I had not changed the tags so I went back in changed tags and copied over animations and such.  Same problem.  Appear as normal in the area and cutscene do not show up in the in game cutscene nor in the game itself. 

It did display errors in the log file when exporting.

Don't tell me I have to build these comapions from scratch by making new creatures and just attaching the head morphs and such? 

#2
Qutayba

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There's a couple of possibilities here. Did you move the copies you made in the single player module to the appropriate override folder? (Probably, or they wouldn't show up in the toolset for you with your module selected.) Did you make sure there are dummies of them in the area where the cutscene is set? (sometimes makes a difference, particularly if it's a cutscene based on dialogue).

#3
Beerfish

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Well they do show up in the area the cutscene is based on and in the cutscene editor no problem so I assume they are in the proper folder for the module.



What do you mean by dummies exactly? The are placed in the area and have been 'activated' in the cutscene.

#4
Beerfish

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I must have screwed up when I made duplicates or when moving them to folders or something, still not sure what the problem was. I ended up just making new creatures and gave them the appearance of the followers I wanted. I have it working in game now.

#5
Jonathan Seagull

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Qutayba might be right about the override thing, actually.  I'm not sure if creatures work the same way, but I've recently been working with duplicates of conversation files.  After duplicating, I can edit them while working in my mod, but when they're exported, they go to the Single Player toolsetexport folder.  In order for them to work in-game I have to manually move the files into my module override file.

Note that I *think* when you duplicate an original file, the default (when you choose name, folder, etc.) is for it to be associated with Single Player.  I believe you can change the module to your own when you create the new resource, which might save you the above hassle.  If that is actually the problem, of course.

#6
Beerfish

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Jonathan Seagull wrote...

Qutayba might be right about the override thing, actually.  I'm not sure if creatures work the same way, but I've recently been working with duplicates of conversation files.  After duplicating, I can edit them while working in my mod, but when they're exported, they go to the Single Player toolsetexport folder.  In order for them to work in-game I have to manually move the files into my module override file.

Note that I *think* when you duplicate an original file, the default (when you choose name, folder, etc.) is for it to be associated with Single Player.  I believe you can change the module to your own when you create the new resource, which might save you the above hassle.  If that is actually the problem, of course.


Well I tried to answer that last part twice, that is exctly what I did , create the duplicate and saved it to the other module.  In any case in the end I just created new creatures.

#7
madsabroo

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Does this mean you can't integrate normal followers into mod conversations? I'd love to have reactions from Alistair and Wynne in mine, but will making dummies and assigning tags work?

#8
Beerfish

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You probably can do what you want. I think I just screwed up in how I duplicated and then assigned to my module.

#9
DahliaLynn

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Did you try setting them to "active" in the area itself? (in the object inspector for each creature)

What will happen when you set them to active is that you might have duplicate copies in the cutscene.
What I'd do, (if indeed this option works for you) would be to place them in a place where they would not be visible in the area itself. Then your creatures should appear I believe. 

Modifié par DahliaLynn, 09 septembre 2010 - 12:49 .


#10
Beerfish

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I had no idea at all that there was such a setting (active) in the area. I assumed that once you put down anything in an area it becomes part of the area.

#11
DahliaLynn

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Yes, I found that out the *hard* way. I also have no clue why such a setting exists,(perhaps the difference between actual gameplay and cutscene usage?) but obviously it affects cutscenes.

Edit: thinking about it, it's possible it has to do with the "dead or alive" script, where creatures would not show up if they weren't around according to the players plot choices. Again, I am only speculating.

Edit#2: Not speculating. There is a script that calls the chars based on their living/party status and it uses the activation in the area to either have them appear or not (in actual gameplay). That's what I know so far.(It could be used for other purposes)
So what you can do since you don't need it, would be activate them anyway.

Modifié par DahliaLynn, 10 septembre 2010 - 01:56 .