Copy of DA Companion ot showing up in cutscene in game....
#1
Posté 04 septembre 2010 - 05:55
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
Posté 04 septembre 2010 - 06:21
#3
Posté 04 septembre 2010 - 01:52
What do you mean by dummies exactly? The are placed in the area and have been 'activated' in the cutscene.
#4
Posté 04 septembre 2010 - 04:12
#5
Posté 04 septembre 2010 - 06:55
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
Posté 06 septembre 2010 - 01:21
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
Posté 08 septembre 2010 - 05:01
#8
Posté 08 septembre 2010 - 06:14
#9
Posté 09 septembre 2010 - 12:44
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
Posté 09 septembre 2010 - 02:29
#11
Posté 09 septembre 2010 - 02:57
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 .





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