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[2/3 solved]2 small problems regarding joinable NPCs


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29 réponses à ce sujet

#1
0x30A88

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Hey, I have managed to successfully use the follower tutorial and it works, however, I have two problems. Firstly, there's no approval meter on the character. The second problem is that I set the NPC to be an arcane warrior, she however, is just a generic mage ingame.
EDIT: Both of thse problems are solved.

And while I am at it, a sligthly unrelated problem. In the character generator, the mage-icon does not gray out and causes a "Jaden". How do I fix that, is it 2DA related?

Modifié par Gisle Aune, 12 septembre 2010 - 02:39 .


#2
Challseus

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With regards to the approval issue, you need to call SetFollowerApprovalEnabled on the follower.

#3
Mengtzu

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How did you set the follower's specialty? Specialties are hidden talents, you'll need to add them during your hiring process.

#4
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I did just select it from the class list in the creature editor. How do I add a specialization on the character in the hiring script?

#5
Challseus

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Gisle Aune wrote...

I did just select it from the class list in the creature editor. How do I add a specialization on the character in the hiring script?


Just as advice, a lot of those settings in the creature editor don't mean anything. Like for instance, unless I'm missing something, you can't set talents/spells in it? That has to be through the 2DA flow of things. Unless you directly add said talent/spell through a script.

As for adding a specialization, I'm not sure, never had to do it, and I'm not in front of the toolset at the moment. I did find this on the WIKI though: ShowSpecUnlockNotication. It's probably not what you need, but may point you in the right direction.

#6
Mengtzu

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AddAbility(oFollower, nSpecAbility);



The constants for the hidden specialisation talents should be in your scripting pane if you're including chargen_h etc




#7
JR_ANGELO_BR

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Thanks for your help. If anyone knows how to chose portrait for the followers I'd be pleased. I cannot use anything rather than the default grey, but for the player.

#8
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The follower does not gain XP either, what script enables that?

The script says that I have to have the function that shows the party picker to do that. But how can I enable the caharcter to gain XP without having to use the partypicker?

Modifié par Gisle Aune, 12 septembre 2010 - 09:26 .


#9
JR_ANGELO_BR

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I tried that too, but it didn't work, You have to do a modification at the utility_function. Make a copy of it (for something like "utility_h_fixed") and change the line WR_SetFollowerState(oFollower, FOLLOWER_STATE_ACTIVE, TURE, 0, TRUE); to WR_SetFollowerState(oFollower, FOLLOWER_STATE_ACTIVE, TURE, 0, bPreventLevelup); .It is recomended to change the name UT_HireFollower too. Don't forget to change the name of the include in your hire module and change the call from UT_HireFollower to UT_HireFollower_Fixed (if you chose this name).

#10
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^I followed the advanced part of the Follower Tutorial on the wiki and it had a customizable adding and help with the character's specialisation and spells. It also made it possible to make the character gain XP without having to use the party picker at all.

I guess the first two parts are solved now.

Modifié par Gisle Aune, 12 septembre 2010 - 02:38 .


#11
Proleric

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Gisle Aune wrote...
In the character generator, the mage-icon does not gray out and causes a "Jaden". How do I fix that, is it 2DA related?

I think so. I've never tried to suppress a class entirely, but in theory it should be possible by coding the 2DA tables as explained in the tutorial. Can you post your tables?

#12
Proleric

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JR_ANGELO_BR wrote...

If anyone knows how to chose portrait for the followers I'd be pleased. I cannot use anything rather than the default grey, but for the player.

I'm not sure I understand the question. AFAIK followers' portraits on the main game screen are just generated by the engine, but they're in full colour.

#13
0x30A88

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He mans that if there's possible to modify them as you can with the PC's portrait.

#14
JR_ANGELO_BR

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Oh, I see. I did not explain quite well. When we create a new player we can customize the player’s appearance and the portrait that will be used at the upper left side of the screen to identify it. When we play the game new followers have their own personalized portraits. For instance, Morrigan has a portrait with a pink background color; Alistair has a blue one, etc. But when I create a personal campaign I add a follower but I cannot customize the template. All followers have the same expression at the portrait and all the portraits have a grey background, although the faces are in color. I know there is a xls spreadsheet used by the game to customize the portraits for all possible characters, but I failed trying to use with personal campaigns.

#15
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Proleric1 wrote...

Gisle Aune wrote...
In the character generator, the mage-icon does not gray out and causes a "Jaden". How do I fix that, is it 2DA related?

I think so. I've never tried to suppress a class entirely, but in theory it should be possible by coding the 2DA tables as explained in the tutorial. Can you post your tables?

dl.dropbox.com/u/4076848/backgrounds.xls
Here it is,

#16
JR_ANGELO_BR

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Thank you, Gisle Aune. That's just what I need to get my module finished. If anyone could help, I'd be pleased.

#17
Proleric

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Gisle Aune wrote...

Proleric1 wrote...

Gisle Aune wrote...
In the character generator, the mage-icon does not gray out and causes a "Jaden". How do I fix that, is it 2DA related?

I think so. I've never tried to suppress a class entirely, but in theory it should be possible by coding the 2DA tables as explained in the tutorial. Can you post your tables?

dl.dropbox.com/u/4076848/backgrounds.xls
Here it is,

To suppress the mage class, in theory, you'd need to change the Backgrounds sheet (column K = 0) and remove rows 2201 and 3201 from both the background_defaults sheet and the chargen_preload sheet. I haven't tested this.

#18
JR_ANGELO_BR

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Hi, guys! I've discovered that to change the portrait background color I have to include the variable PortraitTint at the file var_creature.gda. What I already did. But how to I replace var_creature.gda used by the character toolset with the one Ii just created? The window opened to select the file is not an explorer window to my HD, but for the toolset database itself. Does anybody know how to import it?

#19
Proleric

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In general, you put .gda files in your module override folder, then open the toolset. If the toolset starts using the old .gda again at some point during the session (a known bug), close it and open again.

#20
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There's something I stupidly left out in my question. How can I "gray-out" the mage class when dwarf is selected as race?

#21
Proleric

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Mage should not be an option for dwarf, because you don't have line 1201 in your 2DA files. If that's not working, ensure you've removed all overrides for other mods.

#22
JR_ANGELO_BR

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To avoid losing important files, I created a new var_creature with another name. I imagined that after placing this file in my module override folder it would be listed at the creature properties for the variables field. So I would be able to replace the var_creature list of variables with the one I've just created. But my file is not shown in the var list. Do I have to use the same name so that the toolset will replace the core file automatically?

#23
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Proleric1 wrote...

Mage should not be an option for dwarf, because you don't have line 1201 in your 2DA files. If that's not working, ensure you've removed all overrides for other mods.

But in the main campaign's chargen the mage icon grays out normally when dwarf is selected as race, but in my mod, it doesn't.

#24
Proleric

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Gisle Aune wrote...

Proleric1 wrote...

Mage should not be an option for dwarf, because you don't have line 1201 in your 2DA files. If that's not working, ensure you've removed all overrides for other mods.

But in the main campaign's chargen the mage icon grays out normally when dwarf is selected as race, but in my mod, it doesn't.

Since your 2DA files seem to be correct, but don't work, my suspicion is that you still have a conflict with another mod. Have you tried uninstalling all mods, ensuring that the packages overide folders in both My Documents and Program Files are empty?

#25
Proleric

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JR_ANGELO_BR wrote...

To avoid losing important files, I created a new var_creature with another name. I imagined that after placing this file in my module override folder it would be listed at the creature properties for the variables field. So I would be able to replace the var_creature list of variables with the one I've just created. But my file is not shown in the var list. Do I have to use the same name so that the toolset will replace the core file automatically?

You're doing the right thing, but your new file name must start with var_ to be recognised by the toolset.