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Installing custom items as overrides for use with SP modules


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#1
olivier leroux

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Hey! I'd like to have Thirsty Bear's Sequencer  item available in a Single Player module - the problem is I already started playing it. If I add the erf with item and script to the module now, this won't have any effect on my savegame, right?

This is probably a very newbish question but how do I turn the sequencer erf / item / script into an override version that will work with my savegame?

Thanks!

Modifié par olivier leroux, 09 septembre 2010 - 04:12 .


#2
Shadooow

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Just idea: rename savegame to .mod open it in toolset, add erf, add item on the ground, save, rename to .sav, return to savegame folder and try to continue

#3
olivier leroux

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Okay, I'll try that. Second n00b problem: The readme of Thirsty Bear's Sequencer instructs me to add the following lines to the module's OnActivateItem:

if(GetTag(GetItemActivated())=="SEQ_WAND") {
ExecuteScript("seq_item_activ",GetItemActivated());
}

But, althought the module uses tons of scripted custom items, all the module's OnActivateItem script contains so far is this:

void main()
{
ExecuteScript(GetTag(GetItemActivated()),
OBJECT_SELF);
}

Am I right in assuming that Thirsty Bear's instruction is outdated and I'd achieve the same effect if I just renamed the sequencer script so that it matches the name of the sequencer item's tag? Seems to me the module already uses tag based scripting?

Modifié par olivier leroux, 09 septembre 2010 - 04:54 .


#4
Shadooow

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yes module already uses tagbased scripting however I think you should rather add that code into OnActivated script. If the sequencer wasnt scripted with tagbased scripting in mind, who knows what can happen...

#5
olivier leroux

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Hm, somehow adding the Sequencer to the mod and adding the mentioned lines to the module's OnItemActivated script causes the module to crash on loading now.

I also tried to create an override version of the erf but of course I didn't get the item's properties to work that way, not even by renaming the ActivateSequencer script in the override folder in accordance with the sequencer's tag...

Seems like I've got to live without it. I wish BioWare had thought of adding more quickslots but I guess casters were meant to use the 'practical' radial menus... *sigh*

Anyway, thanks for your help, ShaDoOow!

Modifié par olivier leroux, 09 septembre 2010 - 05:53 .


#6
Genisys

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did you change the saved game file back to: .sav instead of .mod?

#7
olivier leroux

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Yes, I did. But whether I load it as a module or as a savegame doesn't make any difference, it always crashes on load after I modified it.

#8
Invisig0th

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You may want to take a look at this thread from the old Bioware boards. It's pretty old, but it has lots of information straight from the developers.

Here's another thread which may be helpful.

#9
Genisys

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Invisigoth, how do you add a signature like you have there?

#10
Invisig0th

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You can make a signature under Profile >> Forum Settings.

The hyperlink icon (Earth with some chain links) will allow you to highlight text that you have already typed and make it a link instead.

If you'd like to learn about more things you can do, run a Google search for "bbcode".

Oh, and I made the image myself. That one I can't help you with :)

Modifié par Invisig0th, 09 septembre 2010 - 11:12 .


#11
olivier leroux

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Thanks for the links!