I'm a total noob at this, and I've been abusing the heck out of Google trying to figure the toolset out. I get how to make items and how to get them into my inventory. Now I'm wanting to advance a little from this, and the resources I'm finding are pretty much nil.
You see, I was wanting to create a little treat for CullenxMage lovers by adding a broken chest to the Templar Quarters during the Broken Circle quest where they can find a couple of items of his in it and a letter. My problem is, I have no idea:
1) How to put items in a chest (let alone the broken looking ones)
2) How to put said filled chest into the game there.
I know there are resources on doing Codex entries, so I'm sure I can probably figure out how to make a Codex entry to show the note...but it's just those two things that are eluding me.
Adding Items To Chest and Dropping In-Game
Débuté par
PrincessRiku
, sept. 25 2010 11:24
#1
Posté 25 septembre 2010 - 11:24
#2
Posté 25 septembre 2010 - 01:52
you can do this by modifying the area, but this will conflict with any other mods which modify the area. There are workarounds, but I would suggest for starting out, you just try this conflict-able method:
a savegame INSIDE this area will NOT be updated until you leave the area and re-enter. therefore do NOT load a save from within the area and expect to see any changes whatsoever.
- Create a new Placeable (File > New > Placeable)
- Select a chest (container) appearance (important: must be container!)
- click inventory and click the (...) button to open the inventory window
- add the item to the inventory (I assume you have exported it already, if not, do so)
- save placeable and R click the tab or resource Export > Export without dependant resources
- open the area in the toolset (you'll have to figure out which one it is, but probably named something like "lak" or in a folder "circle" maybe?)
- find your placeable in the right-hand palette and click it, then click to place it in the area
- save area and R click the tab or resource Export > Export without dependant resources
- If you want to *start a new game* in that area, then try Tools > Export > Export options > set the override start area and waypoint. Honestly: I've not modded the single player campaign, but I think this would work?
a savegame INSIDE this area will NOT be updated until you leave the area and re-enter. therefore do NOT load a save from within the area and expect to see any changes whatsoever.
#3
Posté 25 septembre 2010 - 04:43
The simplest method would be to do steps 1-5 from Mike's post and then create a PRCSCR file to spawn the placeable (using Create Object) when that area is loaded.
You might also want to set a plot flag so it is done only once per game run-through.
You might also want to set a plot flag so it is done only once per game run-through.
#4
Posté 25 septembre 2010 - 05:56
right, thats the "better" way, but figured that might be more complicated for you - give it a go and fall back on the remaining steps if its over your head.
Modifié par mikemike37, 25 septembre 2010 - 05:57 .





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