Modifié par DLAN_Immortality, 05 février 2011 - 10:28 .
ATTENTION ALL NPC MODDERS! Companion Compatibility v1.03 released!!!
Débuté par
DLAN_Immortality
, nov. 27 2010 12:58
#1
Posté 27 novembre 2010 - 12:58
EDIT: New version!!! http://social.biowar...8/index/5942540
#2
Posté 27 novembre 2010 - 02:42
Is this eventually going to be done with the conversations for the sloth demon and the gauntlet guardian as well?
#3
Posté 27 novembre 2010 - 02:44
Excuse me while I do my happy dance.
#4
Posté 27 novembre 2010 - 03:56
@satans_karma, I can make something like this for anything that doesn't involve interruptions. I'm still thinking of a way to make that more compatible.
#5
Posté 27 novembre 2010 - 04:29
Also, I haven't looked over the scripts yet to see how they work, but I have looked over the directions. One question comes to mind: are we going to have to have a separate dialogue file (and gda line) for each companion we add? The gda has "tagofspeaker," so it makes me think so... Is this the case?
#6
Posté 27 novembre 2010 - 06:08
The tag of speaker is for those who want to use OWNER for their creature to speak, If you want to specify the tag (like it is done in the original party_events.dlg) just set the TagOfSpeaker to "player" without the quotes of course.
#7
Posté 27 novembre 2010 - 06:23
So just to make sure this will work with what you've done:
I set up one line (other than the given headings) in the gda. In my case:
[690 | player | cc_climax_kc_party_events.dlg]
I made the dialogue file with the branches as so:
[dascript]
COMMENT (START KC CLIMAX) <-- plays all the time
- CONTINUE
-- COMMENT (START CULLEN LINES) <-- plays once and wraps back around to START KC CLIMAX COMMENT at end
-- COMMENT (START JOWAN LINES) <-- plays once and wraps back around to START KC CLIMAX COMMENT at end
-- same idea for other companions
-- COMMENT (RUN SCRIPT)
--- End Dialogue <-- runs the script you specified
[/dascript]
EDIT: Another question, what do we need to provide to the end-user? Your dazip file (if they don't aleady have it) plus our two file additions?
I set up one line (other than the given headings) in the gda. In my case:
[690 | player | cc_climax_kc_party_events.dlg]
I made the dialogue file with the branches as so:
[dascript]
COMMENT (START KC CLIMAX) <-- plays all the time
- CONTINUE
-- COMMENT (START CULLEN LINES) <-- plays once and wraps back around to START KC CLIMAX COMMENT at end
-- COMMENT (START JOWAN LINES) <-- plays once and wraps back around to START KC CLIMAX COMMENT at end
-- same idea for other companions
-- COMMENT (RUN SCRIPT)
--- End Dialogue <-- runs the script you specified
[/dascript]
EDIT: Another question, what do we need to provide to the end-user? Your dazip file (if they don't aleady have it) plus our two file additions?
Modifié par satans_karma, 27 novembre 2010 - 06:35 .
#8
Posté 27 novembre 2010 - 07:09
Looks good, Just a reminder to everyone else out there to make sure that the script runs outside of your creatures branch as well, just in case they are not recruited.
The dazip and your 2 new files.
The dazip and your 2 new files.
#9
Posté 27 novembre 2010 - 09:52
I guess the same could be done for Cutscene slideshow, for example, but not for any other dlg that you interject at the middle.
For interjections I think that the best thing so far is to just not interject a dlg previously used by somebody else, in the case of the non- vital ones.
We're still pretty much screwed with the dlgs we all need to interject, of course...
For interjections I think that the best thing so far is to just not interject a dlg previously used by somebody else, in the case of the non- vital ones.
We're still pretty much screwed with the dlgs we all need to interject, of course...
#10
Posté 27 novembre 2010 - 03:18
So, our mods will require the end-users to install the companion core too? ...that's not really a problem, more of a clarification question. If it's true, then our mods need to be clear on that "Companon Core 1.xx required"
Just to be clear, I will be using 4931 and 4932 in that GDA.
an example .xls would be nice though...
Just to be clear, I will be using 4931 and 4932 in that GDA.
an example .xls would be nice though...
Modifié par Gisle Aune, 27 novembre 2010 - 03:21 .
#11
Posté 27 novembre 2010 - 03:30
I'll be using 2001-2006 for my two sets of companions.
#12
Posté 27 novembre 2010 - 03:56
Can I use 2 .digs?
#13
Posté 27 novembre 2010 - 04:02
The cutscene slideshow really isn't that big of a deal to amend the old-fashioned way. It's just copy-and-paste. There are no VOs, stages, etc. to deal with like there are with "real" dialogues. Making updated versions available to future companion mod authors in some central location will be key (and of course allowing them to upload the latest version). Every new companion mod author downloads the common file, amends it, and re-uploads it.
This isn't an elegant solution to the problem with interjected dialogues, but conversations CAN be broken up and restarted automatically. For example, the sloth demon starts the conversation as usual. The conversation ends right before the interjections but is restarted automatically to start any and all interjections. The last interjection starts the last half of the sloth demon conversation. I would assume the same type of system as was used for party_events could apply.
@Immortality
Future modders shouldn't be limited to only interjecting conversations that haven't already been claimed by someone else. They just need to take care not to cause incompatibility issues. But that requires a more open modding community...
This isn't an elegant solution to the problem with interjected dialogues, but conversations CAN be broken up and restarted automatically. For example, the sloth demon starts the conversation as usual. The conversation ends right before the interjections but is restarted automatically to start any and all interjections. The last interjection starts the last half of the sloth demon conversation. I would assume the same type of system as was used for party_events could apply.
@Immortality
Future modders shouldn't be limited to only interjecting conversations that haven't already been claimed by someone else. They just need to take care not to cause incompatibility issues. But that requires a more open modding community...
#14
Posté 27 novembre 2010 - 04:12
Could we package the version of common core we use with our mod instead of having two dazips to install? We would have to add it in after making the dazip (so it stays as separate files instead of an erf), but it might make it easier on the end-user.
#15
Posté 27 novembre 2010 - 04:13
hey, cool!
is it possible to use this system to expand on the core followers' dialogue options? specifically, i have a minigame with its own area, and i want the pc to be able to talk to the core compantions about the game, only in that area. still trying to figure out a way to do that without touching core resources.
out of curiosity, does it have a da nexus page?
is it possible to use this system to expand on the core followers' dialogue options? specifically, i have a minigame with its own area, and i want the pc to be able to talk to the core compantions about the game, only in that area. still trying to figure out a way to do that without touching core resources.
out of curiosity, does it have a da nexus page?
#16
Posté 27 novembre 2010 - 05:04
Guys, just some extra news.
I have asked Idomeneas to share with us his truly awesome feats he has achieved for his mod, Valeria. He agreed and is writing a tutorial in the wiki: http://social.biowar..._game_resources
I quote him:
1) Valeria banters with the party randomly WITHOUT changing any original game scripts. <-- Wow!
2) Valeria accepts specific gifts WITHOUT changing the game scripts.
3) Valeria is in a nightmare area WITHOUT changing the game scripts. (Okay, Ser Gilmore does this too :-D )
4) Valeria has a dialog option to eliminate problems with partypicker compatibility. If she doesn't show up in the partypicker she can still be picked up or sent back to camp. <- very interesting!
5) Valeria has her own dialog after major cutscenes (where appropriate) of the game WITHOUT changing resources of the game. (This can be done in a normal dialog anyway)
6) Valeria appears in all camps (basic camp, Arl Eamon's estates, post coronation), most cutscenes from the original game and at the city gates WITHOUT changing resources of the game. <-I think we can all do this so far? The only problems are the interjections.
7) Valeria behaves appropriately if the PC gets captured WITHOUT changing resources of the game.
8) Slideshow post coronation WITHOUT changing the resources of the game.(Haven't included it in my mod yet, but it's done) <- Nice!
I'm speechless!
I will be trying what he writes here and I'll inform back, of course. :-) My biggest question is how 2 non-vanilla NPCs will behave together, if other compatibility issues may arise.
I'm pretty sure I can't make Ser Gilmore to be completely FREE of game resources, but each file counts! I'll be happy to stop modifying more and more things. :-)
@Gisle Aune: You can either tell people to install it, or you can include the core scripts in your mod. It's not a problem if you include those scripts anyways, because we will all have the same ones, so even if we all include them, it's no problem. :-)
@ladydesire: I added that in the wiki: http://social.biowar...ty_Core_Package
Thanks everybody for your interest and of course thanks again noob766 and Idomeneas. :-)
I have asked Idomeneas to share with us his truly awesome feats he has achieved for his mod, Valeria. He agreed and is writing a tutorial in the wiki: http://social.biowar..._game_resources
I quote him:
1) Valeria banters with the party randomly WITHOUT changing any original game scripts. <-- Wow!
2) Valeria accepts specific gifts WITHOUT changing the game scripts.
3) Valeria is in a nightmare area WITHOUT changing the game scripts. (Okay, Ser Gilmore does this too :-D )
4) Valeria has a dialog option to eliminate problems with partypicker compatibility. If she doesn't show up in the partypicker she can still be picked up or sent back to camp. <- very interesting!
5) Valeria has her own dialog after major cutscenes (where appropriate) of the game WITHOUT changing resources of the game. (This can be done in a normal dialog anyway)
6) Valeria appears in all camps (basic camp, Arl Eamon's estates, post coronation), most cutscenes from the original game and at the city gates WITHOUT changing resources of the game. <-I think we can all do this so far? The only problems are the interjections.
7) Valeria behaves appropriately if the PC gets captured WITHOUT changing resources of the game.
8) Slideshow post coronation WITHOUT changing the resources of the game.(Haven't included it in my mod yet, but it's done) <- Nice!
I'm speechless!
I will be trying what he writes here and I'll inform back, of course. :-) My biggest question is how 2 non-vanilla NPCs will behave together, if other compatibility issues may arise.
I'm pretty sure I can't make Ser Gilmore to be completely FREE of game resources, but each file counts! I'll be happy to stop modifying more and more things. :-)
@Gisle Aune: You can either tell people to install it, or you can include the core scripts in your mod. It's not a problem if you include those scripts anyways, because we will all have the same ones, so even if we all include them, it's no problem. :-)
@ladydesire: I added that in the wiki: http://social.biowar...ty_Core_Package
Thanks everybody for your interest and of course thanks again noob766 and Idomeneas. :-)
Modifié par DLAN_Immortality, 27 novembre 2010 - 05:19 .
#17
Posté 27 novembre 2010 - 06:47
What I see as a problem is that if the script is to be updated to give more power. We could have a "requires Character Core v x.xx to work" and make sure they're compitable with custom companions which originally used an earlier version. (i.e. not change scripts to make it unable to work with older version-made companions)
#18
Posté 27 novembre 2010 - 07:07
What I could do is integrate the scripts into my custom class and companion core module (Quad-C), which is currently a requirement of my Tevinter Warden and Secrets of the Tevinter Warden mods; if other people want to use this as a module requirement, all that would be needed is for me to have the most up to date scripts in that.
#19
Posté 27 novembre 2010 - 07:08
It's more reassonaable than having to download 3-4 hair/skin/eye mods to paly a mod...ladydesire wrote...
What I could do is integrate the scripts into my custom class and companion core module (Quad-C), which is currently a requirement of my Tevinter Warden and Secrets of the Tevinter Warden mods; if other people want to use this as a module requirement, all that would be needed is for me to have the most up to date scripts in that.
#20
Posté 27 novembre 2010 - 07:17
In cutscene_slideshow, Where do you want the script to fire?
Its probably better to keep it standalone for a while, While you just include the table and the dialog in your package,
At least until I get a final version out there.
Also you might want to put the script to fire on the root branch because that will eliminate any human errors involved with the script not firing.
Its probably better to keep it standalone for a while, While you just include the table and the dialog in your package,
At least until I get a final version out there.
Also you might want to put the script to fire on the root branch because that will eliminate any human errors involved with the script not firing.
Modifié par Noob766, 28 novembre 2010 - 02:33 .
#21
Posté 28 novembre 2010 - 12:36
Noob766:
The best thing should be at the end, right?
Like, once all the slates are done, then to have the vanilla NPC ones?
I sent you a b2b with my cutscene_slideshow (sans-Rory's lines) because we already worked on it to make it also compatible with ZDF and MDF. :-)
The best thing should be at the end, right?
Like, once all the slates are done, then to have the vanilla NPC ones?
I sent you a b2b with my cutscene_slideshow (sans-Rory's lines) because we already worked on it to make it also compatible with ZDF and MDF. :-)





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