Aller au contenu

Photo

Adding Merchants to Existing Game


14 réponses à ce sujet

#1
NewYears1978

NewYears1978
  • Members
  • 894 messages
Is my understanding correct that you cannot add a merchant into say the party camp?

Also, if you create a new model is there any way to access that from within the main story rather than the "Other Campaigns" menu?

I am not a programmer or a modder, but am trying to learn as much as I can about the toolset, as I might want to dabble in it in the future.

#2
BryanDerksen

BryanDerksen
  • BioWare Employees
  • 273 messages
You can add content to existing areas, but it's a bit tricky currently since the designer resources for the main campaign aren't available yet. See http://social.biowar...n_existing_area for an overview of how it's done.

#3
FollowTheGourd

FollowTheGourd
  • Members
  • 572 messages
I think one thing to keep in mind, if you don't go the override-the-existing-area route is that CreateObject apparently doesn't work with stores. http://daforums.biow...&forum=140&sp=0

That link will probably be broken in a short time, so I hope Georg doesn't mind my quoting him here:

Georg Zoeller wrote...
Dynamic creation of objects in the engine is subject to a host of limitations, reason being our attempts to cut down 'unaccounted' memory usage.

Try avoiding CreateObject whenever possible.


One thing the OP wondered was if you could use a store in another area in the area list. I don't really know myself, but if it's like NWN2 (so maybe a bit like NWN1 then), then I thought the store had to be somewhat close to the merchant. Maybe that won't be an issue in DA, but there seem to be a few gotchas to contend with.

Modifié par FollowTheGourd, 13 novembre 2009 - 01:23 .


#4
BryanDerksen

BryanDerksen
  • BioWare Employees
  • 273 messages
Huh, wasn't aware of that limitation to CreateObject. If you can confirm it it'd probably be a good note to add to http://social.biowar...hp/CreateObject :)

#5
weriKK

weriKK
  • Members
  • 106 messages
I did fool around with stores. You can spawn the vendor character with createobject but you can not spawn the merchant object itself, which makes dynamic creation of vendors rather hard :)

#6
Kreugen

Kreugen
  • Members
  • 5 messages
I was going to add a NPC to camp that will teleport you to a new area with the vendor (unlimited regs all in one place, yay) but I'm stuck on figuring out what the area name is for the camp and how to get the coordinates. I assume you find these by creating a new area and selecting the layout, but I can't find any such layout for the camp.

#7
weriKK

weriKK
  • Members
  • 106 messages

Kreugen wrote...

I was going to add a NPC to camp that
will teleport you to a new area with the vendor (unlimited regs all in
one place, yay) but I'm stuck on figuring out what the area name is for
the camp and how to get the coordinates. I assume you find these by
creating a new area and selecting the layout, but I can't find any such
layout for the camp.


You can find the area tags in the areadata.xls file. The tag for the camp is "cam100ar_camp_plains".

Alternatively you can retrieve the area tags and location coordinates through scripting.

- GetTag(GetArea(GetHero())) should give you a string representation of the are tag.
- VectorToString(GetPositionFromLocation(GetLocation(GetHero()))) should give you the X,Y,Z coordinates of your current position in one string.

If you omit the VectorToString() function you get the coordinates in vector format which is what's needed for most of the things.

Modifié par weriKK, 13 novembre 2009 - 02:10 .


#8
Shade Sharphook

Shade Sharphook
  • Members
  • 60 messages
I've run into the same problem with CreateObject and merchants.

I'll have a look at updating the Wiki later with some more info too :)

#9
Hurrr

Hurrr
  • Members
  • 2 messages
I was also having CreateObject problems and decided to try creating a new area with the merchant object already placed but even that doesn't seem to work. I've tried using the gen00pt_generic_actions plot to open the store and also writing my own script but it just doesn't open.

Edit: Turns out I just forgot to change the merchant object tag like an idiot. I have successfully added a new merchant!

Modifié par Hurrr, 13 novembre 2009 - 10:15 .


#10
Shade Sharphook

Shade Sharphook
  • Members
  • 60 messages
I've added a little info to the Wiki. I'll add more as I should be sleeping (or actually playing the game) :)



If someone tries to create an 'item' with CreateObject, can you please confirm that it doesn't work....or that I am doing something wrong....



In regards to creating merchants, you can scan through all the objects in an area to find an existing merchant and use that one. Or if you have another merchant in the same AreaList and you know the tag, you can also access that one.

I'm still investigating dynamic ways to do this though......there must be a better way some how....

#11
Redwinter666

Redwinter666
  • Members
  • 7 messages
hey im completely lost, i wanna add a drake to the dalish elf forest path that drops a costomized dar misaan but i cant figuer out how to override the area, and even if i do i dont know how to get it to even work on the game, any advice?

#12
Yite

Yite
  • Members
  • 5 messages
So it looks like all merchant mods that are adding a merchant to the camp area are using the same method, the method being creating an override of the cam100ar_camp_plains.lst in which you add your custom area which holds the merchant object which can be opened via OpenStore.



This however makes all these mods incompatible with eachother as each override's the same file.



Is there a nice way to avoid this?



What I've been trying is to load my custom area with CreateObject(OBJECT_TYPE_AREA, R"yite_shopping_zone.are", lMerchantLocation) but I'm starting to guess that OBJECT_TYPE_AREA cannot be used in CreateObject.

#13
cstanish

cstanish
  • Members
  • 90 messages
The only way I could think of to remedy that would be if all such modders agreed to provide you with their copy of the .lst override file they created, and you combine them into one.

#14
Yite

Yite
  • Members
  • 5 messages
It could be a possible function for daupdater (or the 3rd party) damodder tool to check for .lst files in override folders and merge them. Then again what if a mod is disabled? If we need to stick to modified lst files then it will be tricky.



What I was wondering is if there's another way to get your merchant area loaded (like with CreateObject) or maybe just the merchant (I know it's already been said that store's cannot be used with CreateObject but maybe some other function?)



It could be that adding merchants to an existing area was never intended and new vendors should be in their own area's.

#15
Rasanaa

Rasanaa
  • Members
  • 10 messages
I ended up putting my merchant in an out-of-the-way area, but still accessible to avoid these types of issues and conflicts.



Threw her in the Denerim brother, The Pearl. Other thoughts were the dwarven encampment outside of Orzzammar, Denerim Market, Gnawed Noble Tavern, Dalish Camp, Redcliffe Village, etc.