I am new to the forums and the toolset. I am have trouble with adding a custom companion. He will show up in the party but will not show up on the partypicker and I followed the wiki follower tutorial and still nothing.
Trouble with a Custom Companion
Débuté par
Marshal57
, déc. 30 2010 04:03
#1
Posté 30 décembre 2010 - 04:03
#2
Posté 30 décembre 2010 - 07:24
Well, we know that the tutorial works, so it's a matter of reviewing all the steps that affect the partypicker, looking for a typo or some other oversight.
Can you see your char_stage in your module override folder?
Is the waypoint tag char_xxxx, where xxxx is exactly the same as your follower's tag?
Does your module event script specify the name of your char_stage correctly?
Are your M2DA files set up exactly as shown in the tutorial?
To narrow this down, you could try putting a placeable on your char_stage temporarily. If you can see it in the partypicker, the char_stage is working, so the problem must be with the waypoint or M2DA files.
If you're really stuck, you could post your scripts and M2DA files here.
Can you see your char_stage in your module override folder?
Is the waypoint tag char_xxxx, where xxxx is exactly the same as your follower's tag?
Does your module event script specify the name of your char_stage correctly?
Are your M2DA files set up exactly as shown in the tutorial?
To narrow this down, you could try putting a placeable on your char_stage temporarily. If you can see it in the partypicker, the char_stage is working, so the problem must be with the waypoint or M2DA files.
If you're really stuck, you could post your scripts and M2DA files here.
#3
Posté 31 décembre 2010 - 02:24
Alright I tried putting a temporary placeable in the my_char_stage so it must be with my script right?
==================================================================================
#include "utility_h"
#include "wrappers_h"
void main()
{
event ev = GetCurrentEvent();
int nEventType = GetEventType(ev);
switch(nEventType)
{
case EVENT_TYPE_MODULE_GETCHARSTAGE:
{
// Overlay the existing stage with my stage
// "my_char_stage" is the resource name of the overlay area
// "partypicker" is the name of the default GDA
SetPartyPickerStage("my_char_stage", "partypicker");
break;
}
case EVENT_TYPE_PARTYMEMBER_ADDED:
{
object oFollower = GetEventObject(ev, 0);
SetLocalInt(oFollower, CREATURE_REWARD_FLAGS, 0); //Allows the follower to gain XP
AddCommand(oFollower, CommandJumpToLocation(GetLocation(GetHero()))); //Ensures follower appears at PC's location.
SetFollowerState(oFollower, FOLLOWER_STATE_ACTIVE); //Adds follower to the active party
break;
}
}
}
==================================================================================
#include "utility_h"
#include "wrappers_h"
void main()
{
event ev = GetCurrentEvent();
int nEventType = GetEventType(ev);
switch(nEventType)
{
case EVENT_TYPE_MODULE_GETCHARSTAGE:
{
// Overlay the existing stage with my stage
// "my_char_stage" is the resource name of the overlay area
// "partypicker" is the name of the default GDA
SetPartyPickerStage("my_char_stage", "partypicker");
break;
}
case EVENT_TYPE_PARTYMEMBER_ADDED:
{
object oFollower = GetEventObject(ev, 0);
SetLocalInt(oFollower, CREATURE_REWARD_FLAGS, 0); //Allows the follower to gain XP
AddCommand(oFollower, CommandJumpToLocation(GetLocation(GetHero()))); //Ensures follower appears at PC's location.
SetFollowerState(oFollower, FOLLOWER_STATE_ACTIVE); //Adds follower to the active party
break;
}
}
}
#4
Posté 31 décembre 2010 - 08:02
If you can see the temporary placeable, then the script is working.
Ensure that the waypoint tag is exactly as specified. The slightest typo there will prevent your companion appearing in the partypicker.
If it is, perhaps you'd like to post your M2DA files.
Ensure that the waypoint tag is exactly as specified. The slightest typo there will prevent your companion appearing in the partypicker.
If it is, perhaps you'd like to post your M2DA files.
#5
Posté 31 décembre 2010 - 08:59
I couldn't see the placeable.
#6
Posté 31 décembre 2010 - 11:28
Well, your script looks OK, so evidently your party picker stage isn't recognised by the game for some reason.
Can you see the file my_char_stage.are in your addin's module > override > toolsetexport folder? The file name must match the name in your script (my_char_stage) exactly.
If not, export that area without dependent resources, checking the log file for errors.
Can you see the file my_char_stage.are in your addin's module > override > toolsetexport folder? The file name must match the name in your script (my_char_stage) exactly.
If not, export that area without dependent resources, checking the log file for errors.
#7
Posté 31 décembre 2010 - 12:00
Having spent the best part of 12 hours or so adding a custom companion to DA:O over the last couple of days, hopefully I might be able to help.
First things first... are you running any other companion mods? If so, it's more than likely your changes to char_stage are not getting run due to the other companion mod(s) overriding yours.
If that's not your problem, I am assuming you have been following this tutorial as you mentioned my_char_stage?
There are a few other things you should check:
1. Are all the resources you created owned by your module?
The simple way to check this is to check in all files if they have not been already, then right click on each and select Properties.
Module and Module owner should both be set to whatever your module name is, and not anything else.
2. Is your character waypoint near enough to all the others?
While the character stage is big, you may find that if you put your waypoint it too far away from the others the character is not displayed.
Now, I am not sure if this is actually true or not, or if the stage somehow expands if you add characters further away but I put mine fairly close to the others and it worked. For example, as shown in my screenshot.
3. Did you set the correct waypoint tag on the char_stage?
After adding your waypoint to the char_stage it has to have a specific tag for the character to be displayed.
It has to be in the format of char_npctag, so for example if your NPC tag was my_npc, the tag you put in the properties would be: char_my_npc
4. Have you told the module to use your custom modcore?
I saw you posted your modcore, though there is nothing wrong with it I would recommend you change it to this: http://pastie.org/1419439
Reason being even if you're not using plot flags or things specific to your NPC in the partymember events, I would still recommend using the if (GetTag(oFollower) == "mynpctag") etc. as that way your custom code will not get fired when you are adding an official companion to your party. (Plus if you get onto creating a more advanced modcore, this is rather useful).
After doing that, you need to make sure that the module is actually executing your custom modcore.
To do this, after opening your module in the toolset do the following:
1. Click File -> Manage Modules
2. Make sure your module is open (if not, select it from the list click Open, then File -> Manage Modules again)
3. Click Properties
4. In the "General" section, 4 fields down, there is one called "script", by default when you create a new module it says something along the lines of "mod_core" in the value box next to it.
It is always important to change this when creating a new module, else it can cause all kind of problems.
5. Click where it says mod_core, and a button with 3 fullstops will appear, click it
6. The "Resource Open/Save" dialogue will open. Browse to your custom modcore, select it, and click OK.
Script should now say "yournpc_modcore" (for example, if you had called your custom modcore script yournpc_modcore)
7. Click OK
8. Click Open
9. Make sure ALL is selected in your Palette Window for the filter, and that everything is checked in, if you have not done so
10. Right click on your module folder name, Export -> Export without dependant resources
Finally, and this is really important, the Toolset is bugged and exports some external resources even if you tell it not to!
Go to Documents\\BioWare\\Dragon Age\\packages\\core\\override\\toolsetexport using Windows Explorer, and delete everything in the directory.
Not doing this can cause all kind of bugs! And every time you save your script or export module it generates all these files.
If that doesn't sort it for you, let us know and I will have another think.
First things first... are you running any other companion mods? If so, it's more than likely your changes to char_stage are not getting run due to the other companion mod(s) overriding yours.
If that's not your problem, I am assuming you have been following this tutorial as you mentioned my_char_stage?
There are a few other things you should check:
1. Are all the resources you created owned by your module?
The simple way to check this is to check in all files if they have not been already, then right click on each and select Properties.
Module and Module owner should both be set to whatever your module name is, and not anything else.
2. Is your character waypoint near enough to all the others?
While the character stage is big, you may find that if you put your waypoint it too far away from the others the character is not displayed.
Now, I am not sure if this is actually true or not, or if the stage somehow expands if you add characters further away but I put mine fairly close to the others and it worked. For example, as shown in my screenshot.
3. Did you set the correct waypoint tag on the char_stage?
After adding your waypoint to the char_stage it has to have a specific tag for the character to be displayed.
It has to be in the format of char_npctag, so for example if your NPC tag was my_npc, the tag you put in the properties would be: char_my_npc
4. Have you told the module to use your custom modcore?
I saw you posted your modcore, though there is nothing wrong with it I would recommend you change it to this: http://pastie.org/1419439
Reason being even if you're not using plot flags or things specific to your NPC in the partymember events, I would still recommend using the if (GetTag(oFollower) == "mynpctag") etc. as that way your custom code will not get fired when you are adding an official companion to your party. (Plus if you get onto creating a more advanced modcore, this is rather useful).
After doing that, you need to make sure that the module is actually executing your custom modcore.
To do this, after opening your module in the toolset do the following:
1. Click File -> Manage Modules
2. Make sure your module is open (if not, select it from the list click Open, then File -> Manage Modules again)
3. Click Properties
4. In the "General" section, 4 fields down, there is one called "script", by default when you create a new module it says something along the lines of "mod_core" in the value box next to it.
It is always important to change this when creating a new module, else it can cause all kind of problems.
5. Click where it says mod_core, and a button with 3 fullstops will appear, click it
6. The "Resource Open/Save" dialogue will open. Browse to your custom modcore, select it, and click OK.
Script should now say "yournpc_modcore" (for example, if you had called your custom modcore script yournpc_modcore)
7. Click OK
8. Click Open
9. Make sure ALL is selected in your Palette Window for the filter, and that everything is checked in, if you have not done so
10. Right click on your module folder name, Export -> Export without dependant resources
Finally, and this is really important, the Toolset is bugged and exports some external resources even if you tell it not to!
Go to Documents\\BioWare\\Dragon Age\\packages\\core\\override\\toolsetexport using Windows Explorer, and delete everything in the directory.
Not doing this can cause all kind of bugs! And every time you save your script or export module it generates all these files.
If that doesn't sort it for you, let us know and I will have another think.
Modifié par BTCentral, 31 décembre 2010 - 02:44 .
#8
Posté 31 décembre 2010 - 05:09
Not all of my items are owned by my module because if I they aren't core game resources they will not show up in Awakenings.
#9
Posté 31 décembre 2010 - 05:41
The problem we're discussing here won't be affected by your items. What matters is that your module owns the resources involved in party picking, such as the stage area and the follower.
Off-topic, there's now a better method of sharing items across campaigns.
Off-topic, there's now a better method of sharing items across campaigns.
#10
Posté 31 décembre 2010 - 06:00
thanks for the sidenote didnt know you could do that.
Modifié par Marshal57, 31 décembre 2010 - 06:05 .
#11
Posté 31 décembre 2010 - 06:22
all of those things are correct but still not showing up in the partypicker
#12
Posté 31 décembre 2010 - 06:25
woot woot i got it to work woot thank you guys for everything i had a conflicting mod
#13
Posté 01 janvier 2011 - 12:19
Good to see you got it sorted out
#14
Posté 01 janvier 2011 - 05:25
Marshal57, are you planning to release this companion, or is it for your personal use? Either way, I would suggest downloading the community companion stage from this project so you can use it as the basis of yours. I will be posting an updated version some time today.
#15
Posté 20 septembre 2011 - 05:51
ladydesire I am working on a companion mod were do I put the file for the community companion stage in order to use it.





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