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FK's dive into the toolset


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#1
fkirenicus

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I've begun (with very small steps, but nonetheless) to create stuff for DA. As a fairly competent NWN and NWN2 toolset user, the DA toolset has proved more of a challenge (not least because of available disk space!), so it's only now I got myself a new computer that I have been able to properly start getting into this.

I hope to be able to create stuff others find worthwhile using as well. No grand goals of creating an entire add-on module as of yet. :-)

Using patch 1.04 and toolset v. 1.01, so all my stuff should/will be compatible with the latest (per 22nd January 2011) patch.

MyProject 

Oh, and a question at last: Is it possible for others to use an additem.ncs script I've compiled in my own toolset - or do they need to compile it themselves in order to get it to work properly? It's based on hdhd's script.

Modifié par fkirenicus, 23 janvier 2011 - 01:30 .


#2
Proleric

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fkirenicus wrote...
Is it possible for others to use an additem.ncs script I've compiled in my own toolset?


Yes.

The default toolset output includes the uncompiled .nss, too. It's good to share IMO, but not technically necessary.

Modifié par Proleric1, 24 janvier 2011 - 07:20 .


#3
fkirenicus

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Thanks, but I should perhaps have been a little more specific. What I mean is if I can upload a modified version of hdhd's script which includes my stuff, and expect it to work if other users just put it in their override directory?

I can provide the .nss also, but it won't be of use for people who don't have access to the toolset... :-)

#4
Proleric

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I notice that the script is question is not open content. I've heard that weriKK's tutorial is a popular alternate method of adding items to the game.

That tutorial respects compatibility considerations, with the aim of producing a package other players can use, even if they are running other mods.

It does not use the packages override folder, which can cause problems for players and other modders, and is now deprecated as a modding technique.

Since the tutorial is in the public domain, you can use it without offending anyone.

Modifié par Proleric1, 25 janvier 2011 - 07:45 .


#5
fkirenicus

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Ah, another clarification required, I see. :-)

I don't use the override as such; the "give item" event is handled in a script that is a part of my .dazip (as per standard/weriKK's tutorial). But since the way custom content is handled has been changed along the way (either in 1.03 or 1.04; in 1.02 it was enough to install and activate the .dazip, and the next time you loaded a savegame the item appeared automatically in your inventory - no matter where you were in the game) I want to provide a means for people who want to use my stuff without having to start a whole new game in order (to be sure) to get things to work.

So, at the core, I don't use the override for my mod(s), but I want to able to provide users with a "quick way" to get my stuff into their games - should the "normal" way not work (meaning that they can't get the items even when starting a new game, or they don't want to start a new game). 

That's why I settled for hdhd's script myself, and that work just perfectly. However, I need to know if that compiled script works in others' override folders as well, and not just mine (I have after all made alterations to it, even though it's only a matter of adding item lines, and then recompiled in my own toolset). 

I'll post a permission request on hdhd's page on the DA Nexus, thanks for the heads-up. Should've thought of that myself, of course.

Modifié par fkirenicus, 25 janvier 2011 - 03:38 .


#6
fkirenicus

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New version 1.1 is up!

FK's Stuff

Modifié par fkirenicus, 04 mars 2011 - 11:55 .