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New Item Mod Not Working


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#1
Valmarn

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I created a mod yesterday that updated a number of weapons and armor, and added a new mage staff, but I'm having trouble getting it to work. I've read a number of tutorials, including weriKK's http://social.biowar.../5339/blog/576/, but I'm still having trouble getting it to function properly.

I think the only thing that is messed up is the way the module is set up. I've read tutorials that said to leave the Script as "(None)," and I've read some that said to use your own. The weapon I made I simply added to Bodahn's inventory, as well as some of the weapons I updated. Additionally, I gave Bodahn five of all of the Grandmaster runes.

Anyway, here is the way I have the module set up.

Posted Image

Let me know what all I have wrong.

#2
Proleric

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You need to specify your own module event script, which runs in addition to the official one. Judging by the name, the script you've specified is an area event script, not a module event script.

#3
Valmarn

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Yeah, I've since changed the script to "module_core," and that didn't work. (no surprise there)



What I don't understand is why a specific event is required for changes to take effect. With the Fallout 3 toolset, everything was so much less confounding. You make changes to some weapons, you load the module, you see the changes in-game immediately. *sigh*

#4
Proleric

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Have a look at weriKK's blog again - it describes exactly how to do the module script.

The toolset is materially the same professional studio that Bioware used to make the game. So, yes, it's complex, but it allows fans to achieve results of similar quality.

#5
Valmarn

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The scripting talked about in weriKK's blog concerns adding the items directly to the player's inventory. My mod would only make improvements to a number of different weapons, while adding my new weapon to Bodahn's inventory.

On a similar note, is there any way to open someone else's mod with the toolset?

Modifié par Valmarn, 09 février 2011 - 07:07 .


#6
Proleric

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Sounds like you need PRCSCR.

Regarding other builders' work, if they provide the mod in Builder-to-Builder format, you can load it into the toolset.

More commonly, it's only in Builder-to-Player format (or places files in packages override, which is frowned on).

In that case, you can open the .nss script source files with any text editor (e.g. Notepad), unless the author has removed them from the package.

File Open in the toolset will open the other design files in the GFF editor. This lets you examine the raw content field-by-field, but it's a tedious business. You can't load the objects into your data base this way.

Be aware that there can be issues with copying other people's material.

#7
Valmarn

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Awesome! Thanks for the help!



Now, all I have to do is figure out how to give Daveth some lockpicking skills, and make the Tower Guard at Ostagar a lockpicking Rogue, if the player isn't a Rogue, and give the Mage some healing spells.



I might wait until I'm more comfortable with the toolset before pulling my hair out, attempting all of that, though...heh heh

#8
Valmarn

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Well, I got the mod working, more or less. Initially, I gave Bodahn five of all of the Grandmaster runes, the mage staff that I created, an improved Spellweaver, and two improved Imperial Edge saw swords, just by adding them to his inventory. Then when I got to playing around with the appropriate PRCSCR template, and I added them to his inventory with that, as well, except I gave him 10 each of the GM runes, and I threw in an improved Enchanted Dagger clone that would complement Starfang. I used one of the preexisting plots that would activate my changes on the second trip to the party camp (after saving Bodahn).

Anyway, it seems that the only changes that took effect were my improvements to the Spellweaver and Imperial Edge swords, and the addition of them to Bodahn's inventory. The GM runes were there, as well, but the commands in the script to add 10 of each didn't seem to dp anything. So, I went in, and added 5 more to his inventory the way I did the first time, but it had no effect. Of course, my newly created mage staff and dagger were nowhere to be seen in-game.

I think I'm starting to get the hang of it, though.

Once again, thanks for the advice!