So far I have found guitypes.xls, AL(class)_Default.xls, CLA_base.xls, and Backgrounds.xls for the 2da's to edit. I went into the string editor and added the new lines into the single player talk table for the RULES and GUI section's so that I could also get the stringID's to put in the corresponding lines in the worksheets. As of the moment I am able to put the .GDA's into the single player override directory and load up the game, select new character, and I can see the icon (I used the bloodmage icon for now) available at the character generation screen. I can not however select it yet.
I'm hoping maybe one of the bioware guys can help out here unless someone else has managed to find or can figure this out from here.
Atm I loaded up the toolset, went to the script sections, and found under "_SYSTEM" - sys_chargen.nss at line 46:
const int MAX_class_INDEX = 3; // Last index of available base classes in cla_base.
I duplicated the file and labeled it "_bak" incase I screw something up. I then changed the 3 to a 4. Now in my xls sheet the new class has an id of 26 so I'm not sure if the 4 is correct or if I even need to edit any of the code. c2da_constants_h also has a section in it about classes and what seems to be their ID association.
Now if I compile, export, or check out/check in I will have to delete my single player folder from under "Documents/Bioware/Dragon Age/Modules" otherwise when I go to load up I get an "Unable to find module" error. So aside from this I'm hoping somone can atleast tell me how to properly get these scripts edit'd. I don't really like having to edit the main files, but I can't seem to figure out how to make one that would override them. If I create a new file and put the code in there and place it in the override directory it doesn't seem to do anything.
I'm faily new to C as well. This week I just started learning about classes in my programming class, but so far I have atleast been able to look at the code and have an idea of what each thing means.
If I need to add anymore info here to help just let me know and i'll add what I can. Otherwise the only thing I can think to mention atm is that I believe my naming conventions for the worksheet names are set correctly, but I can't be 100% sure.
I also know that the bioware people are all busy so I don't expect an exact detailed reply on what to do, but I am hoping to atleast get pointed in the right direction of where I am messing up and how to setup scripts properly as right now I don't even know how I would be able to give this to someone else even if it did work and have them be able to apply it. The .GDA's I can see as all they'd have to do is extract the files into their override directory, but if the scripts and talk table is necessary I don't see how I would get them those changes as right now they seem to be changing the core of the game and not just simply through a file in the override.
Thanks in advance for any help that anyone is able to offer me.
New character class, looking for some help
Débuté par
wishmaster_96
, nov. 16 2009 12:52
#1
Posté 16 novembre 2009 - 12:52
#2
Posté 16 novembre 2009 - 03:49
Bump
#3
Posté 09 janvier 2010 - 05:01
bump
#4
Posté 14 janvier 2010 - 03:47
Because the way math works with the background.xls ref IDs (race id x 1000 + 100 x class id + bg id), any class ID above 9 won't work at all. Because that calculation is currently hardcored in the game, it seems we can only create classes with ID between 1 and 9, and that will mean overriding all the existing choices available or bumping them by one (as seen in the cleric class creation tutorial, where they assign ID 4 to shaman).
i.e - 1104 is a viable ID, because 1st digit = race, 2nd = class, 3rd = nothing and 4th or bg. If your class ID is 26, you would end up with 1004 + 2600, which would point to something entirely different for 2 of those digits.
So you got 2 choices - you edit 5 or 6 core resources (which, if you wish to plug this in the main campaign, will work if you select the shaman stuff but isn't the cleanest thing to do. Doesn't matter for a new campaign imo if you know you won't use the same specializations and all, backing up core scripts is indeed sensible) or you wait until Bioware changes that math formula.
Do note - I might be wrong but I believe this is why it doesn't work to do class with ID 26 atm.
i.e - 1104 is a viable ID, because 1st digit = race, 2nd = class, 3rd = nothing and 4th or bg. If your class ID is 26, you would end up with 1004 + 2600, which would point to something entirely different for 2 of those digits.
So you got 2 choices - you edit 5 or 6 core resources (which, if you wish to plug this in the main campaign, will work if you select the shaman stuff but isn't the cleanest thing to do. Doesn't matter for a new campaign imo if you know you won't use the same specializations and all, backing up core scripts is indeed sensible) or you wait until Bioware changes that math formula.
Do note - I might be wrong but I believe this is why it doesn't work to do class with ID 26 atm.





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