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Ancien Elven Boots Fix


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52 réponses à ce sujet

#26
AND04

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just once ofc - will have to add a plot and set a plot flag but well its easy anyway ;) - i will give it a try - if everything works as it should the mod should be up and running by tonight (wich is in about 8-12 hours seing as i am european)

#27
Wintermist

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Yeah me too, Swedish. I'm close to Lothering now so I'll make a save there outside the Chantry so I can get right to testing it.

#28
AND04

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kk, well the theory is easy - add a pcrcs-file to trigger a script when u enter the area - make a standard script that checks a plot flag - if its not set get the cabinet placeable and add the item to its inventory - set the plot flag - but well i'll see if its really that easy or if the toolset throws me something between my legs...

#29
Wintermist

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lol, well when I tried to edit the cabinet file itself the Toolset would jsut crash on me. *grumbles*

#30
Flamin Jesus

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AND04 wrote...

kk, well the theory is easy - add a pcrcs-file to trigger a script when u enter the area - make a standard script that checks a plot flag - if its not set get the cabinet placeable and add the item to its inventory - set the plot flag - but well i'll see if its really that easy or if the toolset throws me something between my legs...


This script should work, though it doesn't technically work with a plot flag:

#include "sys_treasure_h"
#include "utility_h"

void main(){
        int iModuleLoaded = GetLocalInt(OBJECT_SELF, "fj_chantry_boots");
        if (iModuleLoaded != 1){
            object cabinet = GetObjectByTag("lot110ip_cabinet");
            if((CountItemsByTag(GetHero(), "gen_im_arm_bot_med_elv")+CountItemsByTag(cabinet, "gen_im_arm_bot_med_elv"))==0){
                CreateItemOnObject(R"gen_im_arm_bot_med_elv.uti", cabinet,1);
            }
            SetLocalInt(OBJECT_SELF, "fj_chantry_boots",1);
        }
}

Anyway, the problem is to get it to run when it should.

#31
Flamin Jesus

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Fix should be up and available soon.

#32
Wintermist

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Flamin Jesus put it all together in a dazip downloadable at: Ancient Elven Boots

This adds the boots to where they are supposed to be, tested and working.

#33
AND04

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Flamin Jesus wrote...

AND04 wrote...

kk, well the theory is easy - add a pcrcs-file to trigger a script when u enter the area - make a standard script that checks a plot flag - if its not set get the cabinet placeable and add the item to its inventory - set the plot flag - but well i'll see if its really that easy or if the toolset throws me something between my legs...


This script should work, though it doesn't technically work with a plot flag:

#include "sys_treasure_h"
#include "utility_h"

void main(){
        int iModuleLoaded = GetLocalInt(OBJECT_SELF, "fj_chantry_boots");
        if (iModuleLoaded != 1){
            object cabinet = GetObjectByTag("lot110ip_cabinet");
            if((CountItemsByTag(GetHero(), "gen_im_arm_bot_med_elv")+CountItemsByTag(cabinet, "gen_im_arm_bot_med_elv"))==0){
                CreateItemOnObject(R"gen_im_arm_bot_med_elv.uti", cabinet,1);
            }
            SetLocalInt(OBJECT_SELF, "fj_chantry_boots",1);
        }
}

Anyway, the problem is to get it to run when it should.


Yeah well thats the core script - but if u don't use a plot flag it fires again if u throw away the boats or sell ehm seeing as the localint variable is only temporary and not saved in your savegame.

+ if you use a plot flag ypu don't have to do those item checks on your hero (+ your check isn't complete either -  you would have to check every party-member via the GetPartyPool() list...)

+ ofc we only want it to work in the chantry - not in another area where somone might have put the same cabinet (its just a ressource you can put anywhere)

Modifié par AND04, 16 novembre 2009 - 12:41 .


#34
Wintermist

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BioWare will probably fix this soon enough though, and luckily Lothering vanishes as you leave it but I guess you can now run back and forth and sell it and get it again?

#35
AND04

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bah douplepost-lag

Modifié par AND04, 16 novembre 2009 - 12:46 .


#36
AND04

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as the script is atm - yes you could - could u upload a Builder to Builder package? then i add those fixes in about an hours when i have my lunch-break

#37
Wintermist

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That's true of course. Something to consider for the future. Well, not for me, I hate scripting, I'm an old burnt out web developer/database programmer. I don't touch it anymore.

EDIT: Flamin Jesus made it so you have to ask him for the source for it.

Modifié par Wintermist, 16 novembre 2009 - 12:48 .


#38
Flamin Jesus

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AND04 wrote...

Flamin Jesus wrote...

AND04 wrote...

kk, well the theory is easy - add a pcrcs-file to trigger a script when u enter the area - make a standard script that checks a plot flag - if its not set get the cabinet placeable and add the item to its inventory - set the plot flag - but well i'll see if its really that easy or if the toolset throws me something between my legs...


This script should work, though it doesn't technically work with a plot flag:

#include "sys_treasure_h"
#include "utility_h"

void main(){
        int iModuleLoaded = GetLocalInt(OBJECT_SELF, "fj_chantry_boots");
        if (iModuleLoaded != 1){
            object cabinet = GetObjectByTag("lot110ip_cabinet");
            if((CountItemsByTag(GetHero(), "gen_im_arm_bot_med_elv")+CountItemsByTag(cabinet, "gen_im_arm_bot_med_elv"))==0){
                CreateItemOnObject(R"gen_im_arm_bot_med_elv.uti", cabinet,1);
            }
            SetLocalInt(OBJECT_SELF, "fj_chantry_boots",1);
        }
}

Anyway, the problem is to get it to run when it should.


Yeah well thats the core script - but if u don't use a plot flag it fires again if u throw away the boats or sell ehm seeing as the localint variable is only temporary and not saved in your savegame.

+ if you use a plot flag ypu don't have to do those item checks on your hero (+ your check isn't complete either -  you would have to check every party-member via the GetPartyPool() list...)

+ ofc we only want it to work in the chantry - not in another area where somone might have put the same cabinet (its just a ressource you can put anywhere)


Due to the GDA file it should only fire if you enter the Chantry in Lothering, I realized it's just a temporary variable, but wanted to avoid using a global plotflag, though I suppose if I prefix it with fj_ it shouldn't cause problems with plotflags of other mods or the game itself (Duplicate names could cause a lot of trouble if everyone uses the global variable lists), right now the only way I see to duplicate those boots is for a player to get them, sell them, quit and reload the game and get them again, I figured this wouldn't present much of a problem since Lothering becomes inaccessible anyway, but I'll check by plotflag just to make sure, one shouldn't leave exploits in the game if it can be helped.
I'll add the GetPartyPool check (Does this also check the inventory? From looking through the sys_treasure header it looked like GetHero() also returns the party inventory, the way it is used in there at least)

#39
Flamin Jesus

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/facepalm

You're right, of course it would be idiotic to do item checks if there's a plotflag-check -.-

#40
Gvaz

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any way to get this in another location? Maybe from a vendor? I'm kind of at the landsmeet...

#41
AND04

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GvazElite wrote...

any way to get this in another location? Maybe from a vendor? I'm kind of at the landsmeet...


hmm, i'll give it a quick try - i have about 30 mins now - should be enough;)

#42
Flamin Jesus

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(Micro)Plot and flagcheck has been added and tested, should be exploit-free now. ;)

#43
Wintermist

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Version 2 is now uploaded: Ancient Elven Boots - Version 2.

Possible exploitation fixed. Thanks again to Flamin Jesus.

#44
AND04

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so, made a quick-fix too now: (should be useful for those that have Lothering allready destroyed)



http://www.file-uplo..._Fix.dazip.html



http://www.file-uplo...x.dadbdata.html



This fix adds an item to your inventory if you have the lothering codex entry. The item will spawn the boots.



Also includes the fix to add the boots to the cabinet - uses a plot-flag to determine wich-ever happens (means u can't use both the item and the cabinet)



Builder to Builder package included as well.

#45
Tazmanius

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Call me an idiot but does one have to use the toolset to use any of the fixes provided by you generous people and if not...what folder does the fix get put into?



Good to see a healthy community developing to not only add to the current world in terms of adventure,locations etc. but also people dedicazted to ironiong out the wrinkles,fixing bugs and even trying to make the game more realistic!



Kudos to you all....although one starts to worry with talk of missing bits,left out origins etc. that this will be like Kotor 2..and much will be left up to the fans to discover and rectify!

#46
AND04

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well you just need to install the mod via daupdater.exe in your bin directory of your Dragon age install.

(drag and drop the file on the installer)

#47
Flamin Jesus

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http://www.file-uplo...s.dadbdata.html

I hope this exported everything necessary. ;)

I'll take a look at your badbdata file, if you don't mind, always nice to see how someone else did something...

Edit: Meh... file-upload doesn't like me... :(

Modifié par Flamin Jesus, 16 novembre 2009 - 05:03 .


#48
Tazmanius

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Thanks for the quick reply..going to try this now!

#49
AND04

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Flamin Jesus wrote...

http://www.file-uplo...s.dadbdata.html

I hope this exported everything necessary. ;)

I'll take a look at your badbdata file, if you don't mind, always nice to see how someone else did something...

Edit: Meh... file-upload doesn't like me... :(


sure - do that - though since i only had like 40 mins i made a "quick" fix (didn't use the pcrcs file aproach but usead an area-check in the load_module event) though it got a bit more complicated after that as i used a click-able item to spawn the boots instead of just spawning the boots directly when your aren't in the lot-chantry  (not really sure why though - but i had the code for that written allready in another mod i am working on atm) + added a plot-flag check (for the Lothering Codex Entry - couldn't find wich one was for Lothering being destroyed though... :/)

Modifié par AND04, 16 novembre 2009 - 05:46 .


#50
S0rn0

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Awesome there is a fix being made for this! That link I posted in an above topic (despite the OPs few errors of item slot and item description) It worked great for me as a quick fix!