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Any way to edit scripts for DA2?


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12 réponses à ce sujet

#1
Xenoseroster

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So I've seen how people are making new items and editing abilities and such for DA2, but I haven't seen anyone mention a way to edit scripts yet?  I'm assuming if it's like DAO even if you un-pack the scripts they're all in .ncs files right?  Do we have a tool to mess with them, or is there still nothing to be done with the compiled scripts that come with it?

The reason why is basically that I don't want to have to re-apply Fell Poison every 5 min, bumping the duration is all I'm going for really.

Edit: Secondarily, is there a way to make the "cleansing aura" set of spells (main char & Ander's version) not lock out your offensive spells?  I thought I might be able to fix that through the .gdas but I haven't been able to logic myself through the numbers in the fields & random hex field names enough to say I can or can't do it there.

Modifié par Xenoseroster, 03 avril 2011 - 11:20 .


#2
Sunnie

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A quick scan through the last few pages you can find this...

http://social.biowar...7/index/6681223

#3
Xenoseroster

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Well thanks for the linky, and the thread linked is relevent, but the thread doesn't seem to answer how to edit existing scripts for DA2. Unless I'm misunderstanding something, it seems to be dealing with how to create new scripts for DA2 in the DAO toolset. In fact, they basically asked the same question in that thread: "Compiling scripts with the toolset is great news, but in order to edit the existing scripts, how do you unpack the *.dat files which are in scripts.erf?"  And there hasn't been an answer (at least yet).

Modifié par Xenoseroster, 03 avril 2011 - 11:45 .


#4
Sunnie

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I could be wrong, but I believe, at this point, nobody is editing actual DA2 scripts yet, that I have seen anyway.

#5
Xenoseroster

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I really like your avatar Sunnie. Is it supposed to be from a Manga? Looks like a couple from a Yuri/Shoujo Ai manga to me, and such literature is kinda my guilty pleasure.

#6
Sunnie

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Xenoseroster wrote...

I really like your avatar Sunnie. Is it supposed to be from a Manga? Looks like a couple from a Yuri/Shoujo Ai manga to me, and such literature is kinda my guilty pleasure.

Thanks, I love it!  It's KiGo (Kim/Shego femslash)! There are a few artists on dA that have done some really great art with the pair!

#7
Monochrome Wench

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I edited a script in my mod (Import Fixes) but i used a disassembler/assembler to do it. The tool is not publically available and unless you like staring at disassemblies, changing opcodes and using programs that are unfinished and wont work much of the time, there isn't much point asking me for it.

#8
mesmerizedish

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Sunnie22 wrote...

Xenoseroster wrote...

I really like your avatar Sunnie. Is it supposed to be from a Manga? Looks like a couple from a Yuri/Shoujo Ai manga to me, and such literature is kinda my guilty pleasure.

Thanks, I love it!  It's KiGo (Kim/Shego femslash)! There are a few artists on dA that have done some really great art with the pair!


I can't decide whether or not I like your new one better.

#9
Xenoseroster

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Ahh, I liked the other one better, I thought it was cuter.

#10
mesmerizedish

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Xenoseroster wrote...

Ahh, I liked the other one better, I thought it was cuter.


I thought it was cuter, but I love kisses :wub:

#11
oceanicsurvivor

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I was hoping you meant story script Image IPB.


I want to see that. How do they keep track of all the various  dialogue divergences?

Modifié par oceanicsurvivor, 04 avril 2011 - 06:02 .


#12
Xenoseroster

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Well, it's actually in a similar category really. As I understand it, Conversations are basically scripts that output dialogue options. When you have a choice between different answers, you basically pick a variable in the script and then the script looks up the corresponding dialogue, then outputs said dialogue from the character(s) involved based on your choice, then stores that choice of variable in the background if it's a choice that has future bearing on the game. So future conversation scripts will say something like "What happened in X conversation", and recall the variable you chose, then go foreward off of that. Basically the whole game is just based off of long, inter-weaving C++ style code scripts. It's not as complicated as most folks would think.

Now, the second part of the "game script" is the .tlk table that actually stores all of the written words for the script, but you could change the information in it to anything you liked and it wouldn't actually have an effect on the dialogue choices or voiceovers that went with the different options. For instance, conversation X tells the game to look in string # 276574 to output printed words in that string to the dialogue window. Now, if normally it said "Hello", you could change it to "I love lemmings." and the text would say "I love lemmings." but the voiceover would still say "Hello.", and the conversation would continue just like it said "Hello".

I'm not real clear on the voiceover part of the games bc that is newer than my main experience with modding, and I've never really worried about voiceovers for the things that I mess with in mods.

Modifié par Xenoseroster, 04 avril 2011 - 07:58 .


#13
xatmos2

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You don't really need to edit original scripts for most tasks. You can listen for relevant events and process your own code that way. Having the source for the original scripts (and headers) would make things much easier though.