Modifié par Highlen, 19 novembre 2009 - 09:48 .
Creating custom classes
Débuté par
Highlen
, nov. 19 2009 09:01
#1
Posté 19 novembre 2009 - 09:01
Is it possible and what needs to be done to do it.
#2
Posté 19 novembre 2009 - 09:08
Yes, though there is currently an issue with the UI that prevents them from showing up; I will be working on a new class and making a tutorial on it that I will post on the wiki once I am done.
#3
Posté 19 novembre 2009 - 09:48
ladydesire wrote...
Yes, though there is currently an issue with the UI that prevents them from showing up; I will be working on a new class and making a tutorial on it that I will post on the wiki once I am done.
awesome, looking forward to it
#4
Posté 19 novembre 2009 - 11:01
Yup. You can. It seems you are limited to 6 classes however due to the limitations of the chargen UI in my experience. Also, until the next toolset patch, you can't exactly add strings for descriptions of the classes.
Creating classes is something I'm working on as well. The limitation of only 6 base classes isn't too terrible considering the specialization classes, but it would be nice to have a scroll bar to allow more than 6 classes, races, and backgrounds to be displayed.
Creating classes is something I'm working on as well. The limitation of only 6 base classes isn't too terrible considering the specialization classes, but it would be nice to have a scroll bar to allow more than 6 classes, races, and backgrounds to be displayed.
#5
Posté 19 novembre 2009 - 11:03
Related to this, Can you create new specializations for pre-existing classes? (and if so, is there any limit to the number?)
#6
Posté 19 novembre 2009 - 11:48
You should be able to add strings, just not to the core talk table (and even if you could add them to the core talk table you probably shouldn't do that anyway. You should put your classes in a separate addin and use that addin's talk table to store the descriptions. That way it will be possible to combine multiple different mods without them overriding each other.).
My that was a long parenthetical.
My that was a long parenthetical.
#7
Posté 19 novembre 2009 - 11:52
Oh, and I should mention _why_ you can't add strings to the core talk table at the moment in case you aren't following the other thread where this came up. In a similar vein to how we randomized the plot GUIDs when we create the database distributed with the toolset, we also managed to scramble the string IDs of the strings stored in the core talk table. So if you make any changes to the core talk table and export it, the game will end up with all its core strings scrambled.
It's not nearly as bad as the plot GUID bug, fortunately, since this won't corrupt savegames and you can simply clear your override directory to fix it. Should be fixed in the next toolset release.
It's not nearly as bad as the plot GUID bug, fortunately, since this won't corrupt savegames and you can simply clear your override directory to fix it. Should be fixed in the next toolset release.
#8
Posté 20 novembre 2009 - 07:04
you guys are great thanks looking forward to custom classes tutorial.





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