Okay, so I had that stat glitch, where every point is worth two stat points.
I was talked through how to fix it. Part of that being to disable all mods.
I reactivated them, and everything's working now, except that I made a mod that has a pair of swords in it.
I got all the mod items back in my game, except for my swords.
And I don't know how to fix that. I want to have them re-added, like everything else.
Here's the script I used (taken from weriKK's blog):
// ---- SCRIPT STARTS HERE ----
// Later on in this script, we will use the UT_AddItemToInventory()
// function to add an item to the player's inventory.
// But before we could use it, we have to tell the toolset where
// to look for it. The function is in the "utility_h" script file
// under _Core Includes, we will include this file at the top of
// our script file, above the main function.
#include "utility_h"
#include "plt_uberweapon_plot"
void main()
{
// If our plot flag is set to TRUE, that means we have already
// given the items to the player, there is no need to continue
// running this script.
if ( WR_GetPlotFlag( PLT_UBERWEAPON_PLOT, MY_ITEM_CHECK_FLAG ) == TRUE )
return;
event ev = GetCurrentEvent();
int nEventType = GetEventType(ev);
// We will watch for every event type and if the one we need
// appears we will handle it as a special case. We will ignore the rest
// of the events
switch ( nEventType )
{
// This event happenes every time the module loads
// This usually happenes when creating a new game
// or loading a savegame
case EVENT_TYPE_MODULE_LOAD:
{
// The UT_AddItemToInventory function adds various resources to a
// creature's inventory. Here we add one weapon and one shield.
UT_AddItemToInventory(R"uber_weapon_heaven.uti", 1);
UT_AddItemToInventory(R"uber_weapon_hell.uti", 1);
// Set our plot flag to TRUE, so the next time this script tries
// to run it will not add extra items to the player's inventory
WR_SetPlotFlag( PLT_UBERWEAPON_PLOT, MY_ITEM_CHECK_FLAG, TRUE );
// We have dealt with the event we were waiting for.
// At this point we can stop looking for other events
break;
}
default:
break;
}
}
// ---- SCRIPT ENDS HERE ----
Now, I'm mostly brainless about using the toolset. But I figure it has something to do with the plot bit. The script had run once, and that was saved. So now the game's not running it again? Is that it?
How do I get my items back?
Need help getting my custom items to respawn after deactivating the mod.
Débuté par
AdamTaylor
, nov. 21 2009 07:59
#1
Posté 21 novembre 2009 - 07:59
#2
Posté 21 novembre 2009 - 08:05
create a new script, call it dbg_remove_uberweapon_plot and put the following in it
#include "plt_uberweapon_plot"
void main()
{
// Set our plot flag to FALSE
WR_SetPlotFlag( PLT_UBERWEAPON_PLOT, MY_ITEM_CHECK_FLAG, FALSE );
}
// ---- SCRIPT ENDS HERE ----
then run it from the console: runscript dbg_remove_uberweapon_plot
after that, if you save and reload that save it should work. Alternatively you could just plop your two UT_AddItemToInventory calls into the dbg script and it would just give you the items directly.
#include "plt_uberweapon_plot"
void main()
{
// Set our plot flag to FALSE
WR_SetPlotFlag( PLT_UBERWEAPON_PLOT, MY_ITEM_CHECK_FLAG, FALSE );
}
// ---- SCRIPT ENDS HERE ----
then run it from the console: runscript dbg_remove_uberweapon_plot
after that, if you save and reload that save it should work. Alternatively you could just plop your two UT_AddItemToInventory calls into the dbg script and it would just give you the items directly.
#3
Posté 21 novembre 2009 - 08:13
Try this. Plug in the proper TAG for your items where indicated on those two lines...
[dascript]
// ---- SCRIPT STARTS HERE ----
// Later on in this script, we will use the UT_AddItemToInventory()
// function to add an item to the player's inventory.
// But before we could use it, we have to tell the toolset where
// to look for it. The function is in the "utility_h" script file
// under _Core Includes, we will include this file at the top of
// our script file, above the main function.
#include "utility_h"
#include "plt_uberweapon_plot"
void main()
{
event ev = GetCurrentEvent();
int nEventType = GetEventType(ev);
// We will watch for every event type and if the one we need
// appears we will handle it as a special case. We will ignore the rest
// of the events
switch ( nEventType )
{
// This event happenes every time the module loads
// This usually happenes when creating a new game
// or loading a savegame
case EVENT_TYPE_MODULE_LOAD:
// The UT_AddItemToInventory function adds various resources to a
// creature's inventory. Here we add one weapon and one shield.
if( !IsObjectValid( GetItemPossessedBy( GetHero(), "TAG_of_UberWeaponHeaven_item_goes_here")))
UT_AddItemToInventory(R"uber_weapon_heaven.uti", 1);
if( !IsObjectValid( GetItemPossessedBy( GetHero(), "TAG_of_UberWeaponHell_item_goes_here")))
UT_AddItemToInventory(R"uber_weapon_hell.uti", 1);
// We have dealt with the event we were waiting for.
// At this point we can stop looking for other events
break;
}
}
// ---- SCRIPT ENDS HERE ----
[/dascript]
You really don't need the plot flag.
[dascript]
// ---- SCRIPT STARTS HERE ----
// Later on in this script, we will use the UT_AddItemToInventory()
// function to add an item to the player's inventory.
// But before we could use it, we have to tell the toolset where
// to look for it. The function is in the "utility_h" script file
// under _Core Includes, we will include this file at the top of
// our script file, above the main function.
#include "utility_h"
#include "plt_uberweapon_plot"
void main()
{
event ev = GetCurrentEvent();
int nEventType = GetEventType(ev);
// We will watch for every event type and if the one we need
// appears we will handle it as a special case. We will ignore the rest
// of the events
switch ( nEventType )
{
// This event happenes every time the module loads
// This usually happenes when creating a new game
// or loading a savegame
case EVENT_TYPE_MODULE_LOAD:
// The UT_AddItemToInventory function adds various resources to a
// creature's inventory. Here we add one weapon and one shield.
if( !IsObjectValid( GetItemPossessedBy( GetHero(), "TAG_of_UberWeaponHeaven_item_goes_here")))
UT_AddItemToInventory(R"uber_weapon_heaven.uti", 1);
if( !IsObjectValid( GetItemPossessedBy( GetHero(), "TAG_of_UberWeaponHell_item_goes_here")))
UT_AddItemToInventory(R"uber_weapon_hell.uti", 1);
// We have dealt with the event we were waiting for.
// At this point we can stop looking for other events
break;
}
}
// ---- SCRIPT ENDS HERE ----
[/dascript]
You really don't need the plot flag.
Modifié par Axe_Murderer, 21 novembre 2009 - 08:28 .
#4
Posté 21 novembre 2009 - 08:41
Sorry, TAG?
I'm a complete newb at this. I basically just tried to do a step by step as on the blog.
So, I don't need the plot line at all? I can just remove that from the script?
I thought the plot bit was to prevent the items being made every time you load the game.
I'm a complete newb at this. I basically just tried to do a step by step as on the blog.
So, I don't need the plot line at all? I can just remove that from the script?
I thought the plot bit was to prevent the items being made every time you load the game.
#5
Posté 21 novembre 2009 - 09:04
AdamTaylor wrote...
Sorry, TAG?
I'm a complete newb at this. I basically just tried to do a step by step as on the blog.
So, I don't need the plot line at all? I can just remove that from the script?
I thought the plot bit was to prevent the items being made every time you load the game.
There's more than one way to write scripts that accomplish the same goal.
#6
Posté 21 novembre 2009 - 09:18
Okay, so I should just replace my script with what Axe listed?
Does that mean I should remove that plot line at the beginning?
But for:
if( !IsObjectValid( GetItemPossessedBy( GetHero(), TAG_of_UberWeaponHeaven_item_goes_here")))
What do I put exactly? Isn't the tag the same are the resource name?
So it would just be "uber_weapon_heaven" then?
Does that mean I should remove that plot line at the beginning?
But for:
if( !IsObjectValid( GetItemPossessedBy( GetHero(), TAG_of_UberWeaponHeaven_item_goes_here")))
What do I put exactly? Isn't the tag the same are the resource name?
So it would just be "uber_weapon_heaven" then?
#7
Posté 21 novembre 2009 - 09:59
The solution is very simple, disable your mod, load the game without it. Make a save game. Re-enable your DLC, load your save game and you should have all your items back .
#8
Posté 21 novembre 2009 - 10:19
Look at the properties of the items you are adding. One of the fields is TAG. Whatever is there is what you have to plug into the script.
#9
Posté 21 novembre 2009 - 10:24
Okay, but so do I remove that #include "plt_uberweapon_plot" bit at the beginning then, if I'm not using the plot anymore?
#10
Posté 21 novembre 2009 - 10:29
Sure you can do that if you aren't using it for anything else.
#11
Posté 21 novembre 2009 - 11:48
Okay, thanks.





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