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[Tutorial] How to add a new class from scratch


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#1
Reynen Starfyre

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CONSOLIDATED INTO ONE THREAD TO KEEP UPDATED MORE EASILY:

www.damods.com/forums/index.php

Another reason I removed it from here is the engine on here breaks the script put in....
I don't know why it is doing this, but it really needs to be fixed.
I apologize to all the people this affected, I did not see the changes it made.

===================
NEW class STARTER KIT
===================


You can download the new class kit from our site

www.damods.com/forums/index.php

===================
NEW class STARTER KIT
===================


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Modifié par Reynen Starfyre, 23 novembre 2009 - 10:53 .


#2
Laeird

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The fact that this can so easily break the game worries me. I would think that this would be one of the things that should be possible with the toolset without the potential to break the game to the point of having to reinstall, maybe thats one of the things they are working on.



That said AWSOME job figuring this out and thanks for letting us know how its done.

#3
ladydesire

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It appears that the only difference between NWN2 and DA is the fact that you have to modify the core resources at this point; I do hope that changes in the future (talking about editing core scripts here).

#4
pokemaughan

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I'll mess with it when the Toolset becomes more modular, like Oblivion's plug-ins.

#5
Reynen Starfyre

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I wish it was easier but it is not and there are alot of problems if you don't get it right....i was pulling my hair out sometimes.

#6
ladydesire

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Well, following your tutorial has helped me add a new class to my game; I still need to get it properly working, but it shows up and is selectable for playing.

#7
CID-78

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I don't see anything in that tutorial that would break the game and toolset. sure you override stuff but you can simply remove the override to get the state back to what it was before. it's the same as the "Single player" issue people bumped into.

#8
daemon1129

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Great job for figuring it out, it really is too bad that the risk is too much for a lot of people out there who are not as expert as you are. We can only hope Bioware release something that can be more useful a more risk free.

#9
CID-78

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can you break it up and put it into the toolset wiki. we need to keep all the tutorials in one place. this topic will disappear from the front page in just a matter of days.

#10
Laeird

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Thats why I'm bookmarking this page, and have many others recently... my DAModding favorites folder is growing by the day :P

#11
Reynen Starfyre

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CID-78 wrote...

I don't see anything in that tutorial that would break the game and toolset. sure you override stuff but you can simply remove the override to get the state back to what it was before. it's the same as the "Single player" issue people bumped into.


I don't think you quite understand how things work.

1: These are CORE scripts we are editing here.  There is NO WAY to restore them unless you do a complete DB backup restore. 

2: All these files are linked together, break one and you break the others as well.

3: 2DA(GDA) files need to match the core scripts.  If they don't your game will not work properly / crash.

4: Once you modify the single player / core resources, there is no way to change it back or remove it without a fresh restore.  Example:  You CANNOT delete scripts added to CORE / SINGLE PLAYER, they are there perma.

SEVERAL people have contacted me because  they broke their game and toolset trying to do this.....
My ONLY suggestion is to do a FULL DB RESTORE.

#12
Rigortauri

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rightclick on the CORE scripts and you have "resource history", from the new panel you can restore older versions of those scripts... saved me restoring the DB quite a lot of times

you just have to remember which ones you have played with B)

Modifié par Rigortauri, 23 novembre 2009 - 12:09 .


#13
ITSSEXYTIME

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Cool, but I doubt I'm gonna go poking around in such potentially gamebreaking files anytime soon.



That said, this really opens up some potential for some cool mods.

#14
Reynen Starfyre

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Rigortauri wrote...

rightclick on the CORE scripts and you have "resource history", from the new panel you can restore older versions of those scripts... saved me restoring the DB quite a lot of times

you just have to remember which ones you have played with B)


You lose the history once you close the toolset.
At least it did on mine.

Modifié par Reynen Starfyre, 23 novembre 2009 - 05:28 .


#15
Reynen Starfyre

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Screens show the full Cleric Skill Sets:

YES THESE ARE BOTH STAMINA / MANA SKILLS COMBINED INTO ONE class :)

PROOF OF CONCEPT

Posted Image

Posted Image

#16
stuntpope

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Reynan I understand what you are saying - but what you are talking about is breaking your copy of the toolset, not the game itself.



Anyway this highlights why changing core resources is not the right thing to do.



I have recently done somthing similar with backgrounds and I didn't have to touch the core resources. You just have to intercept certain events with your own scripts. I am working on a tute for it now and will post in the wiki when it is complete.

#17
Rigortauri

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Reynen Starfyre wrote...

You lose the history once you close the toolset.
At least it did on mine.


that only happens when you create a "local copy" of the files.. you loose changes when you close the close the toolkit..

nevertheless, people chould indeed be very carefull what to edit.

You have helped a big time figuring this out, thank. (and do give the misses a big hug once in a while hehe ;) )

#18
Magissia

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Hey, this custom class will count as what in dialogs ? Mage ? Or dialogs that only happen with on of the 3 class will just never appear ?

#19
stuntpope

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You can always write custom checks in your dialogue for the new class, but of course if you were thinking you could just drop your new class into someone else's module and have eveything work then I think you'll be disappointed.
But that's no big deal - I don't see why you'd want to do that anyway. The real use of new classes is for custom modules / campaigns where the content is written for these classes.

Modifié par stuntpope, 23 novembre 2009 - 12:32 .


#20
CID-78

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Reynen Starfyre wrote...

CID-78 wrote...

I don't see anything in that tutorial that would break the game and toolset. sure you override stuff but you can simply remove the override to get the state back to what it was before. it's the same as the "Single player" issue people bumped into.


I don't think you quite understand how things work.

1: These are CORE scripts we are editing here.  There is NO WAY to restore them unless you do a complete DB backup restore. 

2: All these files are linked together, break one and you break the others as well.

3: 2DA(GDA) files need to match the core scripts.  If they don't your game will not work properly / crash.

4: Once you modify the single player / core resources, there is no way to change it back or remove it without a fresh restore.  Example:  You CANNOT delete scripts added to CORE / SINGLE PLAYER, they are there perma.

SEVERAL people have contacted me because  they broke their game and toolset trying to do this.....
My ONLY suggestion is to do a FULL DB RESTORE.


1) yes it's core scripts but the core script in your toolset and you can easily revert the database in the toolset and you can simply clear the export folders and your back to the original core scripts. or you can simply undo what the last thing you did that broke it. No REINSTALL is needed for anything. the upcoming toolset patch is going to make this a bit easier thought.

2-4) if you screw up your editing you will get a bad result nothing weird with that. but it doesn't change that you can revert. so yes it will break the game aslong as the changes are active so i wouldn't play the OC while experimenting. and that is the reason why I haven't messed around with the toolset recently. I fully enjoying the OC and don't want to screw it up. otherwise i would be busy doing what you are doing and other things. but if you want to just have the new class in your own module, simply clone the main core scripts.

#21
stuntpope

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To make this safe:
1) create a test module to do this in - don't try to do it to the single player campaign.
2) don't change any core scripts - just use new scripts and hook them up to the events you need to change. Then pass back to the core scripts for anything you don't need to change.
3) never put anything in your modules core override folder - always use the module override instead
4) always empty your packages core override folder before playing.

I've been successfuly doing this for a while now with no damage to my single player game since I discovered about the junk going in the override folder..

Modifié par stuntpope, 23 novembre 2009 - 12:38 .


#22
Jassper

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I'm like CID-78, I don't want to chance screwing up the OC until I am done playing.

It would be nice however if you guys that are playing would write up some definites on how to restore everything back, and examples of how to hook into the cores without changing them - something that can be put on the Wiki for beginners.


EDIT
From the way it sounds, things are going to get really messy when people start downloading 3rd party modules.

Modifié par Jassper, 23 novembre 2009 - 04:40 .


#23
Reynen Starfyre

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stuntpope wrote...

To make this safe:
1) create a test module to do this in - don't try to do it to the single player campaign.
2) don't change any core scripts - just use new scripts and hook them up to the events you need to change. Then pass back to the core scripts for anything you don't need to change.
3) never put anything in your modules core override folder - always use the module override instead
4) always empty your packages core override folder before playing.

I've been successfuly doing this for a while now with no damage to my single player game since I discovered about the junk going in the override folder..


1: This was done with a test module, but you have to include it in the SP if you want it to work.

2: It won't work properly like this because of what you have to change.  For example you have to change the values in 2da_constants_h.  You can't have the file call itself if you are making changes to it.  Also outside scripts will not override the cores scripts in this case.

3: I have to use: name/mydocuments/bioware/dragonage/addins/modulename/core/override directory because when put in the name/mydocuments/bioware/dragonage/addins/modulename/module/override directory  the changes never worked.

If you can create a class without doing what I did then by call means prove me wrong, I WOULD LOVE AN EASIER WAY TO DO THIS.....

Modifié par Reynen Starfyre, 23 novembre 2009 - 05:37 .


#24
Rigortauri

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Reynen, whats actually the max number of classes you can have? 6?

or will the 7th create an icon below the other 6?

#25
jo_cool69

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You can download the new class kit from our site



www.damods.com/forums/index.php




Your site doesn't offer guest accounts for popular stuff?!? Seems kind of "advertisey" or self promoting for community tools. :(