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script request make beserker a true toggle sustained ability


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5 réponses à ce sujet

#1
CerebusAlteri

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so i mucked around a bit found all or most of the entires relating to the beserker skill, but it is all greek to me. i even found what looks like the cut off command for the ability and deleted it out of there but still the thing toggles off the second your out of combat.

anyone else mucked with this? would not care if its perma toggled or balanced with a higher stam burn or something but i am hating the second your out of combat for a split second it goes poof stuff.

any guidance, pointers, or someone doing it that knows this scripting stuff is appreciated.

#2
PapaSmurfer

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Well, I am in the process of d/ling the Tool Kit right now. This doesn't sound like a hard thing to do; if I can't do it, I'm sure someone can.

#3
Daylightagain

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This can be done by opening ability_h and commenting out or deleting lines 1470 to 1473 and then recompiling module_core. Afterwards go to Documents/BioWare/Dragon Age/Packages/Core/Override/Toolsetexport and delete everything except module_core.NCS.

#4
CerebusAlteri

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Daylightagain wrote...

This can be done by opening ability_h and commenting out or deleting lines 1470 to 1473 and then recompiling module_core. Afterwards go to Documents/BioWare/Dragon Age/Packages/Core/Override/Toolsetexport and delete everything except module_core.NCS.


thanks this does make it sustained, but duplicating the module_core in this way causes a whole host of problems which i not been able to figure out.

one you will not be able to gather a party from camp or party selection screen soon as you zone and enter a new zone you will be alone.

two all tutorials and such get retriggered. and probably other stuff.

this is probably a silly question, but why do you need to recompile the module_core script? why does not exporting your ability_h file into an override folder produce the desired mod? i know it does not cause before i had the proper files edited and had exported my modded ability file, but to no effect in game.

seems rather unintuitive that you need to recompile the file that makes the calls out to the modded file, yet even if you modded the core game file and that is it, the module_core does not kick in your mod at all. so where is it getting it's info from?

seems this stiff is so convoluted it is rather silly.

#5
Axe_Murderer

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Header files (_h, aka code library) are not independent units of code. They do not ever run, you cannot compile them independently of other scripts. They become part of a script that uses the library (via a #include line) when that script is compiled. The process of compiling causes those parts of the libaray being used by the event handler script to be included into the final output. If you change a header, the changes you make will not propagate into the rest of the code until you recompile every script using that header. That is when the changes are incorporated.

The module core script is the event handler that actually executes and it uses the ability_h library so that's why you have to recompile that one when you change the library. If you don't, then the compiled final output version of the core script will still be using the old version of the library that was in effect the last time the core script was compiled.

Modifié par Axe_Murderer, 28 novembre 2009 - 09:28 .


#6
CerebusAlteri

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hmm thanks for the info.

so does this mean i would need to create a custom module_core that only points to the ability_h file to recompile that into the core game? cause just wholesale compiling the thing seems to cause enough problems to make the game unplayable.

well i made a copy of module core deleted everything out of it but the include ability_h line compiled it, it did not add all them scripts to the override folder, and did make the change, but still cannot add party members in camp and take them into the world, can add them via console one at a time, it will open the party select menu if i do zz_addparty name with the script member i typed in added but still cannot add them via the party menu at all, any beyond the script addition will just not be added.

Modifié par CerebusAlteri, 28 novembre 2009 - 11:56 .