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Modifying spell_modal.nss, place in override or where?


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#1
Thaxor

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So I'm trying my hand at a little scripting, adding some spell based abilities to other abilities.  Specifically I added the haste movement and attack speed bonus to Combat Magic.

I did this by adding in the haste coding to the Combat Magic section of spell_modal.nss:

eEffects[6] = EffectModifyMovementSpeed(HASTE_MOVEMENT_SPEED_MODIFIER);
eEffects[7] = EffectModifyProperty(PROPERTY_ATTRIBUTE_ATTACK_SPEED_MODIFIER, HASTE_ANIMATION_SPEED_MODIFIER);

Long story short, the effect works, but ONLY IF the modified spell_modal.ncs is in the "DA/packages/core/override/toolsetexport". 

Questions:

1) Is it ok to have the file in there?  From my limited knowledge, I thought having anything in the toolsetexport is a bad idea.

2) Is this the ideal way to enact this change?  I am worried the spell_modal.ncs in the override directory will conflict with other mods (specifically in my case, Combat Tweaks, though I think it's ok).

3) Anytime I open up the toolset now and look at spell_modal.nss, I see the change I made, EVEN IF I switch to a different module.  I originally made the change in a custom module, but when I looked in the single player module, I saw the change as well.  Is this ok?

Thanks for any help.

Modifié par Thaxor, 03 décembre 2011 - 09:47 .


#2
Craig Graff

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 Take a look at the override hierarchy. If your script is only working in the top priority folder, it probably means that it is being overridden by something else, most likely the combat tweaks mod you mentioned.

Have you tried putting your file in Documents\\BioWare\\Dragon Age\\AddIns\\<module UID>\\module\\override ? If there isn't a conflict in one of the higher priority folders, then this is where you'd likely want the file in order to affect only your module.

Modifié par Craig Graff, 03 décembre 2011 - 11:22 .


#3
Craig Graff

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Thaxor wrote...


3) Anytime I open up the toolset now and look at spell_modal.nss, I see the change I made, EVEN IF I switch to a different module.  I originally made the change in a custom module, but when I looked in the single player module, I saw the change as well.  Is this ok?

spell_modal.nss is a base level core file, so changing it anywhere changes it everywhere.

If you want the original version back (and if you haven't checked in the change you made) you can just copy the text of spell_modal.nss and revert it by right-clicking on the open file tab in the toolset and selecting revert.

#4
Thaxor

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Thanks for the replies Craig

I've already checked in the change, so I guess it's stuck this way unless I manually take out my change? (fortunately the change was small and that wouldn't be a problem).

I ideally WANT my change to the script to take highest priority. However, I don't want the rest of my edited spell_modal.ncs (which is vanilla) to be overriding any changes another mod might make to other parts of spell_modal.ncs.

I'm assuming that the above is possible, I just don't think I understand the hierarchy stuff. I'd assume having my edited spell_modal.ncs in the highest override folder will give me the desired results? If that's the case, then why when I move it OUT of it in the Documents\\Bioware\\DA\\packages\\core\\override\\toolsetexport it stops working? I thought everything in that override folder had the same priority, regardless if it was in a folder or not.