This is much less a "how" than a "where" question and so I apologize for taking advantage of the script forum to post such a query, but it seems that people with the most familiarity with the ingame global variables are likely to be found here.
My major goal at the moment is to trigger the Zevran event earlier in the game (after the player exits from Lothering for the first time). Currently, as I understand the games handling of plot flags, each time the player travels to a new area the game will check for completed quests and -- if available -- will include prioritized random events for the player to encounter. Simple examples are the dwarven/elven/magi/redcliff forces fighting darkspawn only AFTER one completes the respective main quest.
However, I have yet to find where these flags exist in the game files. Has anyone stumbled across them in the course of their modding?
I attempted to hunt for EVENT_TYPE_PARTY_MEMBER_HIRED, but realized that it would be within the scripted ambush and not within the scripts used to trigger the ambush (which is what I really want to find).
(Later on I am hoping to add an area to the campaign world which will appear after a certian amount of progress through the game--instead of an arbitrary level requirement, but that's something far off as I gain experience.)
Where are the Plot Event Variables Located?
Débuté par
Sederien
, nov. 27 2009 04:09
#1
Posté 27 novembre 2009 - 04:09
#2
Posté 27 novembre 2009 - 05:49
Check the map_events_h script. Look for the WM_HandleEventsWOW function.
UPDATE: it seems you don't have this script available yet on your side as it's not a core script. Hopefully in the future...
UPDATE: it seems you don't have this script available yet on your side as it's not a core script. Hopefully in the future...
Modifié par Yaron Jakobs, 27 novembre 2009 - 06:15 .
#3
Posté 27 novembre 2009 - 11:48
*laughing*
Ah, no wonder... Thank you for the quick response, Yaron.
I'll just put the mod idea on hold for the moment, but there might be a way to force the event ingame through the console, yes?. By using the zz_XXX_debug command, I imagine it would be possible to flag one of the main quests as complete, which would then trigger the Zevran event.
If the game processes game events as I think it does, after the Zevran ambush occurs, the debugged flags could be switched back to their original position and Zevran would stay with the party for the remainder (or stay dead depending on player choice).
Not ideal, obviously, but if there was such a workaround, it would be wonderful to know in the short term.
Ah, no wonder... Thank you for the quick response, Yaron.
I'll just put the mod idea on hold for the moment, but there might be a way to force the event ingame through the console, yes?. By using the zz_XXX_debug command, I imagine it would be possible to flag one of the main quests as complete, which would then trigger the Zevran event.
If the game processes game events as I think it does, after the Zevran ambush occurs, the debugged flags could be switched back to their original position and Zevran would stay with the party for the remainder (or stay dead depending on player choice).
Not ideal, obviously, but if there was such a workaround, it would be wonderful to know in the short term.





Retour en haut






