Aller au contenu

Photo

Making items spawn for new characters?


  • Veuillez vous connecter pour répondre
7 réponses à ce sujet

#1
Yvese89

Yvese89
  • Members
  • 25 messages
Hey, new here. I was wondering if anyone could help me make the items I make appear on newly made characters. I used this tutorial http://social.biowar...5339/blog/576/  to make my items but have found that new characters don't spawn my items.

Is it something to do with the script? I didn't know where to put this so I figured the script section is the best.

Thanks.

#2
kilrex

kilrex
  • Members
  • 69 messages
That particular tutorial as worked fine for me. Could you have missed a creating something or maybe exporting some resource?



If not, you might try posting your script to this thread.



Another thing to try is to turn on logging and add some "PrintToLog()" calls into your script to see if it is being called.



I just did this myself and I know that the particular event used in the tutorial is called during chargen.

Though now that I think about, I'm wondering if maybe this is called to early and so the item isn't added, but the plot flag might still get set.

(Thinking out loud there)

Ok do this.



1) in the DAO bin_ship directory where the dao executables are placed, create a file named



ECLog.ini



In it you should place the following 2 lines at least:



[LogTypes]

Script=1



This will turn on logging, for scripts. If you don't add any PrintToLog states, it will still print a line for every change to every plot flag that occurs. So at the very least you can see then if the plot flag you create is being set.



2) Either create a new character and see if the flag is set or go back into your script and a number of PrintToLog() statements to it to help you trace out what is happening.



3) if you didn't do it in 2, now start the game and create a new character. Once in the origin story, exit the game, and check the log file



4) Check the log file. It is named:



DragonAge_1.log



And this time, the file is located in your "My Documents" folder. Specifically under



BioWare\\Dragon Age\\Logs










#3
Yvese89

Yvese89
  • Members
  • 25 messages
Thanks will try this. The script I use is basically the exact one in the tutorial with the only changes different being the name of the script/resource name and items. I honestly have no clue how to script and just followed the tutorial to make items for myself when I couldn't find any that I wanted in-game.

#4
kilrex

kilrex
  • Members
  • 69 messages
I realized one thing after posting the response.

The event in the tutorial goes off too soon on a new game for it to give the new character the items.

It ends up trying to add the items before the character exists really so it cannot add them

And I'm pretty sure it still sets the plot flag.



Taking that info account I just posted an alternative method to handling adding items. You might want to look at that.

#5
Yvese89

Yvese89
  • Members
  • 25 messages
Like I said I have no idea how to script lol. I just copy pasted. Before I look at your methods I looked over the script on the tutorial and noticed these lines:



// This event happenes every time the module loads

// This usually happenes when creating a new game

// or loading a savegame



If I delete "when creating a new game", will that fix it? I didn't know parts of scripting was so specific with words. I thought it just used a bunch of commands ><

#6
kilrex

kilrex
  • Members
  • 69 messages
anything you see after 2 slashes is a comment, and so ignored by the game.



a script really is just a bunch of commands, but when you have so many ways for the commands to be combined it can get fairly complicated.



Another option, if you don't mind restarting is this.



Unselect the mod you created so it's not active. Then start a new game. Create your character, and then when you get into the game, save at the first point you can.

Exit to the main screen again and reactivate the mod.

Then load that save. This time the onload event will occur where it can add the items to your character.



Basically, start a new game without the mod, then enable it for the already started game. If that doesn't work there is something wrong with the mod.

#7
Yvese89

Yvese89
  • Members
  • 25 messages
Just tried that simple fix. It will hold me off until I can fix the script to load properly for new games. Thanks!

#8
NSIBystander

NSIBystander
  • Members
  • 18 messages
I've used EVENT_TYPE_CHARGEN_END (in addition to EVENT_TYPE_MODULE_LOAD, so that the script occurs both when character generation ends and when the game is loaded) and it's worked well for me.