What I've done so far:
- Change the following code in sys_autoscale_h.nss:
// limit max level per appearance int nMaxScaleLevel = GetM2DAInt(TABLE_APPEARANCE, "MaxScaleLevel", nApr);
To:
// limit max level per appearance int nMaxScaleLevel = GetM2DAInt(TABLE_APPEARANCE, "MaxScaleLevel", nApr); if(GetCreatureTypeclassification(nApr) == CREATURE_TYPE_DARKSPAWN || GetCreatureTypeclassification(nApr) == CREATURE_TYPE_DRAGON) nMaxScaleLevel = FloatToInt(nMaxScaleLevel * 1.75); else nMaxScaleLevel = FloatToInt(nMaxScaleLevel * 1.5); if(nMaxScaleLevel > 20) nMaxScaleLevel = 20;
- Copied the entire EVENT_TYPE_SPAWN case from creature_core.nss to creature_mymod.nss
- Saved/Compiled both the sys_autoscale_h and the creature_mymod scripts
- Placed both files in the override directory, removing all other files
- Created a custom engineevents_mymod.gda file including:
ID Label Visualizer Script int string comment string [b]3 EVENT_TYPE_SPAWN creature_mymod[/b]
- For testing purposes I also added some logwrites in the header and in the creature_mymod file, but somehow no logs are written into the dragon age log (I have script logs enabled).
- I also tried editing some other values in the header file that would be more easy to spot (like total health) but none of the values show ingame, not with current saves and not with completely new characters.
Am I missing a step here? I haven't messed with header files before so I'm guessing there's something wrong in the way I go about changing it and then compiling the script that uses the header file (creature_mymod)?
Modifié par Joshua Raven, 29 novembre 2009 - 07:28 .





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