playermenu_popup.xml - this file is the Gui used by many other add-ons and can be edited with any plain-text or programmer's editor. The original .Xml resides in \\Install->NwN2->UI->default\\ ( do not change this! )
Override versions can appear in \\MyDocs->NwN2->UI->custom (etc) or indeed anywhere in the \\MyDocs->NwN2->Override folders ( do a thorough search to make sure there's only one of them )
If you need to merge the Universal Companion .xml with a pre-existing playermenu_popup.xml in MyDocs, basically 3 elements need to be added to your already customized .Xml ; these are the headers AlanC9 gave them :I_Raps wrote...
playermenu_popup.xml can also reside in the MyDocs->NwN2->Campaigns folder (in the subfolders for individual campaigns).
<!-- New -- Add PC to Database -->
<!-- New -- Remove PC from Database-->
<!-- New -- Add DB to Roster -->
Copy the extra text-code in, just under the hopefully already existing header & elements of
<!-- Party Roster -->
Now comes the tricky part. You have to vertically align everything. You need to recalculate the value for the total height of the Gui ( height="123" ) and enter that value up at the top in MENU_CONTAINER and PM_MENU_PANE. Since the default value for each new category is 24 + 2 pixels, and there are three of them : the new value will likely be +78
Now the trickier part: You have to go down through the long list of categories and adjust the y="123" values, making sure each category drops itself down by 24 + 2 pixels ( 26 pixels per ) ... the total value by the time you reach the bottom should be nearly the same as the height= parameters that you set up at the top.
nb. There is a way to do this while the game is running, using idleexpiretime="1.0", so you can quickly see any changes you've saved ... do Google ' nwn2 idleexpiretime '
The three new Menu buttons should appear as
1. Save character to DB
2. Remove char from DB
3. Add DB chars to Roster
Clicking any of those simply fires a corresponding gui_script, all of which implement NwN2's built-in DataBase feature. Some comments: if & when you're having troubles using Universal Companions, the first thing to do is delete the files it writes to \\MyDocs->NwN2->database. Those are
universalcompanions.cdx
universalcompanions.dbf
universalcompanions.fpt
( make backups, do what ya gotta do, I AM NOT RESPONSIBLE here <- ie, get a clue
another Comment, is that I notice in the scripts, that when registering a companion only the first 17 characters of the companion's name are entered in the database, but when deleting a companion from the database, it searches said database for the full name ... that strikes me as Not Right (ie, when a companion has more than 17 characters in its name). The rest of the code, while eccentric, appears to run okay.
I could get it to crash to desktop only once, and although i don't recall the exact steps taken, it involved deleting my PC from the database; another bug-feature was that when deleting my companion from the database I could not longer control her 'toon although she remained listed as a member of the party & Roster. Note this did not happen consistently and may have been just me frigging around with the code .....
i Give the Universal Companions a 10 for ingenuity, but (as Alan himself makes clear in the description) only a 6 for beta implementation :|
Modifié par kevL, 06 janvier 2016 - 02:47 .





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