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Adding a Plot Follower


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#1
DarkJin83

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 Anyone know how to add a plot follower?  I have a follower, joins the party, etc.  There is this function _UT_GetIsPlotFollower in the toolset,  It doesn't seem to do anything, anyone know what's up here?  I want to turn the follower I've added into a PlotFollower so it becomes permanent in the game (Single Player Extension).

#2
Craig Graff

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Functions with "_" at the beginning are usually specialized internal functions that you shouldn't use unless you are certain what they do. One trick is to right-click on a function and select "Go to definition" from the context menu. That particular function simply checks the tags of the plot followers from the main campaign. Adding a plot follower isn't going to be simple by any means.

#3
Magic

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Could you please give a short explanation what the major differences are between plot and non-plot followers? I noticed that the plot followers from the OC are referenced by name at quite many places so it would be some work to do this for a new one - but to which result? As far as I noticed, aspects like AI, packages, leveling, tactics are available for basic ones as well. Is the difference for the party picker perchance?

#4
Talisander

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Really curious about this!

#5
Craig Graff

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Non-plot followers don't appear in the Party Picker GUI. They also don't receive XP. But please understand that "plot follower" is largely a distinction we made for the main campaign, not something hard-coded into the engine.
More or less everything that distinguishes the plot followers can be emulated or added for any follower, but some things are much harder to change than others - involving either modifying, replacing or duplicating the functionality of core scripts and resources (such as the party picker stage area). I expect it will be done, but it isn't as easy yet as it probably should be.

Modifié par Craig Graff, 14 décembre 2009 - 09:11 .


#6
Lord Thing

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I've set up a follower in much the same way as the plot followers are set in the OC (in a separate module, not an addin for the OC) that works great, but the only way to include her in the party picker properly is to modify the char_stage.are (as well as extending the partypicker m2das) as the SetPartyPickerStage function isn't functioning as I expected (as stated in my post.

Is this currently the only way to do it, or am I doing something wrong with the SetPartyPickerStage function?

Modifié par Lord Thing, 14 décembre 2009 - 09:50 .


#7
Magic

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I'm not aware of any other method because SetPartyPickerStage() is built-in. So I expect that the stage and the 2da need to customized at least, as you did.

Thanks for the answers.

#8
DarkJin83

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Lord Thing wrote...

I've set up a follower in much the same way as the plot followers are set in the OC (in a separate module, not an addin for the OC) that works great, but the only way to include her in the party picker properly is to modify the char_stage.are (as well as extending the partypicker m2das) as the SetPartyPickerStage function isn't functioning as I expected (as stated in my post.

Is this currently the only way to do it, or am I doing something wrong with the SetPartyPickerStage function?


I'm looking to do the same thing, could you explain to me what the modification of char_stage.are entails?  I'm looking at the partypicker m2das right now as I type this as well.

#9
DarkJin83

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Huge progress, I think. I've successfully added 2 companions/followers to my module extension of the Single Player Campaign, fully selectable/deselectable in the PartyPickerGUI, and there to stay. Only one problem remains now. If you deselect one of the custom companion/followers (remove from active party) when you reselect them at a later time, it simply spawns their creature, not as a member of the active party. You have to rehire them, which is simple enough, as my hire function is called straight out of a conversation. I'm checking now to see if they retain their skills/gear/stats should you change it from the default creature. Any thoughts?

Yes!! It works.  This means... permanent custom companions in the game.

Part of my single player extension dungeon and other content.  Check out the picture of the new PartyPickerGUI with the darkspawn companion: http://dragonagenexu...-1260809332.jpg

Modifié par DarkJin83, 14 décembre 2009 - 04:56 .


#10
FalloutBoy

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Is that Ser Cautherine? That's pretty cool.

#11
maikanix

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doesn't seem like that process would allow from multiple companion addons, am I right?

#12
Craig Graff

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The best way to allow this for now might be to establish a base stage area with a number of extra waypoints and which could be renamed by script. This will only work well if the stage 2da is extensible, however.

#13
DLAN_Immortality

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Craig, could you please explain or confirm that there is the possibility to create a waypoint in order not to override the char_stage area (making all the mods that add NPCs incompatible with each other)?



I have this thread open with a comment from BryanDerksen (via pm): http://social.biowar.../8/index/436606 about this override and incompatibility problem...



I'm also having a bit of trouble after the party picker stage, the NPC appears in the picker but when you choose him he's not in the party. I'm having some plot/script trouble with that (any input appreciated).



Thanks :-)

#14
DLAN_Immortality

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Oh, btw... If there is not a better solution, then Craig's solution could be very very interesting.

DarkJin83: If a new char_stage area is made with like 10 new waypoints, and everyone who makes an npc uses that module as well, and a script that renames waypoints on the fly is used, the mod would call a script function to 'register' the npc which then gets placed at the next available point.

If everyone does that in their module init script then we can all cooperate, at least until we run out of space.

Could work... but that's a helluva job I figure...

Modifié par DLAN_Immortality, 15 décembre 2009 - 11:03 .


#15
Craig Graff

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DLAN_Immortality wrote...

Craig, could you please explain or confirm that there is the possibility to create a waypoint in order not to override the char_stage area (making all the mods that add NPCs incompatible with each other)?

I have this thread open with a comment from BryanDerksen (via pm): http://social.biowar.../8/index/436606 about this override and incompatibility problem...

I'm also having a bit of trouble after the party picker stage, the NPC appears in the picker but when you choose him he's not in the party. I'm having some plot/script trouble with that (any input appreciated).

Thanks :-)


Although CreateWaypoint would be a very usefule function, it isn't one that currently exists in the engine. I'll put in a request for this, but whether or not it can be addressed with our current schedule is questionable (it's likely quite a simple function, but programmer time is at a premium).

EVENT_TYPE_PARTYMEMBER_ADDED and EVENT_TYPE_PARTYMEMBER_DROPPED can be intercepted in your module script. See module_core.nss for an example of how this is used to add and remove party members.

#16
Axe_Murderer

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Craig Graff wrote...

Although CreateWaypoint would be a very useful function, it isn't one that currently exists in the engine. I'll put in a request for this, but ...

Is there a CopyObject function? Didn't see one documented in the wiki but that seems like a potentially suitable work-around if it exists and can duplicate wayponts. If not, I'd like to suggest you tack it onto the CreateWaypoint request please.

Modifié par Axe_Murderer, 15 décembre 2009 - 03:49 .


#17
Craig Graff

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Nope, though that would be another nice-to-have function.

Modifié par Craig Graff, 15 décembre 2009 - 03:47 .


#18
Axe_Murderer

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Do they have to be waypoints? Could we use maybe a flat placeable like an oval spot or a star or a dot or something like that instead?


#19
DLAN_Immortality

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Hah, nice you mention the placeable, Axe_Murderer... I can confirm to you that that doesn't work... we tried... :-(

Thanks, Craig! CreateWaypoint would be extremely useful!!! Hopefully it can be done sometime :-) In the meantime, I'll go ahead and override... :-/

Modifié par DLAN_Immortality, 15 décembre 2009 - 03:59 .


#20
Axe_Murderer

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Ok now you're just angering me. If you people wish to survive the holiday season you best stop shooting down all my ideas!


#21
DLAN_Immortality

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I'm sorry :-) You have really nice ideas, though, I also wish they'd work :-)

#22
JasonNH

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And do you guys really want to be angering a guy named Axe_Murderer? :o

#23
Sunjammer

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Voting "no" for CreateWaypoint and "yes" for CreateObject(OBJECT_TYPE_WAYPOINT ...)

#24
DLAN_Immortality

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Okay, just to double check with you guys...



The party camps have the same issue, correct?



So far:

-Party picker

-3 party camps

-Whatever castle at the end of the game (forgot the name)



They all need to be overriden until we can create waypoints... :-(

#25
Craig Graff

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The party camps don't require the waypoints to function - though if you want the mapnotes they are helpful.



You could just have a script fired by a PRCSCR 2da that only fired in the camp areas which set the new followers active and set them to specific coordinates.