Adding a Plot Follower
#1
Posté 13 décembre 2009 - 02:41
#2
Posté 13 décembre 2009 - 05:17
#3
Posté 13 décembre 2009 - 10:17
#4
Posté 14 décembre 2009 - 06:37
#5
Posté 14 décembre 2009 - 09:11
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
Posté 14 décembre 2009 - 09:49
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
Posté 14 décembre 2009 - 10:29
Thanks for the answers.
#8
Posté 14 décembre 2009 - 02:32
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
Posté 14 décembre 2009 - 04:11
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
Posté 14 décembre 2009 - 06:19
#11
Posté 14 décembre 2009 - 09:23
#12
Posté 15 décembre 2009 - 12:55
#13
Posté 15 décembre 2009 - 10:22
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
Posté 15 décembre 2009 - 10:31
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
Posté 15 décembre 2009 - 03:28
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
Posté 15 décembre 2009 - 03:45
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.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 ...
Modifié par Axe_Murderer, 15 décembre 2009 - 03:49 .
#17
Posté 15 décembre 2009 - 03:47
Modifié par Craig Graff, 15 décembre 2009 - 03:47 .
#18
Posté 15 décembre 2009 - 03:56
#19
Posté 15 décembre 2009 - 03:58
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
Posté 15 décembre 2009 - 04:00
#21
Posté 15 décembre 2009 - 04:06
#22
Posté 15 décembre 2009 - 04:07
#23
Posté 15 décembre 2009 - 04:24
#24
Posté 15 décembre 2009 - 07:01
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
Posté 15 décembre 2009 - 09:19
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.





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