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Building a New Campaign


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#1
bjcuda

bjcuda
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I want to build a new campaign, something independent from the OC.  I was two years into it using the NWN2 toolset but then Win 7 happened and none of the "fixes" enabled me to continue work in that toolset.  So, I decided to rewrite my story in the DA:O toolset.

Here are my questions:

1. How can I copy some of the Single Player resources (areas, scripts, etc.) into my new campaign?

2. How do a I force the PC to take a specific NPC in the party?

3. How do I delete "practice" campaigns I've created trying to figure out the new toolset?

4. How do I create my own "folders" for resources.  For example, I want to put all of the Companion characters in a single folder, separate from the Global folders.

Okay, I think that's what I need to start.  Thanks for your time.

Barbra

#2
Lord Thing

Lord Thing
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1. To duplicate things from the Single Player campaign to your campaign, simply go into the Single Player module, right-click the resource, select duplicate, set the Resource Name and Folder how you want, then set the Module and Owner Module to your module.

It's highly unlikely you'll need to do this though, as most of the time you'll be working with the Core Game Resources when using scripts and for areas you set the area layout in a field and all the layouts in the game are available. This way you don't need to delete npcs etc, you can start with a blank area that looks how you want.


2. Set their follower state to FOLLOWER_STATE_LOCKED_ACTIVE. eg. WR_SetFollowerState(oFollower, FOLLOWER_STATE_LOCKEDACTIVE, FALSE);


3. You need to go into the database and delete it manually, there's possibly an explanation on the wiki (I've never done it myself)


4. The folder structure already contains a distinction between global and local (more or less). As a rule of thumb, you put resources you want available whenever your module is active in the *module-name*/core/ folder and everything you only want available when your campaign is run (ie through the Other Campaigns option) in the *module-name*/module/ folder.

In most cases you will simply be placing things inside the override folders of these folders, but if you want more structure (which is always a good thing) you can make as many folders as you like inside the override folder (and possibly the other folders if you ever find you need to put resources in those, I haven't tested this yet though), as the engine ignores folder structure from there-on

Modifié par Lord Thing, 18 décembre 2009 - 02:13 .