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Story So Far/Loading Text


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#1
AmstradHero

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What determines what text will be shown during the game's loading screen with the rotating symbol? 

Thismight be a minor point, but I've noted that if I load a game that's been saved within an area of my add-in, the loading screen text does not represent recent events - in most cases it mentions events that happened significantly earlier.  I'd prefer that not happen.

How do I change what text will be displayed on the load screen?

Modifié par AmstradHero, 19 janvier 2010 - 11:13 .


#2
Apolyon6k

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while going through the different plot options i found the "story" option and it says that that option will not show up in the journal but on a loading screen...

unfortunatly i never got that to work for me, have to look through the original campaign files...

#3
AmstradHero

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I'm still trying to find a solution to this problem. I have new areas to be added to the main campaign, but if the player saves while in one of these, the "Story so far" status is completely inaccurate. Instead of reporting on a recent quest, it took me right back to the last flag for my human noble origin story.



How do I make sure that the game keeps displaying the correct "Story So Far" hint in the save summary (and hence the load screen if the player loads up a save)?



Note that if I save in my area, then leave and go to an area that is part of the game and save again, the save summary returns to normal and accurately represents the "Story So Far".



I'll admit that this may seem like a small thing, but getting things right is important to me, so I'd rather not have what seems like a fairly obvious bug in my Add-In.

#4
thebigMuh

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Oh my god, what a **** that was to find...

There are so many scripts, plots and 2DA's where something related to the loading hints happens, it's a nightmare.

BUT:

-) All the story related loading hints are in plot files, contained in _Main_Plot\\Story So Far
-) The function that sets the relevant plot as active is in _Main_Plot\\sp_module_start.nss, called "SetStorySoFar()", it gets called in every load and save event in the single player campaign.

That function tries to find out which story plot is relevant by checking the first three letters of the current area's tag, and if that fails to find anything, then it selects a plot by checking the origin story (which I guess is what happens to you).

You should be able to set the correct SSF plot by creating a module script for your module that handles the save/load events similarly to the sp_module_start script, and by using WR_SetStoryPlot(...) in there.

Alternatively, you could just change the tag of your area so that the single player module's function works. Since your area is in denerim, I think, a tag like "den_blahblah" should do it.

Ciao, muh!

#5
AmstradHero

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Wow, that is fantastic, thank you very much. I was digging around for a while, but didn't think to look in the sp_module scripts again. (Perhaps I should have after my area transition issue)

You're right, I think the easy option will be to change the area's tag to "den_xxxxx" and reconfigure all my area transitions to deal with that.

But I'm guessing BioWare didn't do that for their DLC, which only leaves me to assume they must have written their own core script and set the Story So Far in the module. I assume that if I was running such a script, I would first have to check and make sure that I was only doing it when I was in one of my areas, otherwise do nothing, which should then theoretically just pass the event on to the normal script.

But since we can't view the scripts for the DLC, there's no way to check.  I'd love for a BioWare rep to chip in with an authoritative answer... but if that doesn't happen I guess I'll just have to resort to trial and error.

#6
thebigMuh

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I will need a script for handling that for my mod, anyway (and so will everyone else who adds a new area), I'll post here when I'm done with it.



Ciao, muh!

#7
AmstradHero

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I created my own module core script, stripping out all event handling except for EVENT_TYPE_MODULE_PRESAVE.  I've set my script as the module's script in the Manage Modules->Properties section under the File menu.

I get the area tag for the PC's current, and check to make sure it has an appropriate prefix, and set the StoryPlot. My plot's Entry Type is set to the type story.  Relevant lines of the script are:

object oArea = GetArea(GetHero());
string sAreaCode = StringLeft(GetTag(oArea), 3);
if (sAreaCode == "am1")
{
     WR_SetPlotFlag(PLT_AOM000_SSF, AOM_SSF_FOUND, TRUE);
     WR_SetStoryPlot(PLT_AOM000_SSF);
}

I took out the following section, because I believe this was leading to double handling of events - and the big framerate drops some people were experiencing with add-in modules previously.
if (!bEventHandled)
{
    HandleEvent(ev, RESOURCE_SCRIPT_MODULE_CORE);
}

However, I still get the same origin story text as the save summary aka "Story So Far". 

The module script is getting called, as I threw in a WR_SetPlotFlag call set finish a quest, the quest is completed.

I'm guessing that my script is getting called first, and then before the save, the default sp_module_start script is run, overriding the SetStoryPlot() call in my script.

How was the "Story So Far" customised for Stone Prisoner/Warden's Keep?

Modifié par AmstradHero, 19 janvier 2010 - 12:19 .