I have several unique items in my mod, which I want ot make available in other mods. That is, if someone plays my mod, and then starts another mod using the same character, he should be able to use the items he found in my mod.
In my mod, I use tag-based scripting, an most of the unique items have their own onActivated script. So the idea is easy: copy these scripts to your override folder. However, will this work? The other mod must use tag-based scripting, and it must use the default pre- and postfixes for tag-based scripting.
So here's the question: In your mod, do you use tag-based scripting? Do you use the default prefix for the scripts? Do you use the postfixes to disinguish between the different events (_ac for activated, _aq for aquired and so on)? Do you use the default onItemActivated, onItemAquired... scripts in your module, or did you write your own? I hope to get an overview such that I can cover as much mods as possible.
Providing unique content for other mods
Débuté par
diophant
, déc. 24 2012 12:00
#1
Posté 24 décembre 2012 - 12:00
#2
Posté 24 décembre 2012 - 02:18
I use the NWN1-style tag-based scripts, without the prefixes. I haven't messed with those module scripts much, except to support Kaedrin's stuff and some CSL fixes.
#3
Posté 24 décembre 2012 - 02:34
the "i_(tag here)_ac" thing is the default, so most modders use it if they don't mess with the standard scripts much, so should work, just add a warning: results may vary.
#4
Posté 24 décembre 2012 - 02:55
Most people use the defaults prefixes/suffixes.
That said, there's no way to absolutely guarantee it will work in other mods if you have custom scripts associated with it. The other mod must use tag based scripting, and either must import your custom items or the player can put the custom scripts in their override. You can see things like http://nwvault.ign.c...d=125159&id=130 by Kaldor Silverwand for examples.
That said, there's no way to absolutely guarantee it will work in other mods if you have custom scripts associated with it. The other mod must use tag based scripting, and either must import your custom items or the player can put the custom scripts in their override. You can see things like http://nwvault.ign.c...d=125159&id=130 by Kaldor Silverwand for examples.
#5
Posté 24 décembre 2012 - 06:15
Tag-based scripting is enabled by default in a new module, so a modder would have to have specifically disabled it. I use tag-based scripting in much of my module, using the standard prefixes and suffixes.
I do not, however, use the standard On Acquire Item scripts or any other standard module scripts, because I require that they not be overridden by anything. The functionality is essentially the same as in the SoZ module scripts, though, and as long as you use the standard tag-based prefixes and suffixes, your items should work in my module.
I do not, however, use the standard On Acquire Item scripts or any other standard module scripts, because I require that they not be overridden by anything. The functionality is essentially the same as in the SoZ module scripts, though, and as long as you use the standard tag-based prefixes and suffixes, your items should work in my module.
#6
Posté 26 décembre 2012 - 09:50
Thanks for all the replies. Seems like I should mostly stick to the default script names. I will also have a look at the link kamal posted as soon as I'm back home.
#7
Posté 27 décembre 2012 - 11:10
I agree with the general consensus. I know that some NWN2 modules developed by NWN modders did not use tag-based scripting, but pretty much anyone who started modding with NWN2 would use it since it is the default (and it is also a better approach and suited to having mobile items).
Regards
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