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Adding to an Origin story


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#1
Little Princess Peach

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Hi I was wondering if there was a way in the toolset to add to the human noble story, I have the Highever layout set out it's just I have no idea how to interagte it into the main story.

So what I want to do is instead of the warden, starting at Highever castle while talking to Howe and his/her father, I need it to start at the Highever port, and then after the mini quests are finished, the normal introduction would commence.

#2
DarthParametric

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It will mostly come down to scripting. If you follow some guides/tutorials on how to make the new quests you want, you should be able to pick up enough to edit the appropriate script to load it in before the existing Origin starts.

#3
sea-

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Sounds to me like you need...

- New levels
- New scripts
- New conversations
- New characters

I just hope you realize you may be biting off more than you can chew, if you haven't done much modding yet. Making a brand-new level for the area you need is going to be the most time consuming by far.

For the level, I suggest reading this guide to get you on the right track:

http://social.biowar...or_Level_Manual

One thing that I find also works really well is downloading BioWare's own levels (check the Projects on this site) and use them as a base for your own.  They already know how all the art assets are supposed to fit together (textures, vegetation, etc.) so you might have better results modifying an existing single player level to your own ends.  I've done this a few times to save on time and the results are always pretty good.  It should also reduce hte learning curve significantly.

Editado por sea-, 05 enero 2013 - 05:13 .


#4
Little Princess Peach

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I have already made a new level I made the entire town of Highever from scratch and I added people houses and other things I just need to find the right way to intergrate it into the game.

#5
Karma

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You'll probably have to modify/override the "background_defaults" 2da file to specify your area as the starting area and your waypoint as the starting waypoint. After you've gone through your questline, make sure that the player gets transported to the original starting area and starting waypoint. There are a couple ways to do that: 1) The player can walk to the castle via door or road using an area transition placeable (door or invisible object) or 2) You can transport them automatically at the completion of the last quest using the scripting function UT_DoAreaTransition() (or something similar).

Editado por satans_karma, 06 enero 2013 - 03:13 .


#6
sea-

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satans_karma wrote...

You'll probably have to modify/override the "background_defaults" 2da file to specify your area as the starting area and your waypoint as the starting waypoint. After you've gone through your questline, make sure that the player gets transported to the original starting area and starting waypoint. There are a couple ways to do that: 1) The player can walk to the castle via door or road using an area transition placeable (door or invisible object) or 2) You can transport them automatically at the completion of the last quest using the scripting function UT_DoAreaTransition() (or something similar).


Agreed, the origins should simply start correctly by having you enter their respective areas.  If you put a new area in place of the other, any scripting "setup" required by the campaign should be done before that stage, so my bet is on simply doing a simple area transition and things should go smoothly.

Editado por sea-, 06 enero 2013 - 04:14 .