The overall answer to this question is popularly motivated by many.
The answer is:
Ask someone that isn't me. Maybe Sunjammer...
The overall answer to this question is popularly motivated by many.
The answer is:
Ask someone that isn't me. Maybe Sunjammer...
Read (and try to use what you read) the entire wiki for the toolset THEN ask Sunjammer ![]()
Divide and conquer. Break your problem down into sub-problems that can be dealt with separately. Take it one step at a time.
If something doesn't work as expected, investigate and experiment by making a little test script for that express purpose. Try to strip that problem down to its essence, to make the test script as small as possible. Like utterly minimal. That will increase your understanding of the problem, and if you come back to the script later then it will be pretty self-explanatory and easy to experiment with. If you find relevant info in the toolset wiki or by googling, put the link as a comment into that script. That way you will have growing little library of tricks, and you can always go back to such a script and study additional aspects of the problem under consideration.
Build the code of your project as a library of include files. You'll likely need a general utility header as well, for functions that you need all the time (like floaty(string message) to display some text without having to type the full incantation for DisplayFloatyMessage). That way, a script for testing something can be extremely short:
#include "rosey_utility_h"
#include "roseys_party_chest_h"
void main ()
{
int parameter = StringToInt(script_parameters());
int result = summon_party_chest_to_current_location(parameter);
floaty("result = " + IntToString(result));
}
You'll probably want to distinguish several types of scripts (and other resources) and put them into separate folders or use different prefixes: research, project, project testing, general farting around.
Dump the toolset scripts into the file system, so that you can use a decent text editor for searching. That way you can search for where a particular identifier is defined (so that you know which header to include), and you can find oodles of examples of how stuff is used in the game. I don't know if there is a 'normal' way of dumping out the scripts, since I used a program that I wrote myself for daily differential script backup.
Bookmark Sunjammer's tuts for easy access.
The first thing you want to do is create your own module~
The best thing to do is start with making and exporting head morphs. You can create a new morph.
OR you can get all the games MRH files here to play with. Remember to uncheck the read-only property before opening them in the toolset. If you are just learning the toolset, this is the best to start with to learn some of the functions.
Read the tutorials on wiki, then modify an armor or clothing, export it and use it in your game to test it. Do you have any scripting knowledge? Best to leave that part for last if you don't. The incorrect scripts in the wrong place can break the toolset and your game.
I made a head morph... finally.
I am trying to use the wiki to paste it on Ser Otto. I really hate that guy. I will tell you If anything happens...
It is easier than that. Just create the .mor file with the same name as the head morph for Ser Otto. Put .mor file in the override folder.
Okay, lemme do that quickly...
No luck. He just looks his same, stupid self. I doubt I can script for sub problems though. I don't even know where to find the scripts. Could someone point me to the right article?
There are no scripts to be found because you don't need any scripts for this. What is the name of the file that you created 'improving' Ser Otto?
~~ Name your new human male head morph hm_den300_otto.mor and drop it in game/override
You can rename it after exporting if that is easier. You can do a search for it in your packages/core/override folder. I don't know if you are using any other mods to change people (like Dragon Age redesigned). You should only have one morph for Otto in override.