Having trouble with the "Create a class Tutorial"
#1
Posté 24 janvier 2010 - 02:44
Says open up "AL<classname>_default.xls" As seen in the above picture I took from the tutorial... Where is this? When was I supposed to make this?
If you can shed any light on the matter I would appreciate it.
#2
Posté 24 janvier 2010 - 03:31
Modifié par ladydesire, 24 janvier 2010 - 03:32 .
#3
Posté 24 janvier 2010 - 03:51
#4
Posté 24 janvier 2010 - 05:01
I'm not really sure what's in that tutorial anymore off-hand, but it probably assumes you'll have to look up information on things not directly related to its topic instead of being an exact step-by-step tutorial.
Modifié par FollowTheGourd, 24 janvier 2010 - 05:11 .
#5
Posté 24 janvier 2010 - 05:19
tinypic.com/r/dmecu0/6
I've run into another confusing spot, the first time I ran through I overlooked it.
On the top it has what the 2DA file says for Mage/Warrior/Rogue but for what the Tutorial says it ignores the **** on the far right that the other classes have, do I need to add the **** or ignore it?
#6
Posté 24 janvier 2010 - 06:13
Also, I'd strongly recommend not doing exactly as the tutorial implies there and DO NOT just add your lines to the bottom of M2DA_base - at least if you care about being compatible with other mods and DLC once you're out of the learning stage with your custom class.
What you should do is create another worksheet with the same columns but name the worksheet (the tab, not the file) M2DA_base_SOMETHING, where SOMETHING is up to you... the whole name just needs to be no greater than 27 letters. Then in that new worksheet, add your new rows and only your new rows. Also, your new rows should have a value in the in the ID column that isn't in the original M2DA_base worksheet - do not just start at zero. When the game runs, it'll assemble everything starting with M2DA_base and combine them, and you avoid overwriting other people's changes to the file that way.
I'd say it's questionable to start with any ID less than 1,000,001 (the tutorial says > 100,000). If you want to see what the fuss is about, the link here has some information: http://social.biowar...A_ranges_in_use. There are apparently some bugs in some 2DA files with certain high ID ranges, but M2DA_base isn't one of them.
Modifié par FollowTheGourd, 24 janvier 2010 - 06:26 .
#7
Posté 24 janvier 2010 - 06:24
Thank you, once again.
Edit: Hey, guess what, I already have another question!
Does this mean I should do everything the tutorial mentions in a newly created tab?
Modifié par Havoshinshnitzer, 24 janvier 2010 - 06:28 .
#8
Posté 24 janvier 2010 - 06:28
You can just edit a copy of M2DA_base like the tutorial says - it's just not going to be compatible with other mods or DLC that make changes to M2DA_base.
Edit for your edit:
While I wouldn't want to make a blanket statement about when you should create a new tab, let me say this: if you don't want to delete rows in the 2DA, then you should probably create a new tab. Imagine you just edit the M2DA_base worksheet with your changes and somebody else does the same thing with their changes: When they're assembled by the game, one of them is going to take precedence over the other and so one of you is going to lose the new changes. But if you have M2DA_base_Me and M2DA_base_You, then both files would get assembled into M2DA_base when the game runs and the changes would be merged properly - as long as they have unique row IDs.
There might be times when you do want to overwrite a row (like trying to make certain things unavailable on purpose - let's just assume there's a valid reason), but you can probably do that with a separate tab just as well - just give it the same ID as something in the main file.
Also, there's this statement on the wiki to keep in mind, but I doubt you'll have to care about it right now: "Every 2da listed in M2DA_base is treated as a M2DA, except for those
with an ID between 10000 and 10999 which are handled as regular 2DAs" from http://social.biowar..._game_via_M2DAs.
Modifié par FollowTheGourd, 24 janvier 2010 - 07:01 .
#9
Posté 24 janvier 2010 - 06:59
#10
Posté 24 janvier 2010 - 08:32
Modifié par FollowTheGourd, 24 janvier 2010 - 08:34 .
#11
Posté 24 janvier 2010 - 05:33
1) You no longer have to keep the string entries below 8,600,000; the bug in ExcelProcessor that cause issues with strings higher than that has been fixed (I don't know where whoever did the tutorial got the idea that it was an SQL bug). Using whatever string entries the toolset gives you when creating the module will work fine.
2) The only files used in that tutorial that can be done as M2DAs are the guitypes and ABI_base; the others will not work that way. I spent several weeks trying to get them to work, but they never would function properly; you will see the new class in the GUI, but when you select the background, your character model will disappear.
3) While the tutorial shows using only one template for the character for all races, it is better to make several that are parented to the first one; this will allow you to give each race different starting weapons, which is good if you want to use this in the main game. My class has the Dalish Elf version start out with a Bow (this is how your character appears in the introductory cutscene in that Origin) which remains once the game iteslf starts; if you equip any other weapon in the main hand, it will apppear on your characters back instead of the bow after the cutscene ends.
4) Even though the tutorial might suggest otherwise I would suggest duplicating any spells that come with the game and editing the new versions to create your new spells; this will require editing the impact script column to reflect your new spell name. Addding new spells in this way will reduce the possiblity of problems if Bioware makes any changes to the current spells in a patch or expansion. I also suggest doing the same with any talents that you copy to the new class.
#12
Posté 24 janvier 2010 - 06:55
Edit: Looking at the chargen GUI script, both ABI_base and guitypes are read by ExternalCommands.Get2DAValue, just like "background" is. There's another function, GetM2DAValue, but that's not used here and I'm not sure what difference it would make anyway if the other one works for other M2DAs.
The script also looks at the number of rows in "background", so maybe you'd want to not treat it as an M2DA so you can blot out whatever other backgrounds you don't want if you're not overwriting their rows, but I'd be at a bit of a loss as to why else they couldn't work as M2DAs, if Get2DAValue works for M2DAs as well. Maybe the row counts are off using ExternalCommands.GetNum2DARows instead of GetNumM2DARows?
Modifié par FollowTheGourd, 24 janvier 2010 - 07:35 .
#13
Posté 24 janvier 2010 - 07:40
FollowTheGourd wrote...
M2DA_base also works as an M2DA without issues, no? If not, then that puts a serious damper on custom classes...
It seems to work, lets put it that way.
Edit: Looking at the chargen GUI script, both ABI_base and guitypes are read by ExternalCommands.Get2DAValue, just like "background" is. There's another function, GetM2DAValue, but that's not used here and I'm not sure what difference it would make anyway if the other one works for other M2DAs.
The script also looks at the number of rows in "background", so maybe you'd want to not treat it as an M2DA so you can blot out whatever other backgrounds you don't want if you're not overwriting their rows, but I'd be at a bit of a loss as to why else they couldn't work as M2DAs, if Get2DAValue works for M2DAs as well.
The issue that I ran into was due to the fact that you can't get row id's above 25 in CLA_base to work properly right now; it seems to be due to a bug in the game engine that doesn't parse values passed from the formula found in the sys_chargen script (or was it in sys_chargen_h) properly. Maybe they are supposed to be using GetM2DAValue instead of Get2DAValue; maybe we should let them know about this.
#14
Posté 24 janvier 2010 - 07:57
ladydesire wrote...
4) Even though the tutorial might suggest otherwise I would suggest duplicating any spells that come with the game and editing the new versions to create your new spells; this will require editing the impact script column to reflect your new spell name. Addding new spells in this way will reduce the possiblity of problems if Bioware makes any changes to the current spells in a patch or expansion. I also suggest doing the same with any talents that you copy to the new class.
I did not know that they had fixed the string issue, thank you!
Numbers 2 and 3 are over my head, but I'm sure I'll understand them later on.
For number 4, I was suspecting that I'd have to do this, but wasn't really sure, thank you for reinforcing my thoughts.
FollowTheGourd wrote...
Hope that's a good thing, but as I said - you don't have to worry about it
right now. Maybe I shouldn't have gone off on that tangent - just keep it in
mind if you want to upload it for mass consumption at some point . Even then,
just take it a step at a time and you'll get the hang of things eventually.
It was indeed a good *mind blown* Even if I'm quite a ways from releasing it, its good knowledge for when I try testing it on my own game, it might be wise to remove my mods to avoid any accidents when I'm just trying to test out my class.
As for the rest of your guys' conversation, I'll be back to read that after some research, a lot of research...
Thanks again, so much!
#15
Posté 25 janvier 2010 - 12:07
So, the tutorial(left) says go to hierarchy and make sure Single Player is checked, well, I can't check it(right)... Any ideas?
i47.tinypic.com/anjyid.jpg
_---------------------FIXED----------------------_
I'm just an idiot
Modifié par Havoshinshnitzer, 25 janvier 2010 - 12:10 .
#16
Posté 25 janvier 2010 - 12:10
#17
Posté 25 janvier 2010 - 12:11
Edit: I mean, yes I have to, but I got that part right. Thank you for replying!
Modifié par Havoshinshnitzer, 25 janvier 2010 - 12:15 .
#18
Posté 25 janvier 2010 - 12:34
The tutorial says i45.tinypic.com/1zqxc0y.jpg
But I don't see "2DA_CONSTANTS_H" anywhere. Not even when I search my computer. I don't even see "Core scripts" anywhere either. If you can shed some light on this, it'd be greatly appreciated.
Modifié par Havoshinshnitzer, 25 janvier 2010 - 12:50 .
#19
Posté 25 janvier 2010 - 01:26
Havoshinshnitzer wrote...
Hey! I'm back...
The tutorial says i45.tinypic.com/1zqxc0y.jpg
But I don't see "2DA_CONSTANTS_H" anywhere. Not even when I search my computer. I don't even see "Core scripts" anywhere either. If you can shed some light on this, it'd be greatly appreciated.
It's in the right side; one of the buttons over there looks like a text file. Click that, and open the folder marked _Core Includes; the file you want is on the top of the list.
#20
Posté 25 janvier 2010 - 01:31
#21
Posté 25 janvier 2010 - 02:43
Vanguard isn't there... what did/do I do?
In the tutorial it shows 'Cleric' in the Name slot.
#22
Posté 25 janvier 2010 - 02:45
#23
Posté 25 janvier 2010 - 02:57
What does it mean when I put <classname> beside string 8000000, and so on?
#24
Posté 25 janvier 2010 - 03:29
I don't have the sys_chargen.ncs
file, I do have a sys_chargen_engine.nss though?
Anyone know why this is? What I did? How to fix it? And how long should I cry?
#25
Posté 25 janvier 2010 - 03:51





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