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Help with a custom party member?


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#1
mouse

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hello, toolset community!

 

I'm having trouble adding a custom follower to the main campaign of DA:O and was hopeful that someone would be able to help solve my problem. I followed the guide on the toolset wiki, but I've had no luck.

 

the issues here are that A ) the character does not show up in the party selection screen ( biggest problem ), and B ) the module shows up in-game as both a DLC and a Custom Campaign, when it should just be a DLC ( minor and somewhat irritating problem ).

here is what I've done to create the follower's module:
 

  • I've added their waypoint to the duplicated char_stage map for my module ( renamed to fit my module & assigned the original area_core script ).
     
  •  I created two new scripts: one to be used for the module itself ( including only the "EVENT_TYPE_PARTYMEMBER_ADDED" and "EVENT_TYPE_MODULE_GETCHARSTAGE" scripts mentioned on the tutorial page ), and one to be used on a conversation to actually hire the follower ( the only other script mentioned in the tutorial ).
     
  • I assigned each object's Module and Owner Module to be this current module.
     
  • I changed the hierarchy in the module's settings to include the Single Player resources.
     
  • I saved & checked-in every object in the toolset before exporting.
     
  • I placed my partypicker_ and party_picker_ GDAs in the "/module/override" folder of this module ( in the /Documents/etc/AddIns folder ).
     
  • ( + some some other things, but I feel I may have messed up in these steps the most. )

 

it is difficult to gauge what's wrong if you can't see my workspace, but hopefully this is enough to give some idea. I can post screenshots if needed?

 

I'm sorry if this wordy question does not belong here or has already been answered a dozen times ... or is a bit tricky to answer ... I am just very eager to make all this stuff function properly after working so long on it. orz

 

thanks so much for reading and trying to help!!



#2
MerAnne

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The tutorial you referenced assumes that you have quite a bit of experience with the toolset, but from your questions, I suspect that isn't the case.

 

http://social.biowar...eating_a_module  The information there will help you create an 'add-in' rather than a standalone.

 

Does the Companion show up in the location that you want to recruit him/her?  Does the dialogue (or whatever mechanism you are using) work so that you can hire him/her?  Have your written the hiring script? 

 

If this is your first mod (including mods that you didn't upload/share), I suggest starting with something easier: create new head morphs, create a new item and add it to the GW's backback, add storage to Camp.  Start with small 'easily' (because some of these things took me a LONG time to figure out :lol: ) achieved projects and work your way up to adding a custom Companion.

 

Because no one ever listens to me, the following tutorial is very useful in adding a new Companion:

http://social.biowar...on_Mod_Creation  I didn't do everything the way he did, but it was a great starting point for what I needed to do.

and

http://social.biowar...er:Satans_karma



#3
mouse

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yes, oh gosh, that is ... definitely the case. this is my first mod ... besides making headmorphs. I have done a lot of those, hahah. :B

 

I did look at the "Creating a Module" page and based mine on the add-in one! I wrote the hiring script, but the character does not spawn in the camp ( which is where I'd like to recruit them from ) so I cannot talk to them. for my module's starting area, I picked one of the camp maps ... I suppose I should've done something else though, oof.

 

I will check out the other tutorials you linked, though, and see if I can get something to work with those--thank you kindly for the help!



#4
MerAnne

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Step 1:  Start with Creating a Module so that you have it showing up correctly.

Step 2: Start with an easy project because there is no conceivable way that you are going to understand Idomeneas' tutorial unless you are already a programmer.

 

http://social.bioware.com/project/422/  I've never done it, but this project appears to be a fairly easy project/tutorial.

 

 

Step n:  Get the Companion(s) to show up somewhere other than Camp.

http://social.biowar...n_existing_Area


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#5
mouse

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thanks again for all the help. I actually got the follower to spawn in the correct location to be recruited from, but I am unable to talk to them in order to hire them ( ie. their conversation is not trigger when you click on them ). 

 

if I may: would this error stem from script errors, the conversation file itself, or something else? I'm assuming it's the convo but I cannot seem to the fix the problem--i've assigned the hire script, fire script, and plots to the convo on the appropriate lines of dialogue. 

I've been looking at other tutorials and none of them seem very helpful.



#6
MerAnne

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In answer to your question - yes.  It could be the conversation file, a file that wasn't compiled/exported, the scripting in the dialogue file, the conditions within the......

 

Best link for learning the conversation editor

http://social.biowar...sation_tutorial

 

 

Edited: forgot "wasn't" from the sentence!



#7
mouse

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EDIT -- I got it to work! there was an issue with one of the scripts I had written, but it's all fine and dandy now ... my NPC's all good. :0) thanks for your help!!

 

ah, yep--I followed that tutorial to set up my conversation. to see if the convo was the problem, I made another simpler one without scripts and applied it to the creature.utc ... still didn't work in-game, so I think it may have something to do either with the creature itself, the module_core script I'm using, or the plot ...

 

I redid the creature using Satans karma's tutorial you posted earlier, using the exact shorter hiring script & the exact module_core script they supplied.

 

here is a screencap of my creature's properties:

 

tumblr_ncu9bf8LI51rtrloxo2_r1_1280.png

 

looks OK to me, considering he spawns correctly ... but you never know.

 

and here is my plot:

 

tumblr_ncu9bf8LI51rtrloxo3_r1_1280.png

 

also pretty basic.

 

I've double-checked to make sure all my terms are correctly named within each script, that my .GDA files are all prim and proper, and that all of my files are moved into the /AddIns/ModName/module/override folder ... so if these aren't the problem, then ... I dunno. I'll just go back to making weird weapons and armor until I'm brave enough to try this again, hahah.

 

I appreciate all your help though, you've been great! sorry this is such a mess, jeez.

 

( on a side note: there were some issues in their "spawn follower in camp" script, but they were easy to fix if you rewrite each spawn point in a separate file--I'm sure there's an easier way to just edit the original, but hey! at least they're working. )

( there were also problems within the toolset involving the longer "hire follower" script which I may have correctly fixed, but since I cannot trigger my character's dialogue, I can't find out for sure, hahah )



#8
MerAnne

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http://social.biowar...ing_conventions

 

I didn't use the exact Bioware file/variable naming conventions, but I do have a naming convention. You should have a standard naming convention for files and variables and flags and....  that will make them unique and easily identifiable. You can use Bioware's conventions or create your own, but you will want to have a standard way of naming.   For example:

---- jmcc_johnathan instead of just 'jmcc' (it is possible to change file names, 'check in', go to file properties)

---- jmcc_johnathan_created instead of johnathan_created