I hope some kind soul is around who still checks these dusty boards once in a while ![]()
I'm working on a project, and I can't seem to mod a plot file.
I checked out the .plo resource, edited the journal text, and did 'export without dependent resources.' The .plo file appears in the modles/single player/override/toolsetexport directory. But in-game, the journal text doesn't seem to have changed.
Is there some other way I should be exporting the modified plot files, or the associated scripts? Should the exported files be moved into a different directory? Do I have to check the file back in before I export it?
Anyone have a clue what I might be missing?
Thanks in advance
Problems editing plo plot files
#1
Geschrieben 13 Januar 2015 - 04:15
#2
Geschrieben 13 Januar 2015 - 12:10
Just confirming.... You are starting from a SaveGame before the Journal entry is created, correct? I'll think about it while I'm at work.
- phaonica gefällt das
#3
Geschrieben 13 Januar 2015 - 07:35
Oh hello! Thank you ![]()
I am starting from a save state where the quest has been started but not completed, and yes it's before the entry is added to the journal.
The plot file is attached to a script that I was editing, and when I attempted to debug something in the edited script, I noticed that the game didn't seem to be recognizing changes to the attached plot file when I exported it. I've only attempted to edit text in the plot file. I might try adding or renaming one of the existing plot flags to see if any changes at all are being recognized. Or maybe I'll edit a simpler plot file to see if the edited script is causing the problem.
I don't know if I have to export the plot files and attached scripts in a certain order, or if they need to be exported to a different directory, or what.
#4
Geschrieben 14 Januar 2015 - 03:12
I'm a tad brain dead (more so than usual) right now
so I'm going to hope for coherence.
You haven't said so I'm going to guess that this is a .plo file that is available through the toolset and not one that you have created. Based on the folder that it appears in that would seem reasonable....
Changing the name of the flag won't do anything. The first thing that I would do is make sure that the flag is actually being set where you think it is. For example...
I created a little mod (not yet uploaded) to change the reward associated with the "Thief in the Shaperate" quest in Orzammar. Sounds easy enough. My testers were VERY patient with my mistakes. The reward, which I changed multiple times, was being given when the stolen tome was recovered from the thief's body. I thought - you know - since it is a REWARD, that the reward was being given when the tome was returned to the Shaperate. I finally realized that the flag wasn't being set where I thought it was.
Just because you see text that causes 'xyz' to appear in the Quest Journal doesn't mean that there isn't another place that does the same thing. So I would check to make sure that the flag that I think is being set is the one being set.
A few other things to check out. If you have mods installed that changes the same .plo file, it may be overriding the change that you are making. If you created the .plo file by duplicating another .plo file, many bad things can happen and the best thing to do is to just delete the duplicated .plo file. If you have tried to change this file more than once, it may be stored in more than one location and an 'old' version of the file is being located.
And that was probably more brain cells than I had to work with. I just hope that was a little coherent and useful. ![]()
- phaonica gefällt das
#5
Geschrieben 15 Januar 2015 - 02:58
I haven't figured it out yet. I appreciate your help.
I cleared all of the mod files out of the modules, packages, and addins directory and attempted to export only the modified plot file. It also exported the associated script. And the game is acting like the exported file isn't modified i.e. the altered text is not appearing when the quest is updated.
#6
Geschrieben 15 Januar 2015 - 05:38
Well it looks like doing "export with dependent resources" seems to have worked. At least it worked this one time, so we'll see if it continues to work, and I'll just have to get rid of all the extra junk that was exported that I don't need.
Thank you again for your help!





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