I just done a test and made a ring. This was more to see it work and learn how to do.
I use the toolset and I used http://social.biowar.../5339/blog/576/ to show me how to do it.
But for some reason it wont show up in my bags on my self in game.
I did a script here I copy and past from a script online to cyan_ring_event_handler.nss useing the toolset and change and replaced the name of my ring.
Here script:
// All module events
#include "utility_h"
#include "wrappers_h"
#include "events_h"
void main()
{
event ev = GetCurrentEvent();
int nEvent = GetEventType(ev);
Log_Events("", ev);
switch (nEvent)
{
////////////////////////////////////////////////////////////////////////
// Sent by: The engine
// When: The module loads from a save game, or for the first time. This event can fire more than
// once for a single module or game instance.
////////////////////////////////////////////////////////////////////////
case EVENT_TYPE_MODULE_LOAD:
{
// this event can fire multiple times, and we only want to do this once
// So we save a flag inside a number variable. We check it here and if its
// set already then we know we've already done this before. The name of the
// variable in quotes can be whatever you want.
int iModuleLoaded = GetLocalInt(OBJECT_SELF, "cyan_ring_item");
if (iModuleLoaded == 1)
break;
// get the object which contains the player
object oPlayer = GetHero();
// The flag we save won't persist beyond the game session, so its a good idea to actually
// look to see if the player already has the item, unless you WANT them to get another one
// The name in quotes is the TAG of the item. So what we do is see how many of the item
// the player already has, and if its 0, we know we haven't given it to them yet (or they sold it

)
int iItemCount = CountItemsByTag(oPlayer, "cyan_ring_item");
// if its 0, then let's give them the item. Now this first parameter is a RESOURCE identifier. Note
// how its formatted. R"resource_file_name"
// The "R" part is important and identifies it as a resource. The filename is just the filename of the
// resource. You can see this in the toolset on the tabs up top.
// The number 1 means give 1 item.
if (iItemCount == 0)
UT_AddItemToInventory(R"cyan_ring_item.uti",1);
// lastly we set that number variable we talked about earlier, to save the fact that we've
// done this already.
SetLocalInt(OBJECT_SELF, "cyan_ring_item", 1);
break;
}
default:
{
break;
}
}
I also Export without dependent resources, Export both Generate Module XML and Generate Manifest XML
.
I can see the ring in DAModder and in game at downloadable content which shows as enabled.
C:\Users\******\Documents\BioWare\Dragon Age\AddIns\cyan_ring_item\module\override\toolsetexport
In foloder are :
cyan_ring.uti
cyan_ring_event_handler.ncs
cyan_ring_event_handler.nss
Manifest.xml
Also I got console working as I add something to game to see if it would work. But for some reason my ring wont add to game as I get failure:No such script.