Need Help Please With The Fade
#1
Geschrieben 07 Mai 2016 - 06:15
http://social.biowar...eation/The_Fade
and I'm sure it's a wonderful tutorials but I didn't use any of it to make my followers. so to say it is a bit confusing is an understatement.
anyway.....the function is what's throwing me here. what calls it? is it an event called by module script or something else?
I'm sorry if I'm not being clear enough, but I'm at a loss on this one.
#2
Geschrieben 07 Mai 2016 - 08:17
#3
Geschrieben 07 Mai 2016 - 08:18
Actually looks like the same tutorial, but I can't get your link to work.
Which function?
If I recall correctly, I used the overall logic from those scripts....
- setting up the Nightmare areas is in case EVENT_TYPE_BEGIN_TRAVEL in the main/core module for the mod
- PRCSCR file to remove Companion(s) from the fade on entering the first area
- set up 'flag checking' (in PRCSCR) and captured Nightmare Duncan's defeat - created Nightmare Journal entries similar to those for the Bioware Companions
- PRCSCR file to turn on 'flag checking' again to identify if the GW decides to fight the Fade Demon 'at the end'. It is possible to go back and free more Companions from Nightmares rather than immediately fight the Demon. It also keeps Companions from reappearing too soon.
#4
Geschrieben 07 Mai 2016 - 08:38
#5
Geschrieben 07 Mai 2016 - 08:43
#6
Geschrieben 07 Mai 2016 - 06:42
not the Fade, but the B2B for a Party Picker is available at this site:
http://www.nexusmods...age/mods/4442/?
#7
Geschrieben 07 Mai 2016 - 09:38
I'm using PRCSCR scripts for the fade and so far they seem to be doing the job. at least they aren't running around with me in it anyway. lol I'll know more when I reach the companion nightmares.
thank you for the suggestion. pcrscr is much easier to work with.
#8
Geschrieben 08 Mai 2016 - 11:35
The party picker that I WAS using had been given to me so I didn't feel like I could give it to others to update with their new Companions. I won't say that mine is 'better', but it is MINE so I can share it as a modder resource ![]()
I use the location 'mod' ALL of the time because it was small, it was simple, and it is incredibly useful for positioning 'placeables' and NPCs. It is also as annoying as all get out so I disable it when I don't need coordinates floating over my GW's head. For modders who are entirely new, it is also the most simple scripting mod that I can think of.
You've been modding for a while so the other files may or may not be useful to you, but then again they may. The screenshot mod/B2B has an example of dynamic stage and using cameras; Camp Storage has examples of material leveling and reusable storage containers; Mer_Canis has many examples of applying a new itemset bonus; and you've already mentioned the other two.
My project/modders resource page was created out of respect to Sunjammer, DarthParametric, karmalade, BillHoyt (http://social.biowar...m/project/2821/) and others who have shared their knowledge. I encourage others to create share their knowledge as well by uploading resources to share with other modders, B2B files, or examples.
#9
Geschrieben 09 Mai 2016 - 11:59
my fade by the way works perfectly. thank you so much for the suggestion. I haven't touched the toolset since before Christmas and I'm a little brain dead on it now. lol
#10
Geschrieben 10 Mai 2016 - 12:08
LOL
Not ALL code, no one should have to dig through some of my code to figure out why I did some of the things that I did. In some cases, I don't even know the answer to that! A lot of things seemed like a good idea at the time. ![]()
But small examples or useful bits of information that aren't already explained in three other places.
The .lvl file and are file for an enlarged party picker so that the modder doesn't have to start from the beginning.





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