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Extreme frustration with toolset to game transition


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22 réponses à ce sujet

#1
Clova

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SO ie created 2 items that i want to use. i used weriKK's blag, which worked for THEFIRST ITEM. HOwever, my second item, a mage robe, refuses to upload onto any character whatsoever. Ive tried every solution ive been able to find myself, and none have worked. Only my sword continues to get uploaded (and yes, the robe is in the Core Game File. Both were written the exact same in terms of commands.)

Did i miss a command? Image IPB

#2
Magissia

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Sorry i can't look around what it can be, the 1.1 toolset don't work



Just take the guide and check if you don't done something wrong (i bet you forgot something in the swap script)

#3
Apolyon6k

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if the process worked the first time, check if you did the steps right on the robe

post the script and we can look it over together



what type of robe were you editing?

#4
Clova

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#include "utility_h"
#include "wrappers_h"
#include "plt_my_custom_plot"
void main ()
{
    if ( WR_GetPlotFlag( PLT_MY_CUSTOM_PLOT, MY_ITEM_CHECK_FLAG ) == True )
        return;
    event ev = GetCurrentEvent();
    int nEventType = GetEventType(ev);
    switch ( nEventType )
    {
        case EVENT_TYPE_MODULE_LOAD:
        {
            UT_AddItemToInventory(R"cousland_sword.uti", 1);
            UT_AddItemToInventory(R"warden_robe_survivor.uti",1);

            WR_SetPlotFlag( PLT_MY_CUSTOM_PLOT, MY_ITEM_CHECK_FLAG, TRUE );
            break;
        }
        default:
          break;
    }
}

Not sure what i havent dne abve that'll get the second item in. Copyed directly from weriKK. The robe was a Senior Enchanter model/material. i wasnt actually editing a current robe.

Modifié par Clova, 01 février 2010 - 12:42 .


#5
Proleric

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Forgive the obvious question - is the resource name (file name) of the robe exactly as stated in the script?

I'm not sure what you mean by the Core Game File. Did you try exporting your add-in from the toolset? That would put the items in the correct folder for your add-in. To be absolutely certain, you could select just the problem item and export it without dependent resources.

#6
Clova

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nope. I read that oculd be part of the problem, so i edited the name and put a 1 at the end.



What i meant by COre Game Resources was the module where it would be. I did try to export without dependant resources from the toolset, and deleted all the xtra stuff from the toolset folder in the proper DA file.

#7
Proleric

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If I've understood correctly, that 1 at the end of the file name could be the problem. It must match your script exactly - either rename the file without the 1, or add the 1 to the file name in the script. The file should be in your folder Documents>Bioware>Dragon Age>AddIns>[module name]>module>override>toolsetexport.

#8
Clova

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The problem is, it didnt work when it was exact either. Ive actualy copletely deleted and retyped EXACTLY how weriKK has mer's, and i still only get the sword loaded.

Edit: Found these errors. ive always had the campaign issue one, but these other 2 are new

E: 20:21:22 - Could not get script resource information.
W: 20:21:22 - No starting area specified for campaign.
I: 20:21:22 - Compile failed
E: 20:21:22 - my_event_handler.nss - my_event_handler.nss(6): Variable defined without type (while compiling var_constants_h.nss)

Modifié par Clova, 01 février 2010 - 02:22 .


#9
Proleric

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There's probably just one error. Did you change var_constants_h? If so, you may have made a mistake with the syntax. The game will still be running the last version of your script that compiled successfully, which might explain why no robe is created.

#10
Clova

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i dont even see a var_constants_h in there....

#11
Nattfodd

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Maybe what i'm about to say will be totally wrong, but when do you add new items, do you need to modify the itemvariation.gda?

#12
EJ42

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Clova wrote...

#include "utility_h"
#include "wrappers_h"
#include "plt_my_custom_plot"
void main ()
{
    if ( WR_GetPlotFlag( PLT_MY_CUSTOM_PLOT, MY_ITEM_CHECK_FLAG ) == True )
        return;
    event ev = GetCurrentEvent();
    int nEventType = GetEventType(ev);
    switch ( nEventType )
    {
        case EVENT_TYPE_MODULE_LOAD:
        {
            UT_AddItemToInventory(R"cousland_sword.uti", 1);
            UT_AddItemToInventory(R"warden_robe_survivor.uti",1);

            WR_SetPlotFlag( PLT_MY_CUSTOM_PLOT, MY_ITEM_CHECK_FLAG, TRUE );
            break;
        }
        default:
          break;
    }
}

Not sure what i havent dne abve that'll get the second item in. Copyed directly from weriKK. The robe was a Senior Enchanter model/material. i wasnt actually editing a current robe.


E: 20:21:22 - my_event_handler.nss - my_event_handler.nss(6): Variable defined without type (while compiling

Did you see that '6' in the parentheses?  That means look at line six of your code.

Look at the two different versions of the word "true" that I have made bold.  You should probably change the top one to all caps, and try again.

#13
Clova

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that fixed the error, but now neither item appears in inventory.

I dont have said items already, as i force loaded, saved, reactivated addon, the loaded game again. Nothing in there whatsoever

Modifié par Clova, 01 février 2010 - 04:33 .


#14
EJ42

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Clova wrote...

that fixed the error, but now neither item appears in inventory.

I dont have said items already, as i force loaded, saved, reactivated addon, the loaded game again. Nothing in there whatsoever

The problem is that the plot flag is already set, so it won't give you the item again.

You can put a line in to clear the plot flag, recompile, load the game to get your items, then take that line out of the code again.

The way you are doing it is not, IMO, the best way since it gives you no ability to replace the item if it gets lost or destroyed.  My preference is to use the console to run a command that gives me the item.

What you could do is create another script, which you run from the console, that clears the plot flag.  That way, you can leave your addin as is, and only use the console to clear your plot flag if you want to get another copy of the two items.

#15
EJ42

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Create a new script called something like "clova_plt_flag_clear", which has the following:

#include "utility_h"
#include "wrappers_h"
#include "plt_my_custom_plot"
void main ()
{
    WR_SetPlotFlag( PLT_MY_CUSTOM_PLOT, MY_ITEM_CHECK_FLAG, FALSE );
}

Then, all you need to do is type "runscript clova_plt_flag_clear" from the console whenever you want to clear the plot flag.  Of course, if you want to do that, you may as well make a new script named "clova_give_stuff", with the following:

#include "utility_h"

void main()
{
    object oItem = UT_AddItemToInventory(R"cousland_sword.uti", 1);
    oItem = UT_AddItemToInventory(R"warden_robe_survivor.uti",1);
}

Then, you just do "runscript clova_give_stuff" from the console whenever you want the items added to your inventory.

The way you're writing your script is fine for distributing to other players, but it has a chance of leaving them unable to replace the items if lost.

#16
Clova

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ah ok. thank you very much!

You mention running this form the console. Like Ingame?

Gotta say, as frustrateing as it is finding out issues with code, its fascinateing/fun as well Image IPB

Modifié par Clova, 01 février 2010 - 07:23 .


#17
EJ42

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Clova wrote...

ah ok. thank you very much!

You mention running this form the console. Like Ingame?

Gotta say, as frustrateing as it is finding out issues with code, its fascinateing/fun as well Image IPB

http://dragonage.wik...om/wiki/Console

#18
Clova

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ugh...ok, i may be just extremely dense here but is the daorigins i see in bin_ship the same as daorigins.exe?

#19
TreDawn

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Clova wrote...

ugh...ok, i may be just extremely dense here but is the daorigins i see in bin_ship the same as daorigins.exe?


Yes, that's the executable.

#20
Clova

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ok, thank you all very veru much! Sorry for the seemingy obvious questions, i just REALLHY didnt want to screw up my game.

#21
Clova

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nvm... oopsies Image IPB

Modifié par Clova, 02 février 2010 - 01:09 .


#22
Clova

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nvm, the console trick doesnt work for me. Did exactly what the directions told me to do and i cant get the console to open up.

#23
EJ42

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Yes you can. It opens. You just cannot see it. It tells you that in the wiki page. You just need to have faith. Press your console hotkey, type your command, then hit enter.