Like say one I may have missed. I know how to get it now but I wanted them all for a particular character I've made and I'm past the point of being able to get it.
Is it possible to some how use the toolset to give you codex entries?
Débuté par
ZaroktheImmortal
, févr. 07 2010 01:39
#1
Posté 07 février 2010 - 01:39
#2
Posté 08 février 2010 - 05:09
There's actually a debug function specifically for this: http://social.biowar...AllCodexEntries
To run it, the easiest approach would probably be to create a simple little script with just this function inside and then call it via the runscript console command. http://social.biowar...dex.php/Console has information on how to run the console.
Note that I haven't actually tried this, mind you. Just going by the documentation.
To run it, the easiest approach would probably be to create a simple little script with just this function inside and then call it via the runscript console command. http://social.biowar...dex.php/Console has information on how to run the console.
Note that I haven't actually tried this, mind you. Just going by the documentation.
#3
Posté 15 février 2010 - 04:47
I'm pleased to say that the function works as advertised - very useful.
You get a very long stream of messages about new codex entries - but you can interrupt this by opening the codex to see what all the entries are.
You get a very long stream of messages about new codex entries - but you can interrupt this by opening the codex to see what all the entries are.
#4
Posté 15 février 2010 - 05:52
What I'd really like to know is how to increase the number of codex slots.
I made a custom creature codex, and was delighted when it worked. So, I made some more, and it stopped working.
The reason seems to be that the number of slots is fixed at the OC value (33 creatures). Each custom codex seems to overwrite slot #1.
I see that there used to be module variables for the number of codex entries, but it looks like that was discontinued, so I'm stumped...
I made a custom creature codex, and was delighted when it worked. So, I made some more, and it stopped working.
The reason seems to be that the number of slots is fixed at the OC value (33 creatures). Each custom codex seems to overwrite slot #1.
I see that there used to be module variables for the number of codex entries, but it looks like that was discontinued, so I'm stumped...
#5
Posté 15 février 2010 - 10:32
I wonder if it could be related to the GUID and what would happen if you changed it using SQL (instead of the toolset, where it's greyed out)... perhaps usurp that slot.
Or if that would cause something to explode.
Or if that would cause something to explode.
#6
Posté 16 février 2010 - 05:54
Actually, how are you defining your codex entries, and is your module standalone or does it extend single player? However, it does seem somewhat easy to get into a conflicting state if you export and then rename plots or other things, requiring that you delete the older plot files or re-export fully from scratch.
Update: Actually it seems like the position might actually be determined by alphabetical order of the plot resource name... I can confirm that aaatest_cdx_1 goes in slot #1 and there are enough entries for all creature codex entries. So maybe as long as it comes before cod_*.
Plus, I really did mean to write Text Codex 3 instead of Test Codex 3 in the title below...
Update: Actually it seems like the position might actually be determined by alphabetical order of the plot resource name... I can confirm that aaatest_cdx_1 goes in slot #1 and there are enough entries for all creature codex entries. So maybe as long as it comes before cod_*.
Plus, I really did mean to write Text Codex 3 instead of Test Codex 3 in the title below...
Modifié par FollowTheGourd, 16 février 2010 - 06:34 .
#7
Posté 16 février 2010 - 08:20
It's a standalone module.
I'm clearly doing something wrong, as I still have the original 33 codex slots for creatures, whereas I can see you have more.
My plots are defined like this:
Resource Name = cocpt_cod_crt_goblin
Entry Type = Codex - Creatures
Parent Plot = (None)
Script = (None)
It contains one main flag COCPT_CODEX_CREATURE_GOBLIN
Flag=0
Reward=(None)
Has Journal=Yes
Final=No
Repeatable=No
Default Value=Not Set
The plot is invoked from the APR_base 2DA.
I'm clearly doing something wrong, as I still have the original 33 codex slots for creatures, whereas I can see you have more.
My plots are defined like this:
Resource Name = cocpt_cod_crt_goblin
Entry Type = Codex - Creatures
Parent Plot = (None)
Script = (None)
It contains one main flag COCPT_CODEX_CREATURE_GOBLIN
Flag=0
Reward=(None)
Has Journal=Yes
Final=No
Repeatable=No
Default Value=Not Set
The plot is invoked from the APR_base 2DA.
Modifié par Proleric1, 16 février 2010 - 08:21 .
#8
Posté 16 février 2010 - 02:12
Actually, why do you have Script = (None) instead of the default, plot_core? I don't know if that would make a huge difference, but I suspect it would affect something.
I'll have to try that out more when I get back later. Perhaps it only creates the extra spaces at the end (but I'm pretty sure it made the extra one at the beginning too)? But it still wouldn't explain why your entries are overwriting each other.
I'll have to try that out more when I get back later. Perhaps it only creates the extra spaces at the end (but I'm pretty sure it made the extra one at the beginning too)? But it still wouldn't explain why your entries are overwriting each other.
Modifié par FollowTheGourd, 16 février 2010 - 02:22 .
#9
Posté 16 février 2010 - 11:52
Good question, but it doesn't make any difference, as it turns out. My understanding is that plot_core is a template, not a core script.FollowTheGourd wrote...
Actually, why do you have Script = (None) instead of the default, plot_core? I don't know if that would make a huge difference, but I suspect it would affect something.
I also tried giving the codex a resource name higher than cod_ but it doesn't fix the problem.
#10
Posté 17 février 2010 - 03:10
Welp, now that I've played around with different resource names, I can't even get it working again the way it was before.
At first blush, it looks like the Codex UI gets the number of entries from the game engine... so I can't really tell how it picks up on the plot files.
What I'm seeing now is that out of three custom creature codex entries, only one of them will be updated in the codex when I kill a creature of that type (otherwise no update happens). It also seems somewhat random, since a different one started working one time after I cleared the export dirs and then re-exported again. And even then there are still only 33 slots... instead of the 35 I had once before (even though that was a slot short I guess).
At first blush, it looks like the Codex UI gets the number of entries from the game engine... so I can't really tell how it picks up on the plot files.
What I'm seeing now is that out of three custom creature codex entries, only one of them will be updated in the codex when I kill a creature of that type (otherwise no update happens). It also seems somewhat random, since a different one started working one time after I cleared the export dirs and then re-exported again. And even then there are still only 33 slots... instead of the 35 I had once before (even though that was a slot short I guess).
Modifié par FollowTheGourd, 17 février 2010 - 03:13 .
#11
Posté 17 février 2010 - 04:05
Grrr.... figured out what it is, sort of. There's what I'd call a bug in the toolset that if you duplicate an existing plot (with the intent to edit), it also duplicates the GUID which you can't alter in the toolset. I just created a toolset bug report here.
After cleaning my exports, deleting my existing custom creature codex plots in the database, and then recreating them by using new->plot only, *then and only then* do I get the additional slots in the Codex.
HOWEVER, there are only 32 actual _Core creature plots - cod_crt_witherfang is in fact of type "Codex - Characters". But I'm not sure how the single player campaign manages this transmutation, since the Codex in my single player run is currently at 32/33 creatures (I never did kill witherfang, so...)
In my standalone test module, it seems odd that I started at 0/32, but now it makes more sense, yet raises the question of how the single player module goes to 33 exactly - unless it changes the type through script somehow...
EDIT: It appears the plt_cod_crt_witherfang.plo in designerplots.erf and the one exported by the toolset are the same (in the toolset's GFF editor), except the irrelevant difference of the toolset exporting the English text in TLKSTRING, instead of just the strref.
After cleaning my exports, deleting my existing custom creature codex plots in the database, and then recreating them by using new->plot only, *then and only then* do I get the additional slots in the Codex.
HOWEVER, there are only 32 actual _Core creature plots - cod_crt_witherfang is in fact of type "Codex - Characters". But I'm not sure how the single player campaign manages this transmutation, since the Codex in my single player run is currently at 32/33 creatures (I never did kill witherfang, so...)
In my standalone test module, it seems odd that I started at 0/32, but now it makes more sense, yet raises the question of how the single player module goes to 33 exactly - unless it changes the type through script somehow...
EDIT: It appears the plt_cod_crt_witherfang.plo in designerplots.erf and the one exported by the toolset are the same (in the toolset's GFF editor), except the irrelevant difference of the toolset exporting the English text in TLKSTRING, instead of just the strref.
Modifié par FollowTheGourd, 17 février 2010 - 04:31 .
#12
Posté 17 février 2010 - 08:03
You're exactly right about the bug.
Save As has exactly the same problem as Duplicate.
By making new plots from scratch each time, I got my whole creature codex working.
Problem solved - many, many thanks!
Save As has exactly the same problem as Duplicate.
By making new plots from scratch each time, I got my whole creature codex working.
Problem solved - many, many thanks!





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