I have a feeling that Bioware/EA either have the way hard coded or somehow made it so we have to buy the DLC for the chest.... maybe thats why we cant edit/import into the main campain, that want us to pay 7$ for 45 min of game play and a chest. (Ive read everywhere that its only 45 min
Storage Chest......
#1
Posté 06 novembre 2009 - 09:43
I have a feeling that Bioware/EA either have the way hard coded or somehow made it so we have to buy the DLC for the chest.... maybe thats why we cant edit/import into the main campain, that want us to pay 7$ for 45 min of game play and a chest. (Ive read everywhere that its only 45 min
#2
Posté 06 novembre 2009 - 09:51
We could use a chest at the camp, yeah.
#3
Posté 06 novembre 2009 - 10:00
#4
Posté 06 novembre 2009 - 10:14
BryanDerksen wrote...
The OpenInventory script function takes a true/false parameter that sets whether it's possible for the player to add inventory to the object whose inventory was opened. So it should be a simple matter to add more storage chests, or perhaps even to override the default container script to make everything into storage chests (I haven't looked into how default containers actually work though so don't necessarily quote me on that).
But can we import this into the "Main Campaign" or do I need to create my own to have the storage chest?
#5
Posté 06 novembre 2009 - 10:16
You guys really did not make this easy =)
#6
Posté 06 novembre 2009 - 10:18
DecalGuy wrote...
BryanDerksen wrote...
The OpenInventory script function takes a true/false parameter that sets whether it's possible for the player to add inventory to the object whose inventory was opened. So it should be a simple matter to add more storage chests, or perhaps even to override the default container script to make everything into storage chests (I haven't looked into how default containers actually work though so don't necessarily quote me on that).
But can we import this into the "Main Campaign" or do I need to create my own to have the storage chest?
Thats a good question.... I want to add more storage to the main campaign also... and I'm planed to do most of my "work" as sidequest or addons to the existing game.
#7
Posté 07 novembre 2009 - 01:18
#8
Posté 07 novembre 2009 - 01:50
To avoid any save game issues, use CreateObject and the area script. If you want to make an add-in module so anyone can quickly add it to their game, make a PRCSCR_chest.xls to call a script to create the chest.
I can understand if none of that makes sense quite yet, but I'm certain you'll be able to find examples quite soon.
#9
Posté 07 novembre 2009 - 05:35
Craig Graff wrote...
If you haven't been to the area that you are adding the chest it would be a matter of opening the area in the toolset, adding the chest and exporting. If you have been to the area, it exists in your save game and would ignore the new version.
To avoid any save game issues, use CreateObject and the area script. If you want to make an add-in module so anyone can quickly add it to their game, make a PRCSCR_chest.xls to call a script to create the chest.
I can understand if none of that makes sense quite yet, but I'm certain you'll be able to find examples quite soon.
Thx Craig, what do u mean it exists in the save game? does this mean we can open our save games in the toolset and add the chest to the party camp?
#10
Posté 07 novembre 2009 - 05:40
Craig Graff wrote...
If you haven't been to the area that you are adding the chest it would be a matter of opening the area in the toolset, adding the chest and exporting.....
Any ETA on when we will be able to open the Main Campaign in the toolset?
#11
Posté 07 novembre 2009 - 08:43
#12
Posté 07 novembre 2009 - 09:09
BryanDerksen wrote...
I don't know what the plans are currently for making the main campaign's designer resources available. For the moment all I can suggest is to experiment with the little demo module and see if you can make your changes there, as a prototype.
thx Bryan, I can see ALOT of reasons not to make the "Main campain" editable, but I can also see ALOT of reasons to make it available.
Main reason to make it NOT would be because its linked to the website, and couldnt people create super items, thus causing there character linked here to get all the achievements, and having outrageous stats, on the stat tracking info provided by the website.
But we need it available to add small (not cheating items) like chests for storage. Unless you guys provide one in a patch then keep the "Main campaign" locked, to keep everything fair.
#13
Posté 07 novembre 2009 - 09:35
#14
Posté 07 novembre 2009 - 09:41
if you haven't visited an area, then it only exists in the game resources. if you have visited, then there is the pure version still in resources and a specific copy in the saved game file which will ignore any changes to the base resource. like .STO files in bg.DecalGuy wrote...
Thx Craig, what do u mean it exists in the save game? does this mean we can open our save games in the toolset and add the chest to the party camp?
#15
Posté 07 novembre 2009 - 09:42
Is editing the max inventory space per this post: http://social.biowar.../8/index/117237 viable? Would this lead to problems later on in the game?
Yes I know I don't need everything I pick up in the game and I do sell alot of stuff but I'm still finding myself hard pressed for space. Maybe I've been spoiled by other games with "bags of holding", strongholds, houses, etc.
#16
Posté 07 novembre 2009 - 09:53
Be cautious using those chests in-game, however. Since the main campaign wasn't designed with this possibility in mind it's possible that chests may become inaccessible unexpectedly..
#17
Posté 07 novembre 2009 - 09:55
I'm sure there are several reasons for this, primarily such as those stated above.
- Game balance in the main campaign
- Achievements (possibility)
- Someone hacking DLC and making it freely available
I can't fault them for selling DLC with a bonus of enhanced storage. The price is a bit steep for it, but if you really need the storage I guess people will pay. It's a perk, I would think.
#18
Posté 08 novembre 2009 - 05:09
Craig Graff wrote...
If you haven't been to the area that you are adding the chest it would be a matter of opening the area in the toolset, adding the chest and exporting. If you have been to the area, it exists in your save game and would ignore the new version.
To avoid any save game issues, use CreateObject and the area script. If you want to make an add-in module so anyone can quickly add it to their game, make a PRCSCR_chest.xls to call a script to create the chest.
I can understand if none of that makes sense quite yet, but I'm certain you'll be able to find examples quite soon.
Could somebody clarify some information about this "PRCSCR_
".
Question01: Does this file already exist?
(have not found any reference to "PRCSCR" in any of the tools\\source\\*.xls files)
Question02: Where would I need to create that File?
PRCSCR_chest.xls and where to put it afterwards
Question03: How to handle these 2da files? (hard time understanding, what todo with them)
Currently I don't really understand why we only have one set of these files, should every module not have it's own set of 2da files?
Question04: How to package them into my module?
Is there a toolset approach to packaging them or is this something I need to put manually in the appropriate override folders
General:
I am a bit confused about these files. (not the content)
Why is there only one set of these files?
They don't seem to be integrated in the toolset itself.
#19
Posté 23 novembre 2009 - 11:17
DecalGuy wrote...
Is it possible to create a storage chest like in "Wardens Keep" for us users that dont want to pay 7$ just for the chest?
I have a feeling that Bioware/EA either have the way hard coded or somehow made it so we have to buy the DLC for the chest.... maybe thats why we cant edit/import into the main campain, that want us to pay 7$ for 45 min of game play and a chest. (Ive read everywhere that its only 45 min).
Here's a free addon to get a chest for your camp. http://social.bioware.com/project/463/
#20
Posté 02 décembre 2009 - 08:54
Modifié par Gorain the Great, 02 décembre 2009 - 09:23 .
#21
Posté 02 décembre 2009 - 09:24





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