I'm trying to make a mod that will grant all of the shapeshifting abilities learned in the Fade to the player immediately, to minimize backtracking during the quest.
I thought I'd try making a script to simply duplicate the plot flags set in the conversations when the abilities are granted to see if that would work. (it looks like it goes down the line to a script that actually grants the ability using AddAbility())
Example:
cir300_mage_apprentice.dlg:
Plot: cir300pt_mage_apprentic
Flag: CIR_MAGE_APPRENTICE_GRANTS_FORM
goes to cir300pt_mage_apprentic.nss:
WR_SetPlotFlag( PLT_CIR300PT_SHAPESHIFTING, FADE_SHAPESHIFTING_GIVE_MOUSE, TRUE, TRUE );
goes to cir300pt_shapeshifting.nss:
AddAbility( oPC, CIR_FADE_FORM_MOUSE);
I thought I'd set the CIR_MAGE_APPRENTICE_GRANTS_FORM flag with WR_SetPlotFlag to see if that was enough to get the ball rolling, but for that function you need to #include "wrappers_h". When I did that and compiled, it returned an error saying wrappers_h needed a StartingConditional() or Main().
It also returned an error saying it couldn't find my "plt_cir300pt_mage_apprentic" include (necessary for the WR_SetPlotFlag variables). I assumed adding "plt_" to the beginning was directing it to "cir300pt_mage_apprentic.plo," which does exist.
I have the module set to be a single player extension, so I was disappointed I can't use those resources. Even wrappers_h!
So am I hosed trying to set these plot flags? If I could, would doing so even grant the abilities? (it was kind of a shot in the dark)
If I do end up having to just use AddAbility(), the game should be able to remove the abilities as normal. The player just wouldn't get any codex entries for each ability.
Should I try creating this script as a new resource in the actual Single Player module? It should compile then. But would it work if I packaged it in a module?
Thanks for your help. I tried to be as clear as possible.
Modifié par Rolenka, 20 février 2010 - 04:55 .





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