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Codex, Loading Screens and Module description


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#1
FergusM

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I'm looking for information on how to edit each of these. Now I know that the Codex is made up of plots. However, these are all core resources. I don't want any of the standard codex stuff to show up in my module; is there an easy way to do this without also breaking the codex in the main campaign?

On load screens; I understand that there is a difference between the tips on loading areas and the 'story so far' on loading saves. So, loading saves can just be edited by adding 'story so far' plot things. However, in changing areas I understand that a 'loading tip' is chosen at random. I can just remove all the default entries and add my own, however, my problem is that I don't want them chosen at random. I want a specific hint to load at the beginning of each area. There will be a slight level difference when the player enters each area. Can I make use of this or something else to specify certain hints?

Finally, the module description (and all the other module details). It just references a string ID, rather than having actual text. In fact, the loading hints reference a string ID as well. Where are these strings? How can I edit them/add new ones?

#2
TimelordDC

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FergusM wrote...

Finally, the module description (and all the other module details). It just references a string ID, rather than having actual text. In fact, the loading hints reference a string ID as well. Where are these strings? How can I edit them/add new ones?


Check loadhints.xls.
For Module Description, add your description to the Talk table and use that string ID.

#3
gordonbrown82

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i've made a couple of threads about loadscreen editing as well. if it's not possible right now it would be a great improvement for the ability of a modder to create an immersive world outside the dragon age universe.

#4
FollowTheGourd

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FergusM wrote...
Now I know that the Codex is made up of plots. However, these are all core resources. I don't want any of the standard codex stuff to show up in my module; is there an easy way to do this without also breaking the codex in the main campaign?


You could generally apply what I wrote here: http://social.biowar...x.php/Talk:Plot. I had creature codex plots in mind at the time, but that should basically be all that's involved, since the engine seems to pick up on new Codex plots by itself just fine (2DAs seem to be used for other things, like linking a creature codex plot to an appearance).

No warranty if something goes foobar, though. To avoid conflicting with the main campaign, I'm guessing it's enough to put them in your addin's core/data folder instead of in packages/core/data or directly in a core override.

Also, make sure to create your plot entries from scatch (no "save as" or "duplicate"), or you'll run into a reported bug with the toolset regarding duplicated plot GUIDs.

Modifié par FollowTheGourd, 27 février 2010 - 10:40 .


#5
FergusM

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TimelordDC wrote...

FergusM wrote...

Finally, the module description (and all the other module details). It just references a string ID, rather than having actual text. In fact, the loading hints reference a string ID as well. Where are these strings? How can I edit them/add new ones?


Check loadhints.xls.

I did. Loadhints.xls references string IDs. But yes, talk table/string editor, that's what I was looking for. Thanks.

Also, thanks Gourd.

#6
FergusM

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Okay, I'm trying to get the loadhints working and I'm doing something wrong. I created a new string in the String editor, then I deleted the hints from low level hints and very low level hints, putting a reference to my new string as the first entry in both of them (my character is level 1 when you enter the map). Despite this, no load screen hints. Ideas?

Also, a question about the  module information. Is there anyway to display more than just the module name in the 'Other Campaigns' tab? All the stuff you can edit there is just for the tab in "Downloadable content."

Modifié par FergusM, 28 février 2010 - 01:11 .


#7
Proleric

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Did you export your Talk Table? You need to do that if it contains standalone strings, because they are not exported with any design resource.

AFAIK, no additional information can be displayed on the Other Campaigns tab. As a general principle, the GUI layout is hard-wired.

There are a few hints about your original questions in the wiki.

Modifié par Proleric1, 28 février 2010 - 06:37 .


#8
FergusM

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I did export my talk table. The stuff in the DLC tab is certainly showing up fine. I've read the wiki article but unfortunately I can't figure out what I'm doing wrong in regards to load hints from it.

Modifié par FergusM, 28 février 2010 - 08:35 .


#9
Proleric

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Did you try overriding loadhints.xls with one of the official strings, to see whether it's your string or your 2DA that's broken?

It seems to work fine for me. It has to be a straight override of all the GDA files from loadhints.xls, not an M2DA (i.e. no suffix in the file or sheet names). I put the GDA files in the module\\override folder of my add-in, not module\\override\\toolsetexport - not sure if that's significant.

The toolset exported the talk table to two folders - override\\toolsetexport in both \\core and \\module.

Don't know if any of that really helps :mellow: