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mod content not appearing in game.


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#1
Prince of Thieves

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Hi All,
I'm trying my hand at making a mod that will add some additional flavor to the original campaign, mostly in the form of conversations and characters. However I seem to be doing something wrong. When I edit an Area, adding a character with some test dialogue, the new NPC is not present.

I've set up my test module as an expansion to the Single Player game, gone through the export steps I've read about in the tutorials but my changes don't seem to make it into the game. Any thoughts or advice?

Thank you.

#2
Rolenka

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Just so we know what you're up to, you've been following this guide, right?

DA Builder Wiki : PRCSCR

#3
Prince of Thieves

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Thank you for the url. I'll be sure to read this.

#4
Rolenka

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It's not as hard as it looks, I promise. ^_^

#5
Prince of Thieves

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I've made my script (based on the template) and made a M2DA "PRCSCR_TEST1.XLS" Does this go in the override folder?

#6
Prince of Thieves

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I think I've found another error, my script isn't compiling...
Heres the error from the log.
E: 22:51:02 - jr_dropin.nss - jr_dropin.nss(8): Variable defined without type (while compiling plt_jr.nss)

seems unhappy with line 8 from my script which is:

8 int addin_done = WR_GetPlotFlag(plt_jr, JR_LI_HNO_ADDED);

or it might be unhappy with the actually plot... but I'm not sure.

*EDIT*

Got it to compile by changing the line to read:
int addin_done = WR_GetPlotFlag("jr", JR_LI_HNO_ADDED);

But overall still not working I don't think that my M2DA is correct, so the script is never running.

Modifié par Prince of Thieves, 03 mars 2010 - 06:06 .


#7
Proleric

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Assuming your plot name is jr, your script needs a header line:
#include "plt_jr"
The code should read
int addin_done = WR_GetPlotFlag(PLT_JR, JR_LI_HNO_ADDED);
This is case-sensitive throughout.

Regarding the M2DA, once you've made your .xls, you need to compile it. That's just a couple of drag-and-drops (nothing scary) but I'd recommend reading the article in full, to understand what's going on.

Modifié par Proleric1, 03 mars 2010 - 02:30 .


#8
Prince of Thieves

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 doh! case sensitive. Thanks its compiling now with the PLT_JR.
I've also compiled my XLS file into a GDA, which I've placed into the override folder but still my test add NPC is not showing up. I feel like I'm beating my head against a wall here.

here is my script pretty much taken right from the template. my plot name is jr, appearing in the toolset as jr.plo

plot jr has a 'main flag' named JR_LI_ADDED whose default value is 'not set'

// This scripts adds the new “creatures” to game. And should do so only once.#include "plt_jr"#include "wrappers_h"
void main(){    //Check whether we've added people already.    int addin_done = WR_GetPlotFlag(PLT_JR, JR_LI_ADDED);
if (addin_done == FALSE)
{
object oHNO_LI = GetObjectByTag("bhn100ar_castle_cousland"); //Castle Cousland before attack
vector vJR_HNO_S_Location = Vector(-31.0f, -11.0f, 0.022839f); // test: right near start, in throne room
CreateObject(
OBJECT_TYPE_CREATURE,
R"bhn100cr_kitchen_servant_f.utc",
Location(oHNO_LI, vJR_HNO_S_Location, 33.0f)
);  // just adds a servant for testing, so I can get the basic function down.
WR_SetPlotFlag("jr", JR_LI_ADDED, TRUE);
}
}

excel sheet is pretty basic taken pretty much right from the template, named "PRCSCR_JRTest.xls" and looks something like this




ID                     AreaListName          Script
int                     string                          string
7451001         any                              jr_dropin

Modifié par Prince of Thieves, 04 mars 2010 - 03:47 .