Aller au contenu

Photo

How do I create my own "DLC" package?


  • Veuillez vous connecter pour répondre
5 réponses à ce sujet

#1
Damar Stiehl

Damar Stiehl
  • Members
  • 333 messages
This is a superdaft question, but I looked in the Wiki and perhaps I'm not understanding something at all.

I'm not looking to create a new MODULE.

I'm looking to create a package, similar to DLC packages distributed by Bioware, which can be turned on and off under "Downloadable Content" menu. How exactly is this done?

Again, apologies for stupidity.

#2
Proleric

Proleric
  • Members
  • 2 363 messages
As it happens, every module we make, standalone or extension, can be enabled / disabled on the Downloadable Content menu. To make something very similar to Bioware DLC, start with a new module, but specify in the module properties that it's an extension to the Single Player campaign. There is a scripting technique called PRCSCR which Bioware uses to graft the new content onto the official campaign.

#3
Damar Stiehl

Damar Stiehl
  • Members
  • 333 messages
Thanks very much, this clears it right up.

#4
-Semper-

-Semper-
  • Members
  • 2 259 messages
differs from what you are trying to do. if you just want to spawn a person than prcsrc will be good to go. if you are trying to build a bigger dlc wich extends the core game or a whole new campaign, you've to create an individual "builder to player" dazip. all custom art ressources won't be packaged automatically inside. in this case you just have to open the dazip with winrar or winzip and drag'n drop them into the file.

#5
Damar Stiehl

Damar Stiehl
  • Members
  • 333 messages
Actually, all I'm trying to do is tweak the rules of magic. I am aware that I could just drop the necessary files into the Override folder, but I want to make it a bit neater and build an actual "package" instead.

#6
Proleric

Proleric
  • Members
  • 2 363 messages
Every module/add-in is ultimately packaged in a dazip file - but only when you're ready to distribute to other players.

Tweaking the rules of magic might well involve scripts. The toolset automatically places them in the correct export folder for your module within Documents when you compile them. It may also involve changing 2DA tables, which, as the wiki explains, have to be placed manually in the correct folder.

Bioware uses PRCSCR for their DLC packages to get new areas, items etc into the official campaign, so that's the general answer to the original question.

However, if you're trying to change the rules, you need a way of inserting your system in place of the official one. 2DA changes and your module event script work automatically (you don't need PRCSCR). There might be some debate about the cleanest method for intercepting other event types in an existing campaign - tweaking the events 2DA, perhaps?

Once you've tested the changes, you can make the dazip file in the toolset. This is essentially a zip copy of the tried and tested material in your export folders, so it's not normally good practice to edit it.

Modifié par Proleric1, 09 mars 2010 - 08:09 .