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Custom headmorph for player character


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13 réponses à ce sujet

#1
Arius23

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I am creating a custom module and I want to skip the chargen and have the player control a character with a premade headmorph and inventory.  What is the script to do this?  Thanks. 

#2
Craig Graff

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You are probably better off making a custom version of default_player.utc and placing the exported version in the \\module\\override\\ folder of your module.

#3
Arius23

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That is a good idea, thanks!

#4
RyuAzai

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I think this is phrased a lot better then my thread. I want the same, except with an appearance then headmorph.



How do you go about making a custom version of the default_player?

#5
Arius23

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When I try to create a new default_player, it says "The resource name given is already in use and con not be used to create a new resource"



I'm afraid to edit the one in the DO NOT TOUCH folder on the core_creatures directory because I'm afraid it will mess up my game. How do I create a new default_player.utc just for my module's override folder?

#6
jackkel dragon

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If it's just for the override folder, and you get it right the first time, you can just "open local copy." (On the one already made, of course.) That way your changes won't be saved to the database, but you can export the new file before you close the toolset. That's how I did it, and it worked. (Or seemed to.)

#7
Arius23

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I figured out how to export it from a local copy of default_player.utc, but now it's overriden the default_player on everything including the regular game.



where does it export to so I can take that file and move it to the override folder for my module, or better yet, how do I export it directly to my module's override folder?

#8
jackkel dragon

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Look through the override folders in the addin and the "singleplayer" folder and core resources. Once you've found it, it should go into the module/override folder of your addin. (Not the core/override.)

#9
Arius23

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i don't have a singleplayer folder in my ADDINS directory, i do have one in a modules directory, but when I export the default_player it doesn't appear

#10
Craig Graff

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It appears in packages/core/override.

You will want to move it from there to your module/override directory. Instead of opening a local copy, you can also try editing the original file directly, so long as you restore the original once you have exported. That way you will at least have your custom version in the resource history.

#11
Arius23

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ok i finally got it to work. the problem i had was i was simply copying it from the packages/core/override folder and pasting it in my modules/override folder, and then i would export the default_player (Jaden) again to fix the character swapping in my main game, however, this also overrides the module/override folder with the new default_player.



This time instead, I simply removed the default_player (Jaden) from the packages/core/override folder and moved it to my module/override folder and it works without messing up the main game.



So long as editors don't export the default_player (Jaden) to the core/override folder it should be working it seems.



Thank you both for all your help.

#12
Craig Graff

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I'm told that core/override is itself overridden by the module/override folder, not the other way around. The only exceptions are some core resources that are loaded before the game accesses the addins directory. That you got this to work at all (and that we've used it internally) indicates that isn't happening for default_player.

I suspect more rigorous testing would bear this out, but I may also be misunderstanding what you are saying, (Fever, take everything I say with a grain of salt.)

#13
Proleric

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I was able to reproduce what Arius23 did. It's consistent with the Source Directory Priorities, which shows packages\\core trumping everything, including both [add-in]\\module and [add-in]\\core.

A slightly more robust method is to make the player appearance you want as a normal creature, export and rename it in the export folder as default_player.utc. That way, you can still edit the original, though you still have to tweak the export folder every time.

As far as I can see, default_player.utc is hard-coded in the chargen script. The value in background.xls seems to be ignored. It could be rescripted, but perhaps the "rename" method is the lesser evil in this case?

#14
Kilrogg_

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Sorry to bump an old thread, but I was able to create a starting character using a custom headmorph using the 'open local copy on Jaden' method and moving the exported default_player.utc to my mod's override, but I'm unable to do the same using the 'create new creature and rename it after export' method.



I can rename the file, but then the game refuses to load my mod, saying that its unable to load the save file (I'm not trying to load, i'm trying to start a new campaign in my standalone mod). I deleted Jaden's save files but that doesn't fix it. I assume the reason is that the resource name is still my creature's name (in this case char_player) instead of default_player but I can't figure out how to change that.



It's not a huge deal since I can still get what I want, but having to redo all the changes on a local copy of Jaden every time I want my default_player to change is annoying :(