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[Noob Q] How do I tweak another's mod?


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#1
Mlai00

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This should be a simple thing, but the DAO toolset is giving me the fits!
Basically, I want to correct a Combat Tweaks Mod bug myself.  The idea is to simply revert the Deadly Strike ability to the vanilla retail game's state.  The mod's author has supplied the source code online.
What I'm trying to do is to make a small change in the mod's talent_singletarget.nss
I make the simple change, but whenever I try to compile, it fails because:

E: 00:30:33 - talent_singletarget_fix.nss - talent_singletarget_fix.nss(1001): Case parameter not a constant integer (while compiling var_constants_h.nss)

And this keeps happening to different lines, 1001, 59, etc.  It's because this mod makes extensive changes to various nss/ncs files, I understand.  But I don't care about those other things!  I just want to compile this one file, talent_singletarget.nss, then copy/paste it into the mod's folder!  Argh!!  How am I supposed to do this?!
Currently I'm trying to make changes to talent_singletarget.nss by opening the standard script file (talent_singletarget.nss) in the Demo Tutorial module, copy/paste the CT Mod's talent_singletarget.nss into it, then save it, then try to compile it.  Not working (see above).
So am I supposed to change every single nss/ncs that this one file is related to, just to make 1 line change in 1 file? :pinched:

#2
Craig Graff

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No, but having all those altered files in the module you are compiling from would be important.

#3
Mlai00

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I just read Nodrak's blog: http://social.biowar...57400/blog/932/

...and so I believe I kinda understand what you're talking about.

So where am I supposed to put all these altered files, so that they'll be there for the toolset to see (so that it can compile the 1 file I want, correctly)? Because the CT Mod has 60 of these nss files. Surely I'm not supposed to open all 60 in the toolset before I try to compile talent_singletarget.nss?

#4
Phaenan

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The files don't necessarily have to be open. But - yep - you need to have the dependencies in the module database, at least if they are different from the vanilla ones. That's basically what "builder to builder load" does, import stuff into the currently opened module.

#5
Mlai00

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OMG you're the Winter Forge elf lady in my camp!

HIIIIIEEEEEEEEEEEE~!!!!!!!

Well, right now I've given up trying to tweak the CT Mod. So many changes, way over my head. So I'm trying an alternate stopgap solution...

http://social.biowar..._Spell_Tutorial

I'm making a duplicate Deadly Strike (the talent that's bugged in CT Mod), and I'll just take the bugged DS out of my quickbar, and I'll put my new duplicate in there. That'll hold until the original modder fixes his bug.

Almost done...