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Custom made item not porting to Awakening


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13 réponses à ce sujet

#1
Magissia

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 Hi ! i made a ring, it work well in origin (appear in inventory and all) but it don't work at all on Awakening (the item don't spawn on a new character, and don't port from old)

I totaly have no idea what can cause this

here the items if you need to look at http://social.bioware.com/project/989/  http://social.biowar...m/project/1139/


I don't have the toolset's entry anymore (re installed the toolset and sql serv), is there a way to make them port ?

#2
-Semper-

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they're built to add to the single player. you have to manually change the manifest.xml and addins.xml or just wait for a toolset update.

Modifié par -Semper-, 23 mars 2010 - 04:33 .


#3
Mirthadrond

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-Semper- wrote...

they're built to add to the single player. you have to manually change the manifest.xml and addins.xml or just wait for a toolset update.


manually change them to say what?? 

#4
Magissia

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Oh, tell me what to change then please ! :o

#5
Phaenan

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One simply have to edit the addon manifest file and change one attribute in the AddInItem element :
ExtendedModuleUID="Single Player"
works for the SP, but for Awakening it should be :
ExtendedModuleUID="DAO_PRC_EP_1"

Apparently one also have to change the addon type in the manifest and set it to 2 :
[color="#c0c0c0"]<Type>2</Type>[/color]


#6
cachx

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If you're making your own items you can just set properties like this:

Module: Core Game Resources

Owner Module: <your module name>



With just that your items can do the jump to Awakening with no problem (you can also do the same to your scripts). That is how it worked for my addon, anyway...

#7
Charsen

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So by doing this, if your item is in your inventory in Origins and you port that character to Awakening with this method... is the custom item still in your inventory or do you need to add it via script?

#8
ladydesire

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If they are Core Game Resources, they will remain in your inventory when you import the character; if they were equipped, they will still be equipped when imported.

#9
Charsen

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Thanks, Ladydesire! :)

#10
NyackDarkSoul

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Okay I think I need further clarification.  Regarding Manifest.Xml, I presume you mean:

C:\\Users\\admin\\Documents\\BioWare\\ Dragon Age\\AddIns\\my_custom_items\\ module\\override\\toolsetexport\\Manifest.Xml

I now have that set as:
</html> [ignore this]

<AddInItem UID="my_custom_items" Name="My Custom Items Addin" ExtendedModuleUID="DAO_PRC_EP_1" Priority="100" Enabled="1" State="2" Format="1">

And also:

<ReleaseDate>28/3/2010</ReleaseDate>
   <Version/>
   <GameVersion/>
   <Type>2</Type>

Now as far as I know, the script and plot flag should both be:
Module: My Custom Items Addin
Owner Module: My Custom Items Addin

However the actual items themselves are:
Module: Core Game Resources
Owner Module: My Custom Items Addin

I want these items added when I load an existing Awakenings game.

This is the script I am using:

// ---- SCRIPT STARTS HERE ----
// Later on in this script, we will use the UT_AddItemToInventory()
// function to add an item to the player's inventory.
// But before we could use it, we have to tell the toolset where
// to look for it. The function is in the "utility_h" script file
// under _Core Includes, we will include this file at the top of
// our script file, above the main function.
#include "utility_h"
#include "plt_my_custom_plot"
void main()
{
    // If our plot flag is set to TRUE, that means we have already
    // given the items to the player, there is no need to continue
    // running this script.
    if ( WR_GetPlotFlag( PLT_MY_CUSTOM_PLOT, MY_ITEM_CHECK_FLAG ) == TRUE )
        return;
    event ev = GetCurrentEvent();
    int nEventType = GetEventType(ev);
    // We will watch for every event type and if the one we need
    // appears we will handle it as a special case. We will ignore the rest
    // of the events
    switch ( nEventType )
    {
        // This event happenes every time the module loads
        // This usually happenes when creating a new game
        // or loading a savegame
        case EVENT_TYPE_MODULE_LOAD:
        {
            // The UT_AddItemToInventory function adds various resources to a
            // creature's inventory. Here we add one weapon and one shield.
            UT_AddItemToInventory(R"my_custom_weapon.uti", 1);
            UT_AddItemToInventory(R"my_custom_shield.uti", 1);
            // Set our plot flag to TRUE, so the next time this script tries
            // to run it will not add extra items to the player's inventory
            WR_SetPlotFlag( PLT_MY_CUSTOM_PLOT, MY_ITEM_CHECK_FLAG, TRUE );
            // We have dealt with the event we were waiting for.
            // At this point we can stop looking for other events
            break;
        }
        default:
            break;
    }
}
// ---- SCRIPT ENDS HERE ----


Apologies for the silly questions - I am a copy pasting type.  The main reason being I see this as the first step in the learning curve of further scripting.  Any help is appreciated.  Thanks

Modifié par NyackDarkSoul, 29 mars 2010 - 06:37 .


#11
NyackDarkSoul

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Also to note - even with the changes I've made this works absolutely fine within the original Origins game still. [So the script, items, and exporting is working fine - just need to get it working in awakening.]

#12
Proleric

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DJ Doc updated the wiki on this - don't know if it helps.

#13
NyackDarkSoul

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Thanks for trying. DJ Doc's wiki doesnt really help. I'm not even trying to make it work in both - just awakening. I haven't exported into a package either.

#14
spacemanDOUG

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Sorry to bump this but I'm pretty stuck, my custom items will appear when I import a character from my finished main Origins quest-line, but I can't script in or use the mysterious bag (http://social.biowar...ussions#details) to get any more custom items in DLC quest lines like in Awakening or Witch Hunt, which is a bummer because now I can't make myself new armour/weapons for new companions I meet.

Anybody know any way I can get around this?