Aller au contenu

Photo

How to get your mod to play nice with Awakening


  • Veuillez vous connecter pour répondre
15 réponses à ce sujet

#1
DJ Doc

DJ Doc
  • Members
  • 77 messages
Juste mede a little blog entry here hope it helps some of you

Modifié par DJ Doc, 25 mars 2010 - 11:59 .


#2
Proleric

Proleric
  • Members
  • 2 355 messages
Something wrong with that link...

You might like to add to the compatibility page.

#3
JackFuzz

JackFuzz
  • Members
  • 408 messages

Proleric1 wrote...

Something wrong with that link...

You might like to add to the compatibility page.


I've been using the toolset for a long time now and that compatibility page is the most complicated thing I've ever read lol.

#4
JackFuzz

JackFuzz
  • Members
  • 408 messages
Here is the direct link to the blog: 

http://social.biowar...2404/blog/3644/

DJ Doc,
I'm curious.  If your module's hierarchy has "Core game
resources" checked and "single player" check won't your items transfer
into awakening without the extra gda/script?

Also what if you just chose "Core game resources" as your extended module under the object inspector in manage modules (for your module).

Modifié par JackFuzz, 25 mars 2010 - 11:23 .


#5
DJ Doc

DJ Doc
  • Members
  • 77 messages

JackFuzz wrote...

Here is the direct link to the blog: 

http://social.biowar...2404/blog/3644/

DJ Doc,
I'm curious.  If your module's hierarchy has "Core game
resources" checked and "single player" check won't your items transfer
into awakening without the extra gda/script?

Yes they would but I use the gda/script yadayada to spown my items into the player inventory

Also what if you just chose "Core game resources" as your extended module under the object inspector in manage modules (for your module).


Didn't work for me I guess that's because an addin needs a context to run ...

#6
ladydesire

ladydesire
  • Members
  • 1 928 messages

DJ Doc wrote...

JackFuzz wrote...

Here is the direct link to the blog: 

http://social.biowar...2404/blog/3644/

DJ Doc,
I'm curious.  If your module's hierarchy has "Core game
resources" checked and "single player" check won't your items transfer
into awakening without the extra gda/script?

Yes they would but I use the gda/script yadayada to spown my items into the player inventory


It's just cheap insurance that they do spawn, since if the items and script are set to Core Game Resources, they should work without the second script and gda.

Also what if you just chose "Core game resources" as your extended module under the object inspector in manage modules (for your module).


Didn't work for me I guess that's because an addin needs a context to run ...


I tried this back when I first started my class pack, and I couldn't get it to work either.

By the way, this will help me get the Awakening compatibility patch for my class built. :happy:

#7
Proleric

Proleric
  • Members
  • 2 355 messages
I copied the blog section on making a mod work in both DAO and Awakening to the wiki.

I also removed the recent comment about extending core resources, in the light of this discussion. In any case, we wouldn't want mods that are about DAO and Awakening to affect community campaigns - the blog method achieves that.

#8
Proleric

Proleric
  • Members
  • 2 355 messages
I've also mentioned two possibilities for sharing items between campaigns when existing characters are imported.

The obvious one - mentioned several times recently - is to make the item a core resource.

However, if I've understood correctly, it's also possible to include the item template in both campaigns, which is potentially cleaner.

More generally, if the Compatibility section of the wiki seems over-complicated, please feel free to simplify the language - after all, it's a public document.

#9
Proleric

Proleric
  • Members
  • 2 355 messages
[duplicate post]

Modifié par Proleric1, 26 mars 2010 - 08:19 .


#10
DJ Doc

DJ Doc
  • Members
  • 77 messages

Proleric1 wrote...

I've also mentioned two possibilities for sharing items between campaigns when existing characters are imported.

The obvious one - mentioned several times recently - is to make the item a core resource.

However, if I've understood correctly, it's also possible to include the item template in both campaigns, which is potentially cleaner.


That's true, just look at the Bioware promo items for awakening as an example they include 2 dazips one for Origins one for Awakening

#11
mutantspicy

mutantspicy
  • Members
  • 467 messages
DJ Doc,



I have a question regarding your script. Its quite different from the generic way of adding items.(werikk's script) But I notice no plot flags inquiry. How does your script work, how does it know not to keep adding the items everytime you walk into a new area?

#12
ladydesire

ladydesire
  • Members
  • 1 928 messages

mutantspicy wrote...

DJ Doc,

I have a question regarding your script. Its quite different from the generic way of adding items.(werikk's script) But I notice no plot flags inquiry. How does your script work, how does it know not to keep adding the items everytime you walk into a new area?


This bit of code here:

for(x = 0; x < GetArraySize(rFileNames); x++)
           {
    
 sTags[x] = ResourceToTag(rFileNames[x]);            //gets all the tags
 from your file names
     oItems[x] = GetObjectByTag(sTags[x]);     
          //turns the tags into objects
    //change the 1 to the 
amount of the item you want spawned
   if(!IsObjectValid(oItems[x])) {
     
                UT_AddItemToInventory(rFileNames[x], 1, GetHero() , 
sTags[x] );
                 };
          };

Notice that he checks to see if the item is valid, which means your character already has it; if the character does not have it, then it is added to the inventory.


#13
mutantspicy

mutantspicy
  • Members
  • 467 messages
All right cool, I might give this one a shot because the plot_check_flag version I was talking about in the other thread, just isn't working for new characters, only existing saves. So my thoughts are some how after going thru character creator the plot_flag is getting stuck on true.



Thanks alot.

#14
mutantspicy

mutantspicy
  • Members
  • 467 messages
Ok that works. I just tested it. created a new character after dlc is installed, the items pop in. But This creates a new issue, you can't rid of the items, you destroy put em in a chest or whereever, and because there's no plot that was never set to true, they come right back instantly. Thats better than nothing, so I'll probably use this. I think its probably more robust to have items as placeables. But the Bioware DLC's can be sold or destroyed without the items constantly coming back to haunt you, so there must be another element they are using. Whether are somehow flagging save game info or something I dunno. I suck at this. I'd rather focus on making models.

#15
mutantspicy

mutantspicy
  • Members
  • 467 messages
Well, I did some experimenting with mucho success.Which confirms my belief that the plot flag is getting stuck on true during the character creation process. I don't know you cats are interested. But essentially I was able to make scripting and prcscr mechanism, that doesn't overfill your inventory, but still works, at new game start and when entering camp by simply creating a very simple plot flag reset script.

I created 3 pcrscr's

1 - 2000002, any, oracle_script
2- 2000000, bhm600ar_fade_harrowing, oracle_plot_reset
3 -2000001, cam100ar_camp_plains,oracle_plot_reset

Oracle script looks like, DocDJ's script with a plot wrapper around it. You may thinks its redundant, and it is but thats what makes it work..

#include "utility_h"
#include "wrappers_h"
#include "plt_oracle_plot"

void main()
{
if ( WR_GetPlotFlag( PLT_ORACLE_PLOT, ORACLE_CHECK_FLAG ) == TRUE )

return;
{
string[] sTags;
object[] oItems;
resource[] rFileNames;
// Gear
rFileNames[0] = R"oracle_a.uti";
rFileNames[1] = R"oracle_b.uti";
rFileNames[2] = R"oracle_c.uti";
int x;

for(x = 0; x
{
sTags[x] = ResourceToTag(rFileNames[x]); //gets all the tags from your file names
oItems[x] = GetObjectByTag(sTags[x]); //turns the tags into objects
//change the 1 to the amount of the item you want spawned
if(!IsObjectValid(oItems[x]))
{
UT_AddItemToInventory(rFileNames[x], 1, GetHero() , sTags[x] );
WR_SetPlotFlag( PLT_ORACLE_PLOT, ORACLE_CHECK_FLAG, TRUE );
}
}


}

}



oracle_plot_reset looks like :



#include "utility_h"
#include "wrappers_h"
#include "plt_oracle_plot"

void main()

{
if ( WR_GetPlotFlag( PLT_ORACLE_PLOT, ORACLE_CHECK_FLAG ) == FALSE )
return;
{
WR_SetPlotFlag( PLT_ORACLE_PLOT, ORACLE_CHECK_FLAG, FALSE );
}
}






Essentially what this does, is reset the plot flag to false at a couple of points, one being the fade for a mage start up. And the other being the party camp. The problem with that is it will load up your inventory with a copy of the item every time you enter camp. So by include Doc DJ's script, it adds a bit of redundancy, so that even if you enter camp and the plot flag gets set to false, if the item is already in your inventory it doesn't get added.

Modifié par mutantspicy, 30 mars 2010 - 03:40 .


#16
mutantspicy

mutantspicy
  • Members
  • 467 messages
Now all I need is the area names for awakenings. Specifically the game start point and wardens castle in awakenings. I don't have the EP yet so I don't have that info available.

Modifié par mutantspicy, 30 mars 2010 - 03:36 .