NSS, NCS, edit... I don't really get it! Any help?
#1
Posté 08 novembre 2009 - 01:52
First, the problem... I'll start easy! I'm currently trying to edit/modiiy the variable constant in DAO (ex.: Venom duration). I found the file, item_constants_h. Easy to mod it's a txt like file, so no problem! (You can even mod it in the toolset itself). But how can I put it back in a file DAO will use? Put it back in a NCS file (so that instead of modifying the original files (which is bad; that's the reason of the override folder anyhow), I'll just put the NCS in override and voila!
But I still need to know how to put it in NCS... After some research, I found the Neverwinter nss to ncs but... Is it the same? Can it be used in DAO?
Thanks!
#2
Posté 08 novembre 2009 - 04:20
#3
Posté 08 novembre 2009 - 04:25
#4
Posté 08 novembre 2009 - 04:37
#5
Posté 08 novembre 2009 - 05:04
I haven't really gotten around to modifying the core scripts yet, but honestly, I don't see any way not involving workarounds to keep multiple versions of core scripts around so you could override them differently or work on a module that didn't change them at all. The resource names in the database are global, so I can't (AFAIK) have one version of ai_main_h_2 (and the files that include it) for one module but not another. Maybe I could duplicate it and rename the compiled file later so it overrides it that way... Also, I'm still a little unclear about exporting as I tend to either export too much or too little right now, but I thought that core/global stuff would still be common to all modules you create.
Modifié par FollowTheGourd, 08 novembre 2009 - 05:50 .
#6
Posté 08 novembre 2009 - 05:08
#7
Posté 08 novembre 2009 - 05:59
Now, here comes the part I don't understand; the saving part! (which is bad I don't understand!). So, if you export it, it is now a nss file. But what if I want to export it as a NCS file so that I can put it in my override folder, right? (Well, that's how it worked in Neverwinter anyway). Or, do I need to put it back in a rim or an erf (that, I don't know how!)
Any help would be apprecitated!
Modifié par Vortaka, 09 novembre 2009 - 12:52 .
#8
Posté 09 novembre 2009 - 12:55
(ok, ok, that feels too much like star wars but hey... Also, check the post just before, it's exactly what I want to test!)
Modifié par Vortaka, 09 novembre 2009 - 12:55 .
#9
Posté 14 décembre 2009 - 07:39
Vortaka wrote...
Now, here comes the part I don't understand; the saving part! (which is bad I don't understand!). So, if you export it, it is now a nss file. But what if I want to export it as a NCS file so that I can put it in my override folder, right? (Well, that's how it worked in Neverwinter anyway). Or, do I need to put it back in a rim or an erf (that, I don't know how!)
Anyone? Same problem!
#10
Posté 14 décembre 2009 - 09:26
Are the scripts you see in the toolset up to date even? Because i read that the toolset didnt come with the game, and everything was just examples...
#11
Posté 14 décembre 2009 - 09:51
#12
Posté 14 décembre 2009 - 03:12
Now, I haven't yet sussed out how to create NEW scripts without screwing the pooch, but that's only because I promised myself I'd finish the game first before I get into the meat of modding. To edit an existing script, however:
1) Figure out where the change you want to make lives. It either lives in the script itself, or in one of the header files that the script includes. For example, the duration of Crushing Prison lives in the spell_constants_h.nss, but the spell itself is coded in spell_singletarget.nss. After you compile the scripts, spell_singeletarget.nss will turn into spell_singletarget.ncs and THAT is the file that goes into the Override folder.
2) In the toolset, check out the file you want to change (right click -> check out under Scripts in the Palette).
3) Find and make your change.
4) Check the file back in.
5) Compile the scripts. For god-only-knows-what-reason, the toolset is incapable of compiling just one script. Instead, it compiles ALL of them and dumps them into your override\\toolsetexport folder.
6) Go to that folder and find the script you changed. Remember, even if the change you made was in a *_h.nss file, the script that will apply this change is the .ncs where the actual spell/effect/ability was coded.
7) Move the .ncs file you found in Step 6 into your Override folder.
8) Delete everything else in the Toolsetexport folder.
This is a very crude way of doing things, but that's the best I know right now; it is how I made my
"Nerfs Be Gone" mod, and it works... so far, anyway
#13
Posté 14 décembre 2009 - 03:15
I´ll try tonight.
#14
Posté 14 décembre 2009 - 04:40
#15
Posté 14 décembre 2009 - 07:04
5) Compile the scripts. For god-only-knows-what-reason, the toolset is incapable of compiling just one script. Instead, it compiles ALL of them and dumps them into your override\\\\toolsetexport folder.
6) Go to that folder and find the script you changed. Remember, even if the change you made was in a *_h.nss file, the script that will apply this change is the .ncs where the actual spell/effect/ability was coded.
What means "Compile"???
I exported with and without dependencies, but no NCS is created just nss-Files!
#16
Posté 14 décembre 2009 - 09:31
#17
Posté 15 décembre 2009 - 04:31
The bad news:
I tried to define the constants directly in the mainscript, but then even this one wouldn´t compile anymore:
Modifié par DeepImpact, 15 décembre 2009 - 04:34 .
#18
Posté 15 décembre 2009 - 05:56
#19
Posté 15 décembre 2009 - 08:21
Okay, I repeat what u should do:
1) Add the values in the 2da_constants_h (and check-in)
2) Add the values in the ability_summon_h (and check-in)
3) Include these two in the main-script (which is done already)
#include "utility_h"
#include "ability_summon_h"
#include "2da_constants_h"
#include "plt_ranger_revised_plot"
4) Compile the main-script (ranger_revised_handler.nss)
5) Export (folder ranger_revised) without dependencies
6) Take a look in the bioware/dragon-ages (somewhere should be *.ncs-files)
Right?
Modifié par DeepImpact, 15 décembre 2009 - 08:23 .
#20
Posté 15 décembre 2009 - 11:49
Okay, I repeat what u should do:
1) Add the values in the 2da_constants_h (and check-in)
2) Add the values in the ability_summon_h (and check-in)
3) Include these two in the main-script (which is done already)
#include "utility_h"
#include "ability_summon_h"
#include "2da_constants_h"
#include "plt_ranger_revised_plot"
4) Compile the main-script (ranger_revised_handler.nss)
5) Export (folder ranger_revised) without dependencies
6) Take a look in the bioware/dragon-ages (somewhere should be *.ncs-files)
Right?
Most of it
#21
Posté 15 décembre 2009 - 01:12
stzehn wrote...
Most of itYou should check if your changed include files (ability_summon_h and 2da_constants_h) are included somewhere else (which is for sure so) and check if any of those scripts need to be recompiled as well
How do I know if they need to be recompiled? But I think I check all the involved script for anything regarding summons.
stzehn wrote...
(which depends on what you are trying) if they do not get in conflict with your script or what you are trying you may leve them unchanged.
I´m trying to build a new line of summon-skill for the ranger. In the 2da_constants_h I´ll define the new IDs from the ABI_BASE.xls, like:
const int ABILITY_TALENT_SUMMON_RAT = 450001;
In the ability_summon_h I define to constants to use the SUMMON.xls:
const int SUMMON_TYPE_RAT = 5;
case ABILITY_TALENT_SUMMON_RAT:
{
nSummon = SUMMON_TYPE_RAT;
nVFX = 0 ;
UI_DisplayMessage(oCaster,UI_MESSAGE_NOT_AT_THIS_LOCATION);
break;
}
Maybe I should insert something as a kind of DEBUG-MESSAGE?
Modifié par DeepImpact, 15 décembre 2009 - 01:45 .
#22
Posté 15 décembre 2009 - 04:12
Craig Graff wrote...
Many of the core files are included
quite widely. To find a list of the files which directly reference a
header scriptyou can right-click on the script and choose Properties,
then click on the Referenced By tab. This isn't terribly useful in the
case of effect_combat_h, since it is included by include files.
The
best way to find the full list of affected resources might be to export
the header file with dependent resources, then filter plot files and
header files out of the list (starting with an empty
packages/core/override folder helps with this).
This should help you with your Problem as well
#23
Posté 15 décembre 2009 - 06:43
Nothing!
I`ll write down what I have dnne:
1) Open Toolset
2) Manage Module > Open Ranger_Revised
- Click ALL
- Search "2da"
- Check out 2da_constants_h.nss
- Modify file
const int ABILITY_TALENT_SUMMON_RAT = 450001;
const int ABILITY_TALENT_SUMMON_MABARI = 450002;
const int ABILITY_TALENT_SUMMON_DRAGONLING = 450003;
- save file
- check in file
- try to compile (failed)
- search "summon"
- Check out ability_summon_h
- modify file (line 122)
const int SUMMON_TYPE_RAT = 5;
const int SUMMON_TYPE_MABARI = 6;
const int SUMMON_TYPE_DRAGONLING = 7;
and line 548
Look for ability_summon_h - Referencescase ABILITY_TALENT_SUMMON_RAT:
{
nSummon = SUMMON_TYPE_RAT;
nVFX = 0 ;
break;
}
case ABILITY_TALENT_SUMMON_MABARI:
{
nSummon = SUMMON_TYPE_MABARI;
nVFX = Ability_GetImpactLocationVfxId(nAbility) ;
break;
}
case ABILITY_TALENT_SUMMON_DRAGONLING:
{
nSummon = SUMMON_TYPE_DRAGONLING;
nVFX = Ability_GetImpactLocationVfxId(nAbility) ;
UI_DisplayMessage(oCaster,UI_MESSAGE_NOT_AT_THIS_LOCATION);
break;
}
- Compile talent_pet.nss
- Compile spell_modal.nss
Export 2da_constants_h without dep.
Export ability_summons_h without dep.
Open ranger_revided_handler.nss (mainscript)
- Check out
- modify file:
- Save#include "ability_summon_h"
#include "2da_constants_h"
#include "plt_ranger_revised_plot"
#include "utility_h"
- Check out
- Compile file!
- Export without dep.
- Generate XML
- Generate Manifest
- Delete packages/core/override/toolset
- Close toolset
And nothing more! Didn´t function
Modifié par DeepImpact, 16 décembre 2009 - 02:17 .
#24
Posté 15 décembre 2009 - 07:21
I would add some simple debug messages into the scripts,so i can see where it is, but sadly i havent learned how to create something like that, i just wanna change a value thats all.
#25
Posté 15 décembre 2009 - 07:35
For example!!!! But that didn´t work for me.
Could some PRO please take a look before I quit modding for good???
http://dl.dropbox.co...AO/ranger_r.rar
Includes the build-to-build-data, the GDAs and the XLS.





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