Hey, man. I know this isn't directly related to the mod, but I got a question. How did you make the player character a premade NPC (Ranon in this case), rather than having us go through the whole character creation process? What's the script you used?
Rose of Eternity - Family and Country
Started by
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, Aug 30 2014 07:35 PM
99 replies to this topic
#61
Posted 28 September 2014 - 04:02 PM
#62
Posted 28 September 2014 - 08:42 PM
I'm out at the moment, but can answer your question when I get home.
#63
Posted 28 September 2014 - 10:34 PM
Ok, you can answer by PM if you think it's better.
#64
Posted 29 September 2014 - 03:32 AM
So, there is a core script that the game uses, called "module_core.nss". I created my own version, called "roe_module_core.nss", and went to the module properties to make sure the module uses my script, and not the other one.
Within that script, there is an event, called EVENT_TYPE_MODULE_START. Within that event, I do something like the following:
-----------------------------------------------------
switch(nEventType)
{
case EVENT_TYPE_MODULE_START:
{
object oRanon = GetHero();
// skip character generation
Chargen_InitializeCharacter(oRanon);
Chargen_SelectGender(oRanon, GENDER_MALE);
Chargen_SelectRace(oRanon, RACE_HUMAN);
Chargen_SelectCoreClass(oRanon, CLASS_WARRIOR);
Chargen_SelectBackground(oRanon, BACKGROUND_NOBLE);
break;
}
}
-----------------------------------------------------
The final piece to this is that I created a creature name "ranon.utc". However, once the toolset resources are exported, I renamed that to "default_player.utc", and placed it in the core override directory (which may actually need to be in the module override directory). The reason for this is because the game will look for something called "default_player.utc" when a creature isn't created through character generation.
So anyway, yeah, that's the gist of it. If you have any other questions, let me know.
And thanks for playing this game!
Within that script, there is an event, called EVENT_TYPE_MODULE_START. Within that event, I do something like the following:
-----------------------------------------------------
switch(nEventType)
{
case EVENT_TYPE_MODULE_START:
{
object oRanon = GetHero();
// skip character generation
Chargen_InitializeCharacter(oRanon);
Chargen_SelectGender(oRanon, GENDER_MALE);
Chargen_SelectRace(oRanon, RACE_HUMAN);
Chargen_SelectCoreClass(oRanon, CLASS_WARRIOR);
Chargen_SelectBackground(oRanon, BACKGROUND_NOBLE);
break;
}
}
-----------------------------------------------------
The final piece to this is that I created a creature name "ranon.utc". However, once the toolset resources are exported, I renamed that to "default_player.utc", and placed it in the core override directory (which may actually need to be in the module override directory). The reason for this is because the game will look for something called "default_player.utc" when a creature isn't created through character generation.
So anyway, yeah, that's the gist of it. If you have any other questions, let me know.
And thanks for playing this game!
#65
Posted 03 October 2014 - 11:49 AM
Congrats on the release! Looking forward to playing this soon. I loved your original modules for NWN, they were the most memorable custom content I played for the game and I'm expecting the same here. I was one of the beta testers for Cry the Beloved in fact (called "Gravelooter" back then), if you remember at all
Only got into Dragon Age very recently and this release is a nice coincidence, should be a blast from the past!
#66
Posted 03 October 2014 - 10:00 PM
An extraordinary game, and one I enjoyed a lot. Thank you
The amount of work that has gone into making this must have been incredible, with all the unique scenery. The characters are well defined and the story flows well, too.
I encountered a few bugs, the only one of which caused more than a minor annoyance was the way my tactics kept resetting whenever I gained a level, which was not helpful when I gained levels in the middle of a fight! I am using Advanced Tactics, if that matters (And really, every player should be using that mod).
I also have a question - will there be a continuation? This seems very much like Part One of a story rather than the whole of it.
Thanks again for a truly impressive game.
The amount of work that has gone into making this must have been incredible, with all the unique scenery. The characters are well defined and the story flows well, too.
I encountered a few bugs, the only one of which caused more than a minor annoyance was the way my tactics kept resetting whenever I gained a level, which was not helpful when I gained levels in the middle of a fight! I am using Advanced Tactics, if that matters (And really, every player should be using that mod).
I also have a question - will there be a continuation? This seems very much like Part One of a story rather than the whole of it.
Thanks again for a truly impressive game.
Edited by ElliotKane, 03 October 2014 - 10:01 PM.
#67
Posted 06 October 2014 - 04:29 PM
It was f***ing THE BEST Dragon Age mod I've ever played. I really sorry for cursing, but it's the only way I can express my emotions after playing this. You guys did an amazing piece of art. I totally enjoyed the gameplay, graphics, the story and of course voice acting! I hope you won't stop at this, and release some other, amazing mods (I know it takes so much time to create something like this, but I'll be waiting).
#68
Posted 06 October 2014 - 06:24 PM
Sorry for late response, was away for a wedding the past 6 days.
And of course I remember you, man! How are things with you?! And of course, thanks for all the testing you did for "Cry The Beloved", that game was massive, not sure how we were able to work out all the kinks
As for this game, I hope you enjoy it. I tried to keep the spirit of Rose of Eternity alive, while still adding additional features where possible. As you already played the NWN games, you'll definitely get more out of the story than those that didn't.
Anyway, thanks for downloading, and great to talk to you again!
And of course I remember you, man! How are things with you?! And of course, thanks for all the testing you did for "Cry The Beloved", that game was massive, not sure how we were able to work out all the kinks
As for this game, I hope you enjoy it. I tried to keep the spirit of Rose of Eternity alive, while still adding additional features where possible. As you already played the NWN games, you'll definitely get more out of the story than those that didn't.
Anyway, thanks for downloading, and great to talk to you again!
#69
Posted 06 October 2014 - 06:38 PM
Sorry for late response, was away for a wedding the past 6 days.
Anyway, thanks, glad you enjoyed it!
And yes, a lot of work definitely went into this game, hence the long (and extremely drawn out) development cycle. Seeing comments like these makes all the hard work worth it, however.
With regards to your bug, this is a known issue and I already have a ticket opened for it. Essentially, I put in some code to preset tactics for Ranon and the other party members, so that they would use things like their Last Resorts. However, this should have only happened the first time they were added to the party, but it seems like it would happen during transitions (if I remember the bug report from one of our testers). But yeah, it will get sorted out in the next release, sorry for the inconvenience.
As for your question... Well... I'll be completely honest with you. This project took a lot out of me, much more so than I thought it would. So at the very least, I need a few more months to regain my sanity. Plus, my wife is about to give birth to our first child (baby girl!) in 2 months, so I'm going to go out on a limb and say that that could take up some of my time.
*However*, while I haven't been actively building anything, I've been mentally designing parts of future games. It's not like I'm totally forgetting about it. I think for this, to keep up this level of quality, I'm going to need some extra help, mostly in the level design area. Then there's the VO, which was another key thing that pushed back the release date many, many times.
Either way, just know that it's on my mind, and I'm definitely trying to make something work, because as you say, this certainly isn't the end of the story. From the grand scheme of things, it's a super small slice, like 5%.
Anyway, thanks for playing, really happy you enjoyed it!
Anyway, thanks, glad you enjoyed it!
And yes, a lot of work definitely went into this game, hence the long (and extremely drawn out) development cycle. Seeing comments like these makes all the hard work worth it, however.
With regards to your bug, this is a known issue and I already have a ticket opened for it. Essentially, I put in some code to preset tactics for Ranon and the other party members, so that they would use things like their Last Resorts. However, this should have only happened the first time they were added to the party, but it seems like it would happen during transitions (if I remember the bug report from one of our testers). But yeah, it will get sorted out in the next release, sorry for the inconvenience.
As for your question... Well... I'll be completely honest with you. This project took a lot out of me, much more so than I thought it would. So at the very least, I need a few more months to regain my sanity. Plus, my wife is about to give birth to our first child (baby girl!) in 2 months, so I'm going to go out on a limb and say that that could take up some of my time.
*However*, while I haven't been actively building anything, I've been mentally designing parts of future games. It's not like I'm totally forgetting about it. I think for this, to keep up this level of quality, I'm going to need some extra help, mostly in the level design area. Then there's the VO, which was another key thing that pushed back the release date many, many times.
Either way, just know that it's on my mind, and I'm definitely trying to make something work, because as you say, this certainly isn't the end of the story. From the grand scheme of things, it's a super small slice, like 5%.
Anyway, thanks for playing, really happy you enjoyed it!
#70
Posted 06 October 2014 - 06:45 PM
Thanks for the compliment, and don't worry about the curses, according to my wife, I can't go 5 minutes without dropping the f-bomb
But yeah, I'm glad you enjoyed, especially the VO. Lots of blood, sweat, and tears went into that endeavour. With regards to releasing another game, I cannot promise you when, or what format, but I'm definitely not going to stop with game development. This is what I want to do for the rest of my life, I'm only 34, so yeah, you get my point
Also, if you have the time, please endorse this mod, so it can get a little more exposure.
Thanks again for the support!
But yeah, I'm glad you enjoyed, especially the VO. Lots of blood, sweat, and tears went into that endeavour. With regards to releasing another game, I cannot promise you when, or what format, but I'm definitely not going to stop with game development. This is what I want to do for the rest of my life, I'm only 34, so yeah, you get my point
Also, if you have the time, please endorse this mod, so it can get a little more exposure.
Thanks again for the support!



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