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hardarg

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  1. I've finally succeeded :D Here's what you need to do. 1.) Create a 2DA extension of traps. I used the TRAP_GRESE as the base, and only modified the part of which AOE script it should call as well as the ID. OPTIONAL: You may also want to create a 2DA extension of AOE, if you want a more specific range it can cover, whether its a circular or rectangular shape. 2.)Create a basic AOE script, and put what you want to happen, this an example for I did mine. case EVENT_TYPE_ENTER: { object oCreature = GetEventCreator(ev); resource rDialog = R"hg_htc_cv_mageini.dlg"; if(WR_GetPlotFlag(PLT_HG_HTC_PL_MINOR, KEPT_LETTER) == FALSE) { UT_Talk(oPC, UT_GetNearestObjectByTag(oPC, "hg_htc_pc_mageini"), rDialog); } break; } 3.) Create a placeable, and you only need to edit the variables. PLC_TRAP_TYPE and PLC_TRAP_AOE. The value in PLC _TRAP_TYPE will come from the Traps 2DA Extention, put your id there. For the PLT_TRAP_AOE I used the value 230 which comes from the id of glyph of warding in the AOE 2DA, I was too lazy to make a new one. :tongue: NOTE: I noticed trap triggers are dependent on the placeable type, you need to make sure the placeable you're using as a trigger has that property. Check the placeables 2DA for reference. In my case, I made my own custom one, because I needed a larger area. NOTE: hg_htc_pc_mageini, is the tag for my placeable, I only tested a trigger in order to interact with a placeable from a distance, and it works. But I think this will work with banters as well, will let you know if I made any progress with that. NOTE: I noticed that there is some VFX happening, but I think its probably caused by one of the field from the TRAP_GREASE, might need a little more tweaking, but hey, it works. EDIT: Check out the Trap_effect sheet for more info.
  2. lol Its no wonder it never works. Many thanks Lady Honor for clarifying that! :) I've tried looking up to look into that placeable method you mentioned. So far I've come across Sapphim's thread in FextraLife, but I'm not sure if I'm getting this right or if I might've forgotten something: I created a placeable with an invisible model, and attached my AOE script to it, where upon entering it would initiate the party banter dialog. The dialog initiates if follower is active in the party and a plot check to see if the talking is already occuring. I haven't checked if it work in game yet though, will probably check it around the weekend.
  3. I'm stumped with how to go about this, I know that PRCSCR is the only way to add content in an area: CreateObject(OBJECT_TYPE_TRIGGER, rTriggerBanter) My main concern is with setting the location. How should I set it up? Do I need to have all the coordinates per trigger point, or just the main one in their properties? What I'm trying to achieve is to initiate a custom party banter dialog. I don't really know if its possible to use the vanilla partybanter trigger without editing the vanilla dialog file, but I'm open to any suggestions. :smile: [EDIT; Made the topic title and content less confusing. "BioWare" has published lots of different games using lots of different game engines. Query is specific to just one: the Eclipse engine in DA:O. --TNL]
  4. Thanks for the reply LadyHonor, I did not notice I had forgotten to define the oPC. :thumbsup: EDIT: Anyway, I changed it back, but I still get the parsing error. I tried using oMainControlled instead, but I still get the same result. :sad: EDIT: Finally found the problem, my line 20 didn't have a semi colon at the end. :facepalm:
  5. I've been having problem compiling a script I mashed up for my PRCSCR, I keep getting a parsing variable list error in Line 23. I don't really know what that means, tbh. :( Line 23 is "object oElfMessenger = UT_GetNearestObjectByTag(oPC, sElfMessenger);" I've never had problems using that one in similar scripts, //string used for HumanMageOrigin const string sMageINI = "bhm100ar_tower_level_1"; const string sLeandraLetter = "hg_htc_pc_mageini"; const resource rLeandraLetter = R"hg_htc_pc_mageini.utp"; //string used for all Origins const string sElfINI = "pre100ar_kings_camp"; const string sElfMessenger = "hg_htc_cr_elfmessini"; const resource rElfMessenger = R"hg_htc_cr_elfmessini.utc"; #include "plt_hg_htc_pl_core" #include "wrappers_h" void main() { object oMainControlled = GetMainControlled(); //variables used for HumanMageOrigin object oLeandraLetter = UT_GetNearestObjectByTag(oPC, sLeandraLetter); object oMageINI = GetObjectByTag(sMageINI) //variables used for all origins object oElfMessenger = UT_GetNearestObjectByTag(oPC, sElfMessenger); object oElfINI = GetObjectByTag(sElfINI); if (WR_GetPlotFlag(PLT_HG_HTC_PL_CORE, HAWKES_INITIALIZED) == FALSE) { //Spawn Leandra Letter at Mage Quarters if (!IsObjectValid(oLeandraLetter)) { location lSpawn = Location(oMageINI, Vector(33.238,-18.4668,0.431346), -205.2296); CreateObject(OBJECT_TYPE_PLACEABLE, rLeandraLetter, lSpawn); } //Spawn Messenger at Ostagar else if (!IsObjectValid(oElfMessenger)) { location lSpawn = Location(oElfINI, Vector(627.996,547.115,5.10486), 75.7); CreateObject(OBJECT_TYPE_PLACEABLE, rElfMessenger, lSpawn); } } } I'm still learning my way around scripting, any help and guidance is greatly appreciated. :)
  6. Thanks YaraC and LadyHonor for the reply. Unfortunately, it didn't occur to me to make a B2B. The toolset had a problem trying to restore my database after reinstall so I had to revert to the default one. :( Guess that'll teach me to make backups in the form of B2B in the future. Thanks again.
  7. I can't find my module in the database after reinstalling the toolset. The good news is I still have all the resources needed and I can easily recreate them. The bad news is I lost the ability to edit them especially cutscenes I had made previously before reinstalling the toolset, which is the most important part of the mod. I have to make new ones and they are alot, which is the tedious part. I've tried opening the .cut and .cub files but it doesn't give me what I want. :( Is it possible to import an exported cutscene resource in to my new module? I wouldn't mind starting from scratch, but if there's any way to restore those files or if at all possible restoring my previous module that would really help alot.
  8. Hey there, I'm trying to build a mod that sets up alot of vanilla NPCs to have access to a generic conversation. This is how I've done so far: (1) Edited DLG files of NPCs to add new dialog branches, (2) which plays a cutscene at the end of the conversation and (3) automatically initiates my custom DLG. Unfortunately, I can never seem to make (3) work, how would I go about doing this?
  9. Strange, what kind of error pops up in the toolset? Its possible, what software do you use for exporting your meshes? I use 3DS Max, and I do get errors in the toolset (namely not showing up in the toolset at all or in game) if I don't set up my models for exporting correctly, namely with the Materials as well as the Model Manager. This is normally my workflow when working with custom/static models: 1.) Create the mesh 2.) (OPTIONAL) If you're going to use a custom texture add the appropriate material from the DAO Material setting. 3.) (OPTIONAL) If you're simply editing a mesh, you don't have to set this up, otherwise go to Model Manager, and make sure the object you made is set as Mesh 4.) Export and insert in your override folder or in your addins/module folder 5.) (OPTIONAL) If you generated a custom mao file for your mesh, then copy the contents from a vanilla static object mao and insert it to yours. Rename the texture name as you see fit.
  10. If your making props or resources to be used for level making or on cutscenes, then you don't have to edit any gda to make it appear (You can find it on the model section, I usually name mine with the prp_ prefix and would find it filed under there :) ). Placeables are an entirely different matter, iirc, am not reall familliar with that.
  11. Thanks mcgoy, will have a look see at your file. I really hope I get this conversation up and running so I could move on to the next one lol
  12. I've run into a problem with one of my conversations. Whenever I talk to a placeable the camera goes like this: I've checked on the stages, dialogs (even previewed them) and even the creatures, and every things seems to be in order. I've tried testing it with a Creature and giving her the same dialog file, the camera view is normal. What could be the problem? More info about what I'm trying to achieve: I planned the conversation to be initiated when the PC interacts with an NPC in a dead pose. It works in the beginning but I had problems with it though, because it tends to face the player which messes up the placement (i.e clipping on the ground when it faces the player). I've looked through Sarha's Dead corpse file and found it was using placeables so I thought I'd do the same thing. I'm not getting the same results though. :sad:
  13. Finally found the problem, apparently I've been setting the orientation value without a decimal. lol I had to do some tweaks to make it work with the cutscene work, but it works flawlessly now. Thanks so much LadyHonor :D
  14. Thanks for the quick reply LadyHonor I appreciate it :), I tried out your script a while ago but I seem to give me a compiling error, on this part, Declaration does not match parameters. location vHero = Location(GetArea(oPC), Vector(-84.0203,12.2616,0.000986939), -179.4)I'm not on my workstation atm, will post the script I inserted yours in as soon I get back.
  15. Just a quick question, I've set up an area trigger which plays a cutscene and then transfers the player near the location of the dragon. So far so good, UT_PCJumpOrAreaTransition seems to do the work just fine, but it only affects the player character and the party would have to travel quite a bit to get near the player. How would I be able to transfer the whole party?
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