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AFGMAlpha

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Everything posted by AFGMAlpha

  1. How does one go about keeping armor they used in a mod retain the tint override (in this case, I used Steel) when I package a mod and distribute it? I have it currently working fine for myself, but my friend downloaded the mod and the armor changed color when it was rescaled from a vendor (went from Steel to Veridium and became darker). I'm assuming I have to stick the tint I used in the mod itself somehow? Any help would be appreciated. Edit: Figured it out I guess, I had to also include these in my Builder to Player Package creation.
  2. Yeah I did, one of the pages on the wiki said BioWare used 0-1 million, so I went with 100075. Thank you very much for all the help, I'll be sure to give thanks on my mod page (so scrubs like me can send you PMs for help lol). :)
  3. I do not, just OpenOffice and I just got done trying multiple ways of creating the .GDA file with no luck. I'd appreciate it, thanks. Downloading GDApp now while I wait. EDIT: Think I made one correctly myself, gonna test it now and see if it works. EDIT 2: Loaded up my save in the previous area to the Templar Quarters and didn't get any displayfloaty messages, then I entered the Templar Quarters and had "storage script running" or whatever and then under it "storage chest created", each only once. Checked to see if the armor stand was there, it was and I could get the items from it. DID I WIN, COACH?!
  4. Alright, when I use OpenOffice and drag the file on ExcellProcessor.exe, the window pops up for a split second, goes away and I get nothing. When I used Google Docs, I get some sort of error and tells me to press a button to close it.
  5. Got a link for it, but when I drop "PRCSCR_afgm_armor1.xls" file on the ExcellProcesssor.exe, I don't get a .GDA file or anything. Nevermind, supposedly ExcellProcessor doesn't like OpenOfficeCalc lol I'll try Google Docs
  6. Not sure if I'm understanding this correctly, but I basically want to make the example from here (with my script name and correct area), then toss it in the ExcellProcessor.exe and place it in my module's override folder?
  7. http://forums.nexusmods.com/index.php?/topic/853171-optimizing-modscript/
  8. Continuing from here (as suggested by mcgoy) since my mod is working now, just trying to optimize the mod/script. ----- Going to do the displayfloaty test now, PRCSCR or Plot looks like a good way to go. EDIT: Ran around on another character that was outside the tower and the message appears most of the time unless I went into a conversation, then it'd be gone, but for the most part, the message would just be over my head between 2-6 lines.
  9. Tomorrow sounds good, thank you for all the help today. :D
  10. 'Single Player' was selected under 'Hierarchy'. Ran the mod and it worked; container was in the correct spot, items were in said container and items were obtainable from container. I also ran the mod without anything having 'Plot' flagged like the original did. Also while I was trying the mod, "storage script running" was always above my head, is this a good thing? lol
  11. 1. I made a new module and used your suggestion, mainly because I don't want my mod to conflict with anyone else's. 3. Made sure my new script is selected for this. 5. Didn't touch the script for my container this time, left it alone. 6. So it should look like this then? Or do I also replace the "TAL_RESOURCE_IP_STORAGE_CHEST"? //const string TAL_STORAGE_CHEST_SPAWNED = "TAL_STORAGE_CHEST_SPAWNED"; const string AFGM_ARMOR1_CONTAINER = "afgm_armor1_container"; const resource TAL_RESOURCE_IP_STORAGE_CHEST = R"afgm_armor1_container.utp"; void main() { object oMainControlled = GetMainControlled(); object oChest = UT_GetNearestObjectByTag(oMainControlled, AFGM_ARMOR1_CONTAINER); //DisplayFloatyMessage(oMainControlled, "storage script working", FLOATY_MESSAGE, 16777215, 30.0); if (!IsObjectValid(oChest)) { location lSpawn = Location(GetArea(oMainControlled), Vector(148.77, 117.68, -0.94), 0.0); CreateObject(OBJECT_TYPE_PLACEABLE, TAL_RESOURCE_IP_STORAGE_CHEST, lSpawn); //DisplayFloatyMessage(oMainControlled, "storage chest created", FLOATY_MESSAGE, 16777215, 30.0); } }
  12. Indeed it is. Yeah, I'd like to learn to do more than just making armor and putting it in a chest, but for now I'd like to get it to work properly and find out what I did wrong with it.
  13. I went and remade the whole mod, I'll let you know how it goes and I look forward to seeing what you find in my mess of a mod B2B, I think it might of just been some sloppy mistakes on my part.
  14. Its the only thing that got my chest to open finally, unless I changed something by accident and didn't see it. I'm uploading it now to my mod page. EDIT 3: Looks like my friend is running into the same problem with it not opening after I uploaded it, if that didn't fix it, I'm not sure what to do as I was comparing each option on the chest to another from a different mod and they matched. It was a simple chest to use for storage in camp, hopefully that doesn't make too much of a difference. Friend still can't get the placeable to open for him, I even tried changing the model to an armor stand and still nothing.
  15. Alright, bit of an update here. I couldn't exactly find out anything on why the chest wasn't opening for me, but I got it to work finally. I assume when I changed the 'Treasure Category' to Circle instead of INVALID (never saw anything about this). I also realized that my chest was for some reason in the wrong area; to be more specific, it was in the Great Hall instead of the Templar Quarters. Trying something to fix it. EDIT 2: Its in the correct spot finally, I dunno what was causing it to be in the Great Hall instead of Templar Quarters. It finally worked when I replaced the chest (after figuring out how to move the cinematic camera in the level editor) and used the new coords. For some reason, there's this blue sheet covering the floor and the chest was auto leveling on it or something, that's the only thing I can think of that messed it up originally. EDIT 3: All set now, I'm going to upload it here in case anyone else wants to use it or mess with it more, thanks for the help boss!
  16. Alright, I finally figured out how to get the chest in the area. Only problem now is the chest doesn't open. lol I can click it, I can see its name when I hold TAB, but clicking it does nothing. I've doubled checked the stats on the chest to make sure I set 'Interactive' to true. I've also tried adding void SetObjectInteractive(object oChest, int TRUE); into my script, but it hasn't helped.
  17. I've gotten as far as making the placeable itself and storing custom items in it, but I haven't been able to figure out how to edit the existing area (if I even can). Using this, I would get to the 16th point (Create a new area or open a local copy of an existing one) and just get lost. I found the area I wanted to add the item to, but I couldn't figure out how to edit said area, so I haven't even gotten as far as putting the chest into a wall or anything. Edit: I guess what I'm trying to say is I'm looking for a guide to flesh out how to edit a pre-existing area in more detail than what I've been reading, because I'm either not getting what's there or there's not enough detail for me on how to exactly do it.
  18. Thanks for the reply, I'll take a look at the wiki again (no idea why I forgot the mention I was using that too) for anything I might of missed and come back if I have any questions.
  19. Hi, I'm just starting out in creating mods and with my current project, I'm trying to add a chest somewhere/anywhere on the Templar floor in the Circle Tower. I've tried following two or so guides that I could find on the subject, but I'm not really understanding them. All the items are made and stored in the chest, but I can't seem to figure out how to add the chest to the area. If anyone could possibly describe each step in detail for me, I would really appreciate it. Also, here are the two "guides" I was trying to follow: http://social.bioware.com/forum/Dragon-Age-Toolset/Toolset-Scripting/Adding-creatures-or-placeables-to-the-official-campaign-397033-1.html http://social.bioware.com/forum/1/topic/8/index/4883787#4884274 EDIT: Finished product http://dragonage.nexusmods.com/mods/3636
  20. Was wondering if someone could make a mod that replaces the normal Vault 21 suit, that Doctor Mitchell gives you, with the armored version instead and maybe place the normal suit in a suitcase somewhere in his house for players to loot. Just thought it'd make more sense for Doctor Mitchell to give it to you instead of the normal suit he gives now.
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