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AFGMAlpha

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Posts 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. woohoo! success! Test it a few times (make sure you're using an ID in the PRCSCR that is big enough to be unique) and then you can say that you're done!

     

    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. You don't have excel? If not, I'll look up a PRCSCR file and give you the layout so that you can use GDApp to create it. Give me 30-60 minutes, I need to finish something up before I start playing with toys

     

    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. yep, pretty much. and you might want to download, I think it is GDApp which lets you modify a GDA file directly. After I have the first one through excelprocessor, I usually modify them directly. I'll look for it if you can't find it with a search.

     

    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. Continuing from here (as suggested by mcgoy) since my mod is working now, just trying to optimize the mod/script.

    -----

     

    If you haven't done the displayfloaty test, then go ahead and do that before you decide which option to use.

     

    The first thing to realize is that your program/script will run almost every time (possibly every time) an EVENT occurs (for a list see: http://social.bioware.com/wiki/datoolset/index.php/Category:Event_types). I believe it is my responsibility to make sure that my mods run as rarely as possible and efficiently as possible. How many mods do you have installed and how often do they 'run'? I ended up deleting almost all of the equipment mods - even those I liked - because so many were adding 'just a little more' lag and when you added them all together.... It became noticeable.

     

    So how to prevent/reduce lag:

    1) PRCSCR to run the script. This is my preferred option for a small mod like yours that adds something to one area and one area only. Using PRCSCR means that the script will run only once each time you enter the specific area. It can be a bit finicky and you may not be able to put the chest in the templar quarters based on areas, area lists, and such that just give me a headache to think about. But could you put the chest in the area where the quartermaster is? Your call on what is most important. For efficiency and least possible increase in lag, I believe it is the way to go. For more information go to: http://social.bioware.com/wiki/datoolset/index.php/PRCSCR_Script_Templates

     

    2) Plot flags. Check a flag such as 'ITEM_PLACED' when you first enter the script. If 'ITEM_PLACED' TRUE, then you just execute a few lines of code and exit the script. If ITEM_PLACED FALSE, then you execute additional lines to see if it has already been placed, etc etc - and set ITEM_PLACED TRUE when the item is placed.

     

    3) Areaid - Same concept, check the areaid and execute only if you are in the correct area no reason to check IsObjectValid if you are in Lothering.

     

    4) Combination AreaID & Plot Flags - I created a little mod for my own use that puts Origin specific items in chest in all of the different Origins (and Ostagar). I checked the Origin and area to determine which items to place where. When I had placed the chest, I set a flag "ORIGIN_COMPLETE" and would exit the program "before Ostagar". In Ostagar, it would place the chest and then set a flag to COMPLETE. For the remainder of the game, it checks one flag (COMPLETE) and then exits the script. I keep telling myself that I should go back and find a way to do it with PRCSCR, but it works the way it is. And someday I might get ambitious and decide to add equipment chests in each area that a Companion is met and/or recruited.

     

    Now that you have a working mod (woohoo!), I suggest adding lines/scripts for efficiency. I can't be a huge help on PRCSCR files because they don't always like me. I like THEM from an efficiency standpoint, but they don't always seem to like me! :wink:

     

    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.

  8. You still have some 'tal_' in there, but better and you can try it to see if it works without having all of the naming perfect. Because this is such a small script, you don't really need to have constants defined. But it also won't hurt anything and might not be bad practice for when you have longer scripts to write.

     

    It compiled? Try running the mod and see if it works (and remove the '//' from the displayfloaty). It might not, but at least you will be closer.

     

    Forgot to ask under 'hierarchy' is it under 'single player'?

     

    '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

  9. 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);

    }

    }

  10. Please tell me that the B2B is for the remade, not the old. :whistling:

     

    Next question - before I look at the file.... Is your goal to learn to mod? Or is it just to get the templar armor into the game? If you want to learn to mod, I suggest that we take this conversation private and I'll help you out - to the best of my meager abilities and time constraints.

     

    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.

  11. If you would..... also upload the B2B file. I'm curious because I don't remember needing to set 'treasure category'. Maybe I did and just don't remember needing to do it

     

    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.

  12. 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!

  13. 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.

  14. SOMEWHERE and I couldn't find it quickly yesterday, there is specific 'how to add placeable to existing area' information. But before commenting on what might (or might not) be wrong with what you are doing, I need to know more about what you are specifically doing. The problem could be as small as accidentally embedding the chest in a wall.

     

    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.

  15. Although there is some good information in those discussions, I would suggest using the toolset wiki as a starting place: http://social.bioware.com/wiki/datoolset/index.php/Main_Page In a addition, you can do a search on 'chest' on nexus and bioware to pull up projects that have storage chests - some have included the B2B file.

     

    When you have more specific questions, I (or someone) can provide more detailed information. I do suggest just getting the chest placed and then investigating more efficient ways of getting the job done.

     

    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.

  16. 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

  17. 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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