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Trouble Creating a Follower NPC


Anduniel

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I created a follower npc for the warden to recruit (and possible romance candidate), but I'm very confused as to how to actually get her into the game, as a mod to play along with in Origins (like Stone prisoner, Return to Ostagar etc). The module comes up as a "Other Campaign" but when I try to load it it says "unable to load" but no explanation whatsoever. I don't know if my files are in the wrong folder or what, but right now they are in the default place the toolset exports to.

 

I currently have the creature, head morph, character, dialogue set up and linked to each other, but my scripts... I don't know if they are in the right place or working or not. I dragged the creature into an area (Redcliffe Tavern), exported, but in game she's not there. She doesn't show up in party picker either.

 

Should my module properties be both set to my module name (the character's name), or should one of them be "Single Player"?? Should all my files be stored in Documents\...\override? And where in the h--- are the exported resources actually stored? Seems there are identical folders under "module" and "core" and mostly empty. I've watched some youtubes explaining some things but am still so confused. Any help would be so very much appreciated.

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  • 1 month later...

I created a follower npc for the warden to recruit (and possible romance candidate), but I'm very confused as to how to actually get her into the game, as a mod to play along with in Origins (like Stone prisoner, Return to Ostagar etc). The module comes up as a "Other Campaign" but when I try to load it it says "unable to load" but no explanation whatsoever. I don't know if my files are in the wrong folder or what, but right now they are in the default place the toolset exports to.

 

I currently have the creature, head morph, character, dialogue set up and linked to each other, but my scripts... I don't know if they are in the right place or working or not. I dragged the creature into an area (Redcliffe Tavern), exported, but in game she's not there. She doesn't show up in party picker either.

 

Should my module properties be both set to my module name (the character's name), or should one of them be "Single Player"?? Should all my files be stored in Documents\...\override? And where in the h--- are the exported resources actually stored? Seems there are identical folders under "module" and "core" and mostly empty. I've watched some youtubes explaining some things but am still so confused. Any help would be so very much appreciated.

 

Take a look at Adding a NPC into an existing Area.

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Yes. I posted that weeks ago and I never got a single answer, except simply refer to a page on PREP-something about adding an npc to an existing location, which I tried but could not get to work because I dont understand about making plot/script files. I can add an area and npc as a NEW campaign but thats not what I want. Im still pretty much in the dark here.
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First, your very best friend in the whole world is this site: http://social.bioware.com/wiki/datoolset/index.php/Main_Page It has tutorials, examples, and information on how to use the toolset

 

To create the module: http://social.bioware.com/wiki/datoolset/index.php/Creating_a_module

 

To create a Companion, I used:

http://social.bioware.com/wiki/datoolset/index.php/Follower_tutorial

http://social.bioware.com/wiki/datoolset/index.php/Compatible_Companion_Mod_Creation

and

http://social.bioware.com/wiki/datoolset/index.php/User:Satans_karma#Spawn_Follower_in_Camp_Script

 

And Hickory was quite right, you need:

http://social.bioware.com/wiki/datoolset/index.php/PRCSCR_Script_Templates#Adding_a_NPC_into_an_existing_Area

 

Because the link is how you add a NPC to an existing area.

 

My suggestion is usually that people start by doing something easy with the DAO toolset like adding a storage chest to Camp.

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For those who are new to modding Dragon Age Origins, I don't know how other games are modded because I have only worked with the DAO toolset. I'm sure that it is easier than some and harder than other games to mod.

 

The first step should be knowing where the toolset wiki is:

http://social.bioware.com/wiki/datoolset/index.php/Main_Page

The toolset will not answer all of your questions and for those entirely new to programming in any language, it will not teach you how to program from the very basics. It is however, the largest source of knowledge that I'm aware of.

 

The next step is to work through the tutorial that is a part of the DAO toolset. It is referenced in the wiki and will answer many of the initial questions that someone new to modding may have.

 

Then my suggestions on getting started - do some or all of the following:

1) Create some small mods. These don't necessarily have to be uploaded anywhere, they just teach you to mod in small achievable steps - add storage to Camp, give your future Grey Wardeb starting equipment, etc

2) Find mods that uploaded B2B files so that you can learn from what others did. There are also tutorials available with B2B files.

3) Look at the mods that you have used and think about how they could be made better. You won't put in the description "my mod is 10 times better than what mcgoy wrote", but there is no reason to make the same mistakes that someone else made. You also don't want to spend your time creating the exact same mod that someone else has already created.

 

And then ask questions when you get stuck. Even if the answer isn't what you expected/wanted, thank those who responded.

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Thanks for the response. I had already started reading the tutorials on the wiki. The Toolset is a lot more complicated than Skyrim's Creation Kit, not in terms of actually creating stuff -- I figured out how to create a creature, character, dialogue, etc -- but in terms of resources, archive and actually getting your mod into the game (and not be a completely separate campaign).

Maybe I will try this again.

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To get an add-in rather than a standalone, the module link provides the information that you are looking for.

Properties - Single Player

Hierarchy - Single Player

 

I would suggest reading through Compatible Companion Mod Creation for an overview of most of what you will need to know to create a Companion that is functional through the end of the game. You will also need to know about stages and cutscenes - or recruit those who do.

 

The scripting/programming is one of the major parts of creating a new Companion

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