Kayvaan7472 Posted November 22, 2009 Share Posted November 22, 2009 by DLAN_Immortality http://social.bioware.com/group/724/discus...065/#post_27065 TUTORIAL: How to create and add an NPC to your party in 5 easy steps. BEAR IN MIND THIS TUTORIAL IS NOOBISH!!! I Strongly recommend you read everything here: http://social.bioware.com/wiki/datoolset/index.php/Main_Page for pro tips :P Ok, so as before, we just created a mod that is 100% separate from the main campaign. Therefore, easier to test in game. So now, open your module (file - manage modules - open). 1- We need to create the NPC. Go to File - New - Creature. In resource name, I put Ser_Gilmore. The rest I left as it is. A new window appears with a load of info that you can fill for your creature. Here's my screenshot: http://img526.imageshack.us/i/40616247.png/ http://img696.imageshack.us/i/14607240.png/ I think its pretty clear what you need to change there. :) * Take a look specially at the CONVERSATION. it says "ser_gilmore" which will be the name of the dialog he will have.* Also check INVENTORY. You can add stuff to his inventory and make him equip it. 2- We need the dialog. Go to File - New - Conversation. In resource name, put the same as you put in the conversation box above. (in my case, ser_gilmore) WRITE!!!! You can add conditions to your sentences in the tab PLOT AND SCRIPTING. http://img17.imageshack.us/i/66371645.png/ http://img17.imageshack.us/i/21230349.png/ 3- Now we have to allow him to get into our adventuring group. Select the sentence that will allow you to join in the conversation editor and add a script to it (see screenshot) http://img187.imageshack.us/i/28674545.png/ I did not make this step!!! this was too complicated for me! Theo did it instead.Now go to File - New - Script and name the resource with the same name you used above (for me gilmore_addparty) In the script editor, just write whatever mumbo jumbo says there. Copy it :P http://img94.imageshack.us/i/73972604.png/ VOILA!!! Ser Gilmore now joins our party! But how to test it?? 4- Go to File - New - Area Just pick a random area, just for the purpose of testing. Remember this mod is completely separate from the game. I named my area area1, and I chose a prefab area from the list (check the screenshot) http://img187.imageshack.us/img187/207/72727029.png We need to define a start point. This is where the PC will be. Create a waypoint and name it start. You can move the axis and whatnot to position your character. Now we need to place your npc, and you can do so by dragging and dropping. Now save it all. 5- Go to Export - Export with dependant resources. Open your game, and go to other campaigns. Your mod should be there, just play it. :) With this tutorial your NPC will look like a corpse. He doesnt have any facial movements yet, and for this I've been reading the wiki and found that the options Bioware has are not in our toolset... or maybe they are in another way... I'd be glad if anyone could also add to this tutorial, if you have tips or etc, because I'm also very new to this. :) Link to comment Share on other sites More sharing options...
Suilebhain Posted November 24, 2009 Share Posted November 24, 2009 So this Companion would only be accessible after the main quest is over? Link to comment Share on other sites More sharing options...
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