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Checking Approval Plot Flags.


DFawkes

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I am poking around with the toolset, and specifically with the approval aspects of it. I have a fairly good grasp of how it works considering that I can't see the actual conversations involved in deciding approval. My problem is when trying to create a script, run via console, to check what flags are set, and set specific flags to see if they have an affect on the game. They never seem to work right.

 

WR_GetPlotFlag(PLT_GENPT_APP_ALISTAIR, APP_ALISTAIR_ROMANCE_ACTIVE); for instance was sent to a variable, then displayed via DisplayFloaty. It shows 0, every time. And every plot flag I've tried is as well. And I tried pretty much all of them except the defined plot flags and the plot flags that increase and decrease approval.

 

Using WR_SetPlotFlag() to turn off Alistair's romance_active flag had better success, with it changing his Approval rating to (Warm), but Leliana was still jealous and he didn't act any differently.

 

I get that there may be more than one flag involved in cutting off a romance. Romance_Cutoff/Romance_Dumped being likely, but beyond being a lot of flags the conversation is checking as far as Jealousy goes, which seems odd, I'm not sure why it seems the Plot Flags always show up as false when checking with a console script. Any help or insight as to what the issue could be would be appreciated.

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I'll answer my own question. It had to do with the same Plot GUID bug that causes the game to break. I should have guessed that earlier. Running the update Query on the SQL database fixed things. Intructions here. (Though I also reexported and recompiled the scripts involved, so not sure if that was required after.) I can now check the flags properly, and will see if I can't get things working from here.
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