bowlie1 Posted April 1, 2010 Share Posted April 1, 2010 ive never done any sort of modding or scripting before and decided to jump in at the , not exactly the deep end, more the ocean. im making my own stand alone module, starting with just one room and then adding things on untill it is a full campaign or (more likely) i give up due to fustration. ive been following this tutorial loosely (different starting level but otherwise the same) http://social.bioware.com/wiki/datoolset/index.php/Module_tutorial#Placing_area_transitions_and_setting_up_the_world_map im up to the bit where i have just set my start location but if i try and load it it says 'unable to load module' and i think i maybe did the charicter creation script wrong as i have no idea how to do that part and it isnt well described. could someone give me a quick guide of where i go to create that script and how (and if) i export it and things? i would realy appreciate it and im sure it would take some of the great modders on here no time at all to set a newbie like me on the right path. thanks Link to comment Share on other sites More sharing options...
hdhd Posted April 2, 2010 Share Posted April 2, 2010 There are better tutorials than the ones from Bioware. I recommend instead following the guide from SilentCid: http://social.bioware.com/project/527/#discussions Are you trying to create a standalone module (own campaign) or do you just want to add to the existing world map a new point where you can travel to? For a standalone campaign you probably need this script: #include "events_h" #include "global_objects_h" void main() { event ev = GetCurrentEvent(); int nEventType = GetEventType(ev); //extract event type from current event int nEventHandled = FALSE; //keep track of whether the event has been handled switch(nEventType) { case EVENT_TYPE_MODULE_START: { PreloadCharGen(); //preloads resources needed for character generation StartCharGen(GetHero(),0); //initiates character generation break; } } if (!nEventHandled) //If this event wasn't handled by this script, let the core script try { HandleEvent(ev, RESOURCE_SCRIPT_MODULE_CORE); } } This script will start the character generation when you load the module. Link to comment Share on other sites More sharing options...
bowlie1 Posted April 2, 2010 Author Share Posted April 2, 2010 There are better tutorials than the ones from Bioware. I recommend instead following the guide from SilentCid: http://social.bioware.com/project/527/#discussions Are you trying to create a standalone module (own campaign) or do you just want to add to the existing world map a new point where you can travel to? For a standalone campaign you probably need this script: #include "events_h" #include "global_objects_h" void main() { event ev = GetCurrentEvent(); int nEventType = GetEventType(ev); //extract event type from current event int nEventHandled = FALSE; //keep track of whether the event has been handled switch(nEventType) { case EVENT_TYPE_MODULE_START: { PreloadCharGen(); //preloads resources needed for character generation StartCharGen(GetHero(),0); //initiates character generation break; } } if (!nEventHandled) //If this event wasn't handled by this script, let the core script try { HandleEvent(ev, RESOURCE_SCRIPT_MODULE_CORE); } } This script will start the character generation when you load the module. thanks. im trying to make my own and will take a look at those vids. Link to comment Share on other sites More sharing options...
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