danscott84 Posted April 27, 2010 Share Posted April 27, 2010 When the game was first released there was a level up bug in Ostagar that the patches have fixed. It occurred when you returned to Duncan with the vials of blood, but not the scolls. The vials would not be taken out of the inventory thus allowing you to repeat the conversation to gain more xp. I was thinking of returning that "bug" to the game, more for a personal preference, and I think it's in the script pre100pt_darkspn_blood.nss, but I am not sure which true flag to change to false because I am not sure how to tell when the inventory is adjusted. The next part to this question is once I get the flag changed, how to export this to the game. My attempts so far have wanted to change a number of other scripts which makes me think this is possibly the wrong direction to follow. Any ideas on how to return the bug? Link to comment Share on other sites More sharing options...
Kamajii Posted April 27, 2010 Share Posted April 27, 2010 When the game was first released there was a level up bug in Ostagar that the patches have fixed. It occurred when you returned to Duncan with the vials of blood, but not the scolls. The vials would not be taken out of the inventory thus allowing you to repeat the conversation to gain more xp. I was thinking of returning that "bug" to the game, more for a personal preference, and I think it's in the script pre100pt_darkspn_blood.nss, but I am not sure which true flag to change to false because I am not sure how to tell when the inventory is adjusted. The next part to this question is once I get the flag changed, how to export this to the game. My attempts so far have wanted to change a number of other scripts which makes me think this is possibly the wrong direction to follow. Any ideas on how to return the bug? find case PRE_BLOOD_LOT_DONE: { if (nValue == 1) { // remove blood from inventory UT_RemoveItemFromInventory(PRE_IM_DARKSPAWN_BLOOD, 99); } //percentage complete plot tracking ACH_TrackPercentageComplete(ACH_FAKE_OSTAGAR_4); } replace with case PRE_BLOOD_LOT_DONE: { /* I want infinite turn ins! if (nValue == 1) { // remove blood from inventory UT_RemoveItemFromInventory(PRE_IM_DARKSPAWN_BLOOD, 99); } */ //percentage complete plot tracking ACH_TrackPercentageComplete(ACH_FAKE_OSTAGAR_4); } and then you open up Duncan's dialogue, pre100_duncan.dlg. Find the line that reads, "We have the blood, but not the scrolls." and set the Action Plot to "(None)" as long as you haven't found the location of the documents yet then you can keep turning it in. Otherwise it'll lead to the joining. Oh, the line "We have." when he asks if you've been successful will lead to the joining completing as well. You want the bug in there, but not to be able to move on later I assumed. I'm reading the script and dialogue from across the room using the windows magnifier so I am fairly certain that was all written out right. But you get the idea so you can double check before doing it. As for exporting, with the file open that you want to export just go to Tools -> Export -> Export without dependencies. The files will be exported to the "Bioware\Dragon Age\Modules\Single Player\override\toolsetexport\" in your documents folder. Just move them to the "Bioware\Dragon Age\packages\core\override\" folder and play the game. Link to comment Share on other sites More sharing options...
danscott84 Posted April 27, 2010 Author Share Posted April 27, 2010 find case PRE_BLOOD_LOT_DONE: { if (nValue == 1) { // remove blood from inventory UT_RemoveItemFromInventory(PRE_IM_DARKSPAWN_BLOOD, 99); } //percentage complete plot tracking ACH_TrackPercentageComplete(ACH_FAKE_OSTAGAR_4); } replace with case PRE_BLOOD_LOT_DONE: { /* I want infinite turn ins! if (nValue == 1) { // remove blood from inventory UT_RemoveItemFromInventory(PRE_IM_DARKSPAWN_BLOOD, 99); } */ //percentage complete plot tracking ACH_TrackPercentageComplete(ACH_FAKE_OSTAGAR_4); } and then you open up Duncan's dialogue, pre100_duncan.dlg. Find the line that reads, "We have the blood, but not the scrolls." and set the Action Plot to "(None)" as long as you haven't found the location of the documents yet then you can keep turning it in. Otherwise it'll lead to the joining. Oh, the line "We have." when he asks if you've been successful will lead to the joining completing as well. You want the bug in there, but not to be able to move on later I assumed. I'm reading the script and dialogue from across the room using the windows magnifier so I am fairly certain that was all written out right. But you get the idea so you can double check before doing it. As for exporting, with the file open that you want to export just go to Tools -> Export -> Export without dependencies. The files will be exported to the "Bioware\Dragon Age\Modules\Single Player\override\toolsetexport\" in your documents folder. Just move them to the "Bioware\Dragon Age\packages\core\override\" folder and play the game. Thanks. I was wondering if I may have been in the wrong thought process because when I did the other it sent about 30 other .nss files to the toolsetexprt folder which I did not think was correct. I ended up deleting them from the folder because I did not want to really mess up the game. Link to comment Share on other sites More sharing options...
danscott84 Posted April 27, 2010 Author Share Posted April 27, 2010 Kamajii,I finally got a chance to try that, and nothing changed. I was able to make the changes to the .nss file, and after about 3 tries got the .nss file to export over, but it was not in the toolsetexport folder, but about 50 others were. That was exporting without dependent resources. Also, the dialogue was already set to none on both the condition and plot. Any ideas? Nevermind, got it. Everrything was correct except I also had to change the dialogue Line Visibility from Once in a game to a Normal Line, then it came up like before. However, after that the XP is not increasing. Is there something else in the script I am forgetting? Ok, third time's the charm. Figured it out on the dialogue. Script was right on. For future reference if you need it, the dialogue action plot needs to stay tied into the script, but change the visibility from once to a normal line, and then the XP comes rolling off like it did before the patch. Link to comment Share on other sites More sharing options...
Kamajii Posted April 28, 2010 Share Posted April 28, 2010 Ok, third time's the charm. Figured it out on the dialogue. Script was right on. For future reference if you need it, the dialogue action plot needs to stay tied into the script, but change the visibility from once to a normal line, and then the XP comes rolling off like it did before the patch. Makes sense, I should have caught that the first time. Mind you, I am in bed with a fever, so I did good doing that much lol. :thumbsup: Link to comment Share on other sites More sharing options...
danscott84 Posted April 28, 2010 Author Share Posted April 28, 2010 Ok, third time's the charm. Figured it out on the dialogue. Script was right on. For future reference if you need it, the dialogue action plot needs to stay tied into the script, but change the visibility from once to a normal line, and then the XP comes rolling off like it did before the patch. Makes sense, I should have caught that the first time. Mind you, I am in bed with a fever, so I did good doing that much lol. :thumbsup: I appreciate the help. Hope you get to feeling better. Link to comment Share on other sites More sharing options...
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