Fuzion64 Posted September 10, 2010 Share Posted September 10, 2010 I was wondering if someone knows the way to write this script where it gives different type of materialSay for instance you have 7 material types and you write 7 individual spawn scripts to spawn that armor with a different type. How would I make one script always give iron, another always give grey iron, another always give steel, and so on.I am hoping there is a way to do this otherwise I have to duplicate each armor and change the material type for every type of armor for my mod. thats 28 armors that have to be dupliced for every single armor. 7x boots, 7x gloves, 7x chestpiece, and 7x helmets. + 7x weapons, 7x shields in addition to 28 all for one armor to have all types. (Alot of work and time) #include "utility_h" void main(){ object oArmor = UT_AddItemToInventory(R"gen_im_arm_bot_med_chn.uti"); EquipItem(OBJECT_SELF,oArmor); } The reason I ask if it is possible, is because I noticed when I went to rescue anora I was wearing silverite to match the soldiers of denerim. However when I open the area map with toolset everyone is in iron and silverite.Also in my landsmeet scene vs logain other soldiers were wearing red steel or dragonbone armor. When I look at it in toolset not a single person has red armor. So there must be a way to issue a material command within a script. Its true that I did put money into the allies chests, but I don't understand how they are wearing red armor when the area shows iron and silverite for all soldiers + some in leather rogue types (never saw these in my scene). Link to comment Share on other sites More sharing options...
DarkeWolf Posted September 10, 2010 Share Posted September 10, 2010 Ok, for the first part of your post. its already been done, so I'll go ahead and give you a link to that mod, so that you can use it as reference material (since I dont fully understand what some of the stuff in that mod is referring to) And since he lists what the material's numeric codes are, in the description and readme file for the mod. http://www.dragonagenexus.com/downloads/file.php?id=1387once downloaded, there is a file in there called additemwmat.nss which you can either open up with notepad or the DA toolset.Keep in mind tho, that these scripts add to the target's inventory and NOT to what they are actually equipped with. And I'm afraid that I've never seen an equip script for DA :( Now for the second part... as far as cutscenes go, in the majority of them that are actual cutscenes (and not uneditable bink movies) its not actual characters in the scenes. Its what's called a "dummy actor" which can be dressed/equipped in any way shape or form that the game allows. Regardless of whether or not that's what their .utc file lists them as having. Essentailly its a mannequinn (sp) that is told what face, gender, race, and gear to have. And told where to be, and how to move. In most cases, its not an actual character ;)Case in point would be the cutscene where Alistair's "dummy actor" lops off Loghain's head with an orlesian longsword. Regardless of what the character is actually equipped with, in the game. Even tho he shows the actual armor that the character (Alistair) is wearing. Or the warden for that matter, if the player does the deed themself. So to change what the soldiers are wearing you would either A) Edit the cutscene. or B) Edit the gear that the actual soldier's characters are wearing. Both of which, can be quite the chore. I took a stab at editng cutscenes, and it wasnt something that I could pick up. And tracking down those particular characters can also be a chore sometimes. They're generically named, so its like "Ok, so which one of these guys is which!?!?" Also, there are different armors made of different materials already. So some of them you wouldnt have to actually remake. However, tracking down which character is is that has them, to get the filename of them could be as much work as creating the new items. And the script can give you the filenames, but it doesnt list what each and every item actually IS, just the filename for it :( But anyways, I definitely wish you luck in your quest for continuity, I'm afraid to say that I foresee it as being a considerable piece of work, as far as the NPC's are concerned. :( Link to comment Share on other sites More sharing options...
Fuzion64 Posted September 11, 2010 Author Share Posted September 11, 2010 thank you darke I must have search everywhere thru toolset that I can't even count how many plot flags, conversations, scripts, and stuff I went thru trying to figure out how it showed the red steel in the landsmeet cutscene.I also have been working on a little project called disguises mod for those who might be interested check it out at the link below.My Dragon Age Projects I really liked what elina did in denerim so i started a project for all areas. These projects are designed for those players who are on their second or third playthru of the campaign. I am fixing to upload a newer version within the next hour or two, but you can see my work so far on the disguises project I started... Link to comment Share on other sites More sharing options...
DarkeWolf Posted September 11, 2010 Share Posted September 11, 2010 No problem, I'm glad that I could provide some information :)Yeah, I can believe it. I've tried hunting down some of the stuff for flags and whatnot, and I just get lost in it. There is a lot about this game that BW just made waaay too complex, IMO. I know I kinda touched on it before, but I want to go ahead and say it again, if you're thinking about doing the cutscene edits. Some of them are .bik files. Which are bink movies and can't be edited. Like a youtube video. You can watch it, but unless you use a video editing program, you cant do anything else with it, really. And even then you cant change the actual stuff in it, unless you take content from another movie/video and patchwork it in. A person with the knowledge, skill, and patience could of course create custom scenes and then replace them via the override folder. But like I said, I flunked out when I tried doing even simple scene editing, lol. I checked out your mods, and that disguises mod looks really cool. I went ahead and dl'd the current version that you've got posted. I probably wont get a chance to play until after the weekend is over and done with, to try it out. But it looks very interesting, and I'm looking forward to trying it out to see what all it does :)And I do gotta say that I think it's really cool that you included Fergus' red/green armor. I always liked the look of that. I was gonna try out the Ultimate Dye Kit mod and try to make a set like that, but hey, if this way is faster, then..... ya know.... ;) You probably already know this, but will go ahead and post it, in case somebody else reads this thread who is looking for help. The gear that the character is equipped with is contained in the .utc files for the characters. You can try manually hunting for them thu the search function in the toolset. The method that I prefer however, is to open up the creatures file from the game in the toolset, which has all of them listed in one place.It will be in your install folder for DAO (if its a vanilla character/item) or in the install directory of the DLC (if its a DLC item/character or Awakening item/character).The files those will be located in are usually in the module/data folder, packed inside a .erf file. Just load the .erf file in the toolset. Then choose whichever, and right click on it and either open resource or extract if you know thats the file you want. Sometimes I just choose to extract them all, to save myself work later. ** For DLC's and Awakening, those will be located in documents/bioware/dragon age/addins (tho many DLC files are locked and cant be opened in the TS) :mad:*** For the vanilla files (in a typical install) it's c:/program files/dragon age/packages/core/data Tho sometimes they get sneaky and put them in the core/data folders too. But even having to hunt thru those to find the right one is a lot simpler than hunting through all those trees in the toolset, imo ;)the .erf files are pretty well named. Designercreatures, designerscripts, etc. And of course, its .utC for creature/character files and .utI for Item/gear/weapons/armor/jewelry. which are the files that you want to edit to work with the properties of the items. Anyways, yah. I'm glad that I could provide you with some info. And I do look forward to trying out your disguise mod when I get a chance to. (Birthday weekend, I dont think the GF and family is gonna give me much time to myself after we leave tonight lol ;) Link to comment Share on other sites More sharing options...
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