rosvitacousland Posted February 21, 2016 Share Posted February 21, 2016 I already made an item (a sword) and got it successfully into the game, which means into the starting inventory of my player. For this version I seemed to made the script file correctly. Now I would like to learn the 'next step'. Which kind of script should be a good issue for me as a beginner in scripting to improve my skills? Link to comment Share on other sites More sharing options...
mcgoy Posted February 21, 2016 Share Posted February 21, 2016 Create a chest with a new item in it. Locate the chest in a specific area using prcscr Link to comment Share on other sites More sharing options...
rosvitacousland Posted February 21, 2016 Author Share Posted February 21, 2016 Ok. Thank you for the hint! I will try... Link to comment Share on other sites More sharing options...
rosvitacousland Posted April 22, 2016 Author Share Posted April 22, 2016 @mcgoy: I have started to work at this project. But now I could need some help. May I ask you something? Into the Toolset I made a new modul "Schwerttruhe". I've taken a placeable into the Toolset in my modul. It's an ornated chest (container). I wanted it to stand into room 1 at Redcliffe Castle. I "made" several items into the Toolset in my modul to lay into my new chest and I already put them into the inventory list of the placeable (chest) in its .utp file in the Toolset. Now I have got some questions about: A. Do I need scripts for the particular items, which shall lay into the chest? (I've already made some - still empty - scripts for each item.) B. For the script of the chest I took the template 'Adding a placeable into an existing area' from the web: s. http://social.biowar...n_existing_Area a) I've already changed the foreign Tag in the second line (with my own Tag "schwerttruhe"). - order 1. of the tutorial - b) I've already changed the foreign resource file name in the third line (with the resource name of my own placeable "schwerttruhe.utp"). - order 2. of the tutorial - c) Then I wanted to change the coordinates behind 'Vector'. - order 3. of the tutorial - - Inside of a duplicate (got it with 'Open local copy') of arl220ar_castle_main_floor I placed a chest into the right corner near to the chimney into room 1. - Afterwards I took a photo of the object inspector concerning the Location and there the position. -- I changed the three numbers of the position in the script behind the Vector. -- But I couldn't find the categorie 'rotation'. Therefore I let it be 0.0 (The tutorial says: " Note down the numbers in the Object Inspector, and get the first 3 numbers of Position, and the 4rth Number from Rotation. (only 1 number, the first) Rotation needs to be recalculated before entering it into the script. For positive angles do (180-angle). For negative angles do (-180-(-angle)).") C. The tutorial says: "Adding a placeable into an existing Area M2DA Setup: AreaListName must not be "any". Chose a specific one. Copy the GDA into your modules override folder." a) So where do I integrate the AreaListName? b) "The" GDA - which GDA is meant, where do I get it? Am I at least on the right track? Link to comment Share on other sites More sharing options...
mcgoy Posted April 22, 2016 Share Posted April 22, 2016 You are welcome to ask questions, but I don't always have a lot of time to answer and will move most questions onto the forum so that others can benefit from the same answer. Everything that I'm typing that is specific to the toolset is from memory since I am not at home and can't look at my computer to confirm. I know that English isn't your first language, so some things I need to confirm or clarify. @mcgoy: I have started to work at this project. But now I could need some help. May I ask you something? Into the Toolset I made a new modul "Schwerttruhe". I've taken a placeable into the Toolset in my modul. It's an ornated chest (container). I wanted it to stand into room 1 at Redcliffe Castle. I "made" several items into the Toolset in my modul to lay into my new chest and I already put them into the inventory list of the placeable (chest) in its .utp file in the Toolset. You 'exported without dependent resources', correct? A. Do I need scripts for the particular items, which shall lay into the chest? (I've already made some - still empty - scripts for each item.)No, you don't need scripts for each item. B. For the script of the chest I took the template 'Adding a placeable into an existing area' from the web: s. http://social.biowar...n_existing_Area That isn't the script 'for the chest', that is the script for the module and would be in a gda file. You skipped over that part (as far as I can tell). Link for gda overviewhttp://social.bioware.com/wiki/datoolset/index.php/GDAmore detailed link that is referenced from the above linkhttp://social.bioware.com/wiki/datoolset/index.php/Compiling_2DAs After using excelprocesser, I prefer to use GDApp at:http://social.bioware.com/project/755/ a) I've already changed the foreign Tag in the second line (with my own Tag "schwerttruhe"). - order 1. of the tutorial -b) I've already changed the foreign resource file name in the third line (with the resource name of my own placeable "schwerttruhe.utp"). - order 2. of the tutorial -these are NOT 'foreign'. You have used 'foreign' often in describing problems and it has caused confusion. Just say "I've already changed the Tag" Since I don't know your tags, I can't say if you changed Tag and Resource correctly. It looks correct, but I don't know. c) Then I wanted to change the coordinates behind 'Vector'. - order 3. of the tutorial - - Inside of a duplicate (got it with 'Open local copy') of arl220ar_castle_main_floor I placed a chest into the right corner near to the chimney into room 1.- Afterwards I took a photo of the object inspector concerning the Location and there the position.-- I changed the three numbers of the position in the script behind the Vector.-- But I couldn't find the categorie 'rotation'. Therefore I let it be 0.0 (The tutorial says: "Note down the numbers in the Object Inspector, and get the first 3 numbers of Position, and the 4rth Number from Rotation. (only 1 number, the first) Rotation needs to be recalculated before entering it into the script. For positive angles do (180-angle). For negative angles do (-180-(-angle)).")http://www.nexusmods.com/dragonage/mods/4442/?I've suggested that you learn from B2B files before http://social.bioware.com/wiki/datoolset/index.php/Builder_to_builderI don't use that method, the B2B file for the method that I use is Mer_Location. It is easy to disable so that you don't have to see the numbers all of the time. It also provides 'rotation'. It is also the absolute EASIEST mod to start with because ALL it does is cause the coordinates to appear over the GW's head whenever there is an 'event'. I can't comment on the method that you used. It will probably work. A C. The tutorial says: "Adding a placeable into an existing AreaM2DA Setup:AreaListName must not be "any". Chose a specific one. Copy the GDA into your modules override folder."a) So where do I integrate the AreaListName? I'm guessing you mean "where do I get the AreaListName" The area name is in areadata.xlsIf it uses an arealist instead of an area, it can be seen in the .are file - arl220ar_castle_main_floor - in the object inspector. b) "The" GDA - which GDA is meant, where do I get it?I already answered this since it was the first steps of the tutorial. Am I at least on the right track?You appear to be on the right track, but I don't know that it will work. Link to comment Share on other sites More sharing options...
rosvitacousland Posted April 22, 2016 Author Share Posted April 22, 2016 Many thanks for your detailed answer! I will try to give the needed additional information. @mcgoy: I have started to work at this project. But now I could need some help. May I ask you something? Into the Toolset I made a new modul "Schwerttruhe". I've taken a placeable into the Toolset in my modul. It's an ornated chest (container). I wanted it to stand into room 1 at Redcliffe Castle. I "made" several items into the Toolset in my modul to lay into my new chest and I already put them into the inventory list of the placeable (chest) in its .utp file in the Toolset. You 'exported without dependent resources', correct? No. Actually, at this point I didn't export nothing, either the chest itself or the items in it, because I wanted to ask you before. A. Do I need scripts for the particular items, which shall lay into the chest? (I've already made some - still empty - scripts for each item.)No, you don't need scripts for each item. Oh, that's great. I am glad to hear it! So I will delete my superfluous empty scripts for my items. B. For the script of the chest I took the template 'Adding a placeable into an existing area' from the web: s. http://social.biowar...n_existing_Area That isn't the script 'for the chest', that is the script for the module and would be in a gda file. You skipped over that part (as far as I can tell). - Oh, I am sorry. I thought it would be the fitting script, because the main title of the source site is: "PRCSCR Script Templates" and the section has got the title: "Adding a placeable into an existing Area" and the script itself has got the title: "Script: (As taken from the Storage Chest mod a kind Bioware employee made)".- Do I need a special script for the modul itself? Link for gda overviewhttp://social.bioware.com/wiki/datoolset/index.php/GDAmore detailed link that is referenced from the above linkhttp://social.bioware.com/wiki/datoolset/index.php/Compiling_2DAs After using excelprocesser, I prefer to use GDApp at:http://social.bioware.com/project/755/ Thank you so much for the links. I will look at it. a) I've already changed the foreign Tag in the second line (with my own Tag "schwerttruhe"). - order 1. of the tutorial -b) I've already changed the foreign resource file name in the third line (with the resource name of my own placeable "schwerttruhe.utp"). - order 2. of the tutorial -these are NOT 'foreign'. You have used 'foreign' often in describing problems and it has caused confusion. Just say "I've already changed the Tag" Well, I meant the incipiently existing old tag in the script template (I didn't mean 'foreign' for a foreign language, I meant 'foreign' as from another author than me). The first order of the tutorial to individualise the script was:Replace "tal_ip_storage_chest" in the 2nd line with the "Tag" of your own placeable. (only small letters allowed)Since I don't know your tags, I can't say if you changed Tag and Resource correctly. It looks correct, but I don't know. I think, it's correct, too. c) Then I wanted to change the coordinates behind 'Vector'. - order 3. of the tutorial - - Inside of a duplicate (got it with 'Open local copy') of arl220ar_castle_main_floor I placed a chest into the right corner near to the chimney into room 1.- Afterwards I took a photo of the object inspector concerning the Location and there the position.-- I changed the three numbers of the position in the script behind the Vector.-- But I couldn't find the categorie 'rotation'. Therefore I let it be 0.0 (The tutorial says: "Note down the numbers in the Object Inspector, and get the first 3 numbers of Position, and the 4rth Number from Rotation. (only 1 number, the first) Rotation needs to be recalculated before entering it into the script. For positive angles do (180-angle). For negative angles do (-180-(-angle)).")http://www.nexusmods.com/dragonage/mods/4442/?I've suggested that you learn from B2B files before http://social.bioware.com/wiki/datoolset/index.php/Builder_to_builderI don't use that method, the B2B file for the method that I use is Mer_Location. It is easy to disable so that you don't have to see the numbers all of the time. It also provides 'rotation'. It is also the absolute EASIEST mod to start with because ALL it does is cause the coordinates to appear over the GW's head whenever there is an 'event'. Thank you for the links! And, yes, I remember you recommending using your mod for the coordinates to me, but I haven't been sure, whether I could and should mix up the methods. It seems to be possible.I can't comment on the method that you used. It will probably work. A ok C. The tutorial says: "Adding a placeable into an existing AreaM2DA Setup:AreaListName must not be "any". Chose a specific one. Copy the GDA into your modules override folder."a) So where do I integrate the AreaListName?I'm guessing you mean "where do I get the AreaListName" The area name is in areadata.xlsIf it uses an arealist instead of an area, it can be seen in the .are file - arl220ar_castle_main_floor - in the object inspector. - Thank you very much for that information. - Actually, I didn't mean how to get the name. However that's an valuable information for me, too. - Now I found it into the object inspector (section 'General'): 'arl02al_redcliffe_ castle' as 'AreaList'. - I still have got my question, where do I use that AreaListName? Into a script? If so, which script? b) "The" GDA - which GDA is meant, where do I get it?I already answered this since it was the first steps of the tutorial. I guess you mean the links above? I will read it. Am I at least on the right track?You appear to be on the right track, but I don't know that it will work. That's great! I am glad about it. Thank you so much for encouraging me in it! Link to comment Share on other sites More sharing options...
mcgoy Posted April 24, 2016 Share Posted April 24, 2016 I shortened the conversation to removed topics that were already covered. You 'exported without dependent resources', correct?No. Actually, at this point I didn't export nothing, either the chest itself or the items in it, because I wanted to ask you before. - Oh, I am sorry. I thought it would be the fitting script, because the main title of the source site is: "PRCSCR Script Templates" and the section has got the title: "Adding a placeable into an existing Area" and the script itself has got the title: "Script: (As taken from the Storage Chest mod a kind Bioware employee made)".- Do I need a special script for the modul itself? - Thank you very much for that information. - Actually, I didn't mean how to get the name. However that's an valuable information for me, too. - Now I found it into the object inspector (section 'General'): 'arl02al_redcliffe_ castle' as 'AreaList'. - I still have got my question, where do I use that AreaListName? Into a script? If so, which script?You need to read to find out what a PRCSCR file is and how to make/use gda files. A PRCSCR file is actually a name/type of gda file. You need to learn about gda files and then you will be able to answer that question. Basically everything is about learning about PRCSCR/gda files. Link to comment Share on other sites More sharing options...
rosvitacousland Posted April 29, 2016 Author Share Posted April 29, 2016 (edited) Thank you for the hints! I had been already learning about PRCSCR (before requesting here ). Now I am reading about GDA. Edited April 29, 2016 by rosvitacousland Link to comment Share on other sites More sharing options...
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