Re: Official Modding Documentation
[Re: ForkTong]
#559371
02/12/14 12:40 AM
02/12/14 12:40 AM
|
Joined: Dec 2014
Posts: 3
AndyPandy
stranger
|
stranger
Joined: Dec 2014
Posts: 3
|
Hi,
i noticed that DOS seems to load all "Stat" files of all mods and the "main" values. It seems it than depends on how the values are internally handled, so the "TreasureTable.txt" seems to override a entry with the same name, going by the editor log warnings.
The problem is that ItemCombos.txt or other files are always just added, so it is not possible to remove or modify a given combination, just add a new or extra one.
So as example i was trying to add extra boosts for weapons to earlier requirements like BR 3-4. What happens is that while my new entires become available, the old versions are also still active. So as example i'm unable to remove old crafted boosts from the tables and replace them completely with new values.
Is there some way to control what tables are overridden by name and which are added? A list per excel file would be nice, so we understand what original values will always be active and which can be completely changed.
I would also like to have more control over what tables are added to existing ones and which should completely replace old tables.
As example, its a real pain to try mod item combos if you cant actually fully replace the original tables via mod.
Thx Andy
PS: A quick hack would be to use a special named "Stats Override" folder which controls that any stat files in this folder will completely replace the tables, instead of adding to existing entries.
Last edited by AndyPandy; 02/12/14 12:42 AM.
|
|
|
Re: Official Modding Documentation
[Re: ForkTong]
#559372
02/12/14 02:25 AM
02/12/14 02:25 AM
|
Joined: Dec 2014
Posts: 3
AndyPandy
stranger
|
stranger
Joined: Dec 2014
Posts: 3
|
I also just noticed that the numerical "Requirements" from the weapon.txt are ignored for crafted weapons? Can someone explain how and where the "Requirements" values are calculated and if the scaling can be changed somehow?
I tried to add more variety to crafted weapons, so you can have lower quality weapons with low requirements and higher quality weapons with higher req., but without the information where the crafted scaling is coming from and how to change it, this is simply not possible.
I know that the "AutoLevel" value in the itemcombos is what causes the crafted weapon to "level" to your HL, while all other weapons are 1:1 lookups via "Act" level from the item tables. So theoretically i could change crafted tables to use this 1:1 relation too and steer requirements, but thats a huge pain in the a..! Thats because i would need HL1-20 entries and duplicate those for CR/BR 1-5 levels, which would become a huge mess to maintain.
From what i can see the only reason this is done for none crafted weapons is to be able to use different roottemplates, which are basically just different mesh's and icons.
What i was expecting is that the "Strength 6" entry for crafted weapons is a 1-10 scale, that than gets "leveled" by the logic. Atm this value is completely ignored and all crafted weapons always end up with the exact same requirements, no matter if you enter "Strength 1" or "Strength 10", which makes it impossible to create any new weapons that differ from this auto formula.
Last edited by AndyPandy; 03/12/14 02:37 PM.
|
|
|
Re: Official Modding Documentation
[Re: ForkTong]
#576269
27/11/15 02:32 AM
27/11/15 02:32 AM
|
Joined: Nov 2015
Posts: 32
Ikul
apprentice
|
apprentice
Joined: Nov 2015
Posts: 32
|
Another problem with stuff from the official documentation. Might be the same reason. Registering and Unregistering triggers does nothing. With a sample trigger called SampleTrigger, I've got the following code to test the feature. IF
CharacterEnteredTrigger(_Player, TRIGGER_SampleTrigger)
THEN
TriggerUnregisterForCharacter(TRIGGER_SampleTrigger, _Player);
CharacterApplyStatus(_Player, "BURNING", 1.0, 1);
IF
CharacterLeftTrigger(_Player, TRIGGER_GR_SampleTrigger)
THEN
CharacterApplyStatus(_Player, "PETRIFIED", 15.0, 10); As you see, if a character enters the area, the trigger should get unregistered for them, causing the LeftTrigger event to be fired, so they first turn to stone and then burst into flames. That's what the official documentation says, anyway. It doesn't. People get properly petrified if they walk out of it, but if they walk in, the unregistering does not cause the second part to activate. Repeated walking into the trigger by the same character also causes them to combust repeatedly, unregistering notwithstanding.
Last edited by Ikul; 27/11/15 02:35 AM.
|
|
|
Re: Official Modding Documentation
[Re: ForkTong]
#576298
28/11/15 12:53 AM
28/11/15 12:53 AM
|
Joined: Nov 2015
Posts: 32
Ikul
apprentice
|
apprentice
Joined: Nov 2015
Posts: 32
|
The "useful Osiris systems" document describes the registering stuff.
The point of the code was simply to test Register and Unregister functionality, not for the time difference, with the status applications just to indicate various pieces of the code had fired correctly. Your snippet is probably better if I really wanted someone to be burned and petrified.
Anyway, meanwhile I resolved my original problem, thanks. EDIT: Actually no I didn't. If I use my original code, with RegisterForPlayers in the Init, then the petrification and burning effects fire every time the character enters the trigger. Unless I misunderstand something, after it has been unregistered once, that character's entering the trigger should cause no event to fire whatsoever, so that the character should get put on fire and petrified exactly once, upon entering the trigger.
When testing, did you use an EventTrigger or a BoxTrigger?
Last edited by Ikul; 28/11/15 01:04 AM.
|
|
|
Re: Official Modding Documentation
[Re: ForkTong]
#576434
30/11/15 10:53 PM
30/11/15 10:53 PM
|
Joined: Nov 2015
Posts: 32
Ikul
apprentice
|
apprentice
Joined: Nov 2015
Posts: 32
|
One more thing I should probably have addressed before: the dialog file states, "Before you start creating your speakers and voices, make sure you have the speaker file (\LSProjects\EyesOfAChild\Data\Mods\Main\Story\Voice\Speakers.lsb) checked out. You can do this by pressing the 1 button."
If I press the 1 button, I get a "Fileaccess: Could not open filename" error. Any ideas why?
Also where is this CharmIntimidate.template anyway?
Last edited by Ikul; 30/11/15 11:05 PM.
|
|
|
Moderated by Bvs, Devin at Larian, Dom_Larian, Elwyn, ForkTong, gbnf, Issh, Kurnster, Larian_QA, LarSeb, Lar_q, Lynn, Monodon, Raze, Stauff1138, Stephen_Larian, vometia
|
|