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stranger
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OP
stranger
Joined: Jul 2014
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So we've managed to mod the game to support 4 playable characters, but that doesn't change the fact that the character creation menu only supports the creation of 2 characters.
The other 2 players are forced to play the companions you later find in the game.
Is there any way to edit to the character creation screen to support 4 players? This would be ideal as all 4 players could start from the beginning of the game.
Would something like this be possible in the provided Larian editor? Or would we need to edit the game files outside of the editor?
You can probably tell by now that I have little idea of what I am talking about. However, until someone 1) makes the mod, 2) tells me how to make the mod, or 3) tells me its too hard for my peebrain, I'm going to try to figure it out.
Help MUCH appreciated.
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journeyman
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journeyman
Joined: Jul 2014
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I don't have much to say that would help you, but I've been working on figuring out the same thing.
I feel like this should be possible within the editor. I began by opening CharacterCreation level of the "Main" and trying to figure out what entity was generating character creation. A few things I think may be necessary, for one, adding StartPoint triggers for characters 3 and 4 will be necessary.
The roadblock I've hit is trying to figure out what entity generates the menus and the ability of these menus to change the player models shown on the screen. I feel like this stuff might be related to the "FON_CharacterCreation_A_***" items. If you open up the items list you'll see these entities positioned slightly below the level where the player models are standing. I've tried deleting all these and really everything around where the character models are standing to see if I could break character creation, as that would let me know what controls it. At this time however even with all this stuff deleted the character creation screen works.
If someone else figures out a clue or has any idea what controls this, I'd love to hear it.
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stranger
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OP
stranger
Joined: Jul 2014
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Ok. something I just found to be useful for what item ("FON_CharacterCreation_A_***, etc..).
In the editor you can right click the item and try to "open for edit". This gives me an error, but it does tell me the source for the item, so i can go into the unpacked files and find the lsb files im messing with. hopefully there i can find out which item controls what part of character creation.
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stranger
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OP
stranger
Joined: Jul 2014
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It seems that all those items you are talking about seem to correlate to one .lsb file:
items-LS2011_JOACHIM
located in Data/Mods/Main/Levels/CharacterCreation/Items
after opening this .lsb file, I can see that this file contains ever item found in the Character Creation level. The other two item files , Axel and Thierry contain "template"
Since the Joachim file contains all the items found in the level, Im wonding if the Axel and Thierry items have something to do with spawning the character. If this is the case, we would need to create 2 more of these items which contain this template. I have no idea how to do that, or even if I'm right at all.
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stranger
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stranger
Joined: Jul 2014
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I'm very interested in this. I just want to make 4 characters from scratch for my party for solo play. Or maybe 5 characters....
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addict
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addict
Joined: Apr 2013
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Theoretically, you'd duplicate the two main characters (maybe change their alignment to Hero3/Hero4, not sure if its important), duplicate the player start triggers (the blue T letters) under them and change the player numbers to 3 and 4 (original ones have 1 and 2).
However I think the character creation screen doesn't support 3+ players ATM
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stranger
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OP
stranger
Joined: Jul 2014
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Theoretically, you'd duplicate the two main characters (maybe change their alignment to Hero3/Hero4, not sure if its important), duplicate the player start triggers (the blue T letters) under them and change the player numbers to 3 and 4 (original ones have 1 and 2).
However I think the character creation screen doesn't support 3+ players ATM I was thinking about just doing just that, however I didn't know if there was any other items in that level that I would need to duplicate. Also, is there any way to change the character creation screen? Or maybe just change the script to run the character creation screen twice? If so, where would you go to change that?
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stranger
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OP
stranger
Joined: Jul 2014
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Ok, so following Norbyte's suggestion, I looked for and found the starpoints in the game files. For anyone curious, the starpoints for character spawning are locacted in
Data/Mods/Main/Levels/CharacterCreation/Triggers/triggers-BAS-PC2014
In this LSB file, there are two game objects named Starpoint_1 and Starpoint_2 respectively.
These correspond to player 0 and player 1.
So I promptly copied Starpoint_1 and changed all the corresponding numbers to 3 and 4 (or 2 and 3) respectively. I then tried loading my game only to have the game lock me out of starting a new game saying the main mod is corrupt and multiplayer is unplayable.
Issues with the new GameObjects I've created include:
1) both starpoint_1 and starpoint_2 have unique MapKeys that I don't know how to recreate for Starpoint_3 and _4.
2) Any positions or rotations i set in the gameobjects subnodes are not saved and always revert back to 0,0,0 no matter what I try.
This being said, it's at least progress. I found the spawners in the game files. Any ideas/help?
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stranger
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OP
stranger
Joined: Jul 2014
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I've also recently found the corresponding hero player model used in the character creation instance in the game files.
/Data/Mods/Main/Globals/Cyseal/Characters/players
this .LSB file contained 2 gameobjects named Scarlett and Roderick respectively.
I have since copied both Scarlett and Roderick and made Cassandra and Jimmy. I made them hero_player3 and _4 respectively.
Still caught up on the same MapKey issue though.
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addict
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addict
Joined: Apr 2013
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I believe you're overcomplicating this a little  Just open the CharacterCreation map in the editor, it'll load all the .lsb files you're editing by hand currently, and place the characters and triggers that the game needs, save the changes and it'll save the diff in your mod. The MapKey-s are the object ID-s (GUIDs) used by the game; the only requirement is that they should be globally unique (duh). If you REALLY want to do this the hard way, then use this to generate some: http://www.guidgenerator.com/
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stranger
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OP
stranger
Joined: Jul 2014
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I would love to do that, however everytime i spawn in 2 more startpoints and try to save, the engine says that I cannot save the changes and I don't have developer rights..
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apprentice
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apprentice
Joined: Apr 2014
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I've gotten 4 characters on the character creation and they transfer over to cyseal on their own. However, I've had no luck getting the 2 menus showing up and those characters showed up naked. Additionally(and amusingly) I can walk around character creation with them. I only tried this very briefly but managed to get that working. Is there anything in the game that allows you to reset/adjust your character stats? If so I have a ghetto method idea for doing this. Just do this and then when in-game have that item to adjust character stats, and then the item (mirror) that let's you adjust your characters appearance. I know the mirror for appearance exists but not the other item. Either that or I'd have to figure out how to freeze the two characters and add 2 more menus for customizing and make sure they are linked to those characters. As of for the error with saving, I don't recall exactly so this may be wrong. However, I think I extracted the files and placed the main mods files into my mod folder and this allowed me to save, but I could be wrong. Either that or have the files available in the main mod folder. Not having that stuff extracted is a nightmare. Screenshot for fun:P ![[Linked Image]](http://www.blazemods.com/Screenshots/2014-07-03_00001.jpg)
Last edited by BlazeDragoon; 05/07/14 09:17 AM.
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stranger
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stranger
Joined: Jun 2014
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keep up the exellent work!
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stranger
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OP
stranger
Joined: Jul 2014
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Oh nice Blaze! I may be able to help. If you don't mind me asking, what exactly did you duplicate in the character creation level to get the character to appear and count as players? Was it only the startpoints and character models? If so, I think we definitely need to duplicate a couple more things in the character creation level.
Did you duplicate the Camera_Creation triggers? I believe those triggers are what hold the characters in place. As far as the menus, I'm wondering if we need to duplicate the decals that appear next to the characters, DCL_Caustics_A.
Also if you want to preview how something will look when you run character creation, right click the Camera_Creation_Main trigger found in the level and click "activate".
As far as the items go, I can't help in any way there because I haven't delved into anything to do with items yet, however, I've re-extracted everything and will try to get past my saving issue to help you out any way I can.
Let me know if you have any other breakthroughs and I'll do the same.
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apprentice
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apprentice
Joined: Jul 2014
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Ok, I sort of got this working, although it's a long way from a perfect world where you just get two more customize menus in character creation.
There's a respec trainer in the Homestead and my first thought was just to move him to the starting beach, but this doesn't work for two reasons. 1) All his triggers and scripts break 2) Since you haven't put the two extra player characters through character creation, they don't actually have the stat points/ability points/talent points to spend. They can't respec since they haven't specced in the first place.
So we need some way to hook those two extra characters we added into the character creation process. It turns out, we can do this by editing the Mods/(mod name)/Story/RawFiles/Goals/__Start.txt file.
The important line here is "CharacterAddToCharacterCreation(CHARACTER_Player1,0,1)". We want to duplicate that line for our two new characters, so go edit players.lsb to give them new names (I suggest Player3 and Player4) and then add "AND CharacterAddToCharacterCreation(CHARACTER_Player3,0,1) AND CharacterAddToCharacterCreation(CHARACTER_Player4,0,1)"
The game doesn't actually read from this file, so we have to go into the editor and boot up Story Editor (in fact, we could be doing this in the Story Editor). The Story Editor has a build button that will compile everything, and after we build our new script (make sure that there aren't any errors), we can start up the game and see that our two extra characters are no longer naked and have starting classes and appearances, although the UI still only lets us edit our two original characters.
But when the game starts, we see that they have equipment and stats allocated, just like they went through character creation normally.
Next, we need to find a way to respec them, so we go look at the respec trainer in the Homestead (his scripts are in HOM_Trainers). The relevant line turns out to be "CharacterAddToCharacterCreation(_Player,1,1)".
We want to trigger this as soon as we arrive on the beach, so we go to CYS_General, find the function that launches the starting movie (fortunately for us, it's the very first one!) and add "CharacterAddToCharacterCreation(CHARACTER_Player3,1,1)" right after InitStory().
This doesn't actually work because CharacterAddToCharacterCreation is a function with a return value, so we have to put it in the if statement, not the then statement, but if we go up a little and add "AND CharacterAddToCharacterCreation(CHARACTER_Player3,1,1)" to the IF portion of our function, we see that when we start the game, Player3 gets all her stat points back to reallocate.
I haven't tried dropping the mirror on the beach, but my suspicion is that is it won't work without a little fiddling (and possibly a lot). However it should be possible to work out.
EDIT: You lose all your starting skills when you do this, so it might be worthwhile to add some skillbooks to the characters starting equipment.
Last edited by roguelike; 06/07/14 08:43 AM.
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stranger
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stranger
Joined: Jul 2014
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This is pretty awesome so far. The only things technically completely missing if I've been reading right is sex/appearance. I'm honestly waiting on this mod now to really get into the game.
For starting skills maybe for those 2 characters start them with the books for the skills they already have?
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stranger
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stranger
Joined: Jul 2014
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Since I've never never messed with game script before and have absolutely no idea what I'm talking about, this might sound incredibly stupid to you guys... but I'd assume that there's some kind of identifying tag for each player connected to the server? Something that would query each client and come back as Player1, Player2.... etc. If this is true, couldn't the relevant script and files for character creation be duplicated, then just a basic if/then statement used to redirect players 3 and 4 to the duplicated character creation? Basically copy everything character creation related, then insert this : Query player number if 1/2=true load normal if 1/2=false load duplicate I'm sure it would be much more complicated than this (you'd probably have to search through each duplicate file and change every section of script for p1 to p3, and p2 to p4), but if it worked it would bypass the need to mess around with script from the respec trainer, would let players 3 and 4 choose their starting skills (wont break the economy by loading those players up with free spell books, most of which would be sold), and would also allow for aesthetic customisation and a more authentic feel in general with regards to character creation... Anyway thanks so much for all your hard work so far guys. I'm very interested in getting this idea working, no matter how you manage to do it 
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journeyman
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journeyman
Joined: Aug 2014
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I know this has been around for a while but great work guys. Instead of giving the player all skill books you could give him gold to buy skill books and place a vendor at the starting point. That way they aren't OP or rich. The existence of the vendor could be incorporated into the story.
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journeyman
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journeyman
Joined: Aug 2014
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Also you could change the sex and appearance by activating a new playable character via dialogue. Provide an option for male and another for female. The old playable character is removed and control is assigned to the new. Yes the look would be random but it's better than nothing.
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Moderated by Bvs, ForkTong, gbnf, Issh, Kurnster, Larian_QA, LarSeb, Lar_q, Lynn, Monodon, Raze, Stephen_Larian
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