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I've noticed that a lot of the time when I'm working with a level, particularly prebuilt ones like Fort Joy or The Sandbox, when I go to edit a character, they teleport into the middle of nowhere. If it's the player character spawned by the start point, the level is rendered unplayable. Is there a way to prevent or fix this beyond trying to use the move tool to drag them back?

Also, I've noticed that some people spawn a bearded dummy character with the start point, but mine always spawn one of the origin characters. Is there a way to control who gets spawned at a start point?

Thank you!

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Originally Posted by like100bears

Also, I've noticed that some people spawn a bearded dummy character with the start point, but mine always spawn one of the origin characters. Is there a way to control who gets spawned at a start point?


I'm currently in the process of trying to find out more about this topic as well but I believe you are encountering this because when you created a new project, you selected "Load Data From Story". This appears to load up the scripts for spawning those characters. Without loading the data from the story, the engine will create a Dummy character for each player.

I'm still trying to figure out where the scripts are that spawn and assign the dummy character (with the intent of changing the character that gets assigned).


Edit: I've been able to have some success in modifying the party, thought I'd share here. I create a new goal in the script editor
Code
IF
GameEventSet("GAMEEVENT_GameStarted")
THEN
CharacterAddToParty(CHARACTERGUID_Animals_Dog_B_000_d0718df4-06ac-4724-8e78-e9851b8e465e, CHARACTERGUID_S_GLO_CharacterCreationDummy_001_da072fe7-fdd5-42ae-9139-8bd4b9fca406);
CharacterMakePlayer(CHARACTERGUID_Animals_Dog_B_000_d0718df4-06ac-4724-8e78-e9851b8e465e);
CharacterRemoveFromParty(CHARACTERGUID_S_GLO_CharacterCreationDummy_001_da072fe7-fdd5-42ae-9139-8bd4b9fca406);
CharacterMakeNPC(CHARACTERGUID_S_GLO_CharacterCreationDummy_001_da072fe7-fdd5-42ae-9139-8bd4b9fca406);



When the game starts, this will fire. First it adds a dog to the same party as the dummy character. Then it converts the dog into a player. Then it removes the dummy from the party and makes the dummy an NPC.

This process still leaves the dummy in the level, I haven't found a way to remove him yet but this is a crude way to customize what character your player starts with.

I would much rather find the script that spawns the dummy and assigns the player but .. this is a trial/error process.

Last edited by Chumble; 27/09/17 06:59 PM.
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Location: Belgium, Ghent
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Hey guys,

@like100bears You can teleport your player characters with the 'T' shortcut. If they spawn at an unusable 0,0 location outside of the level, just press T somewhere in the level to bring them there

@both The bearded dummy is part of the Character Creation level and is used to apply the user's settings too. When loading Story data, the scripting overrides this character with a random origin character for testing in the editor. When not loading any data, you just get the dummy. It is partially just there as a test character in editor and will not be present in the actual game. The scripts for this are:
- GLO_CharacterCreation in Shared
- Fortjoy_CharacterCreation in Origins
- GM_CharacterCreation in GM


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Thank you! The T shortcut is very helpful.

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Is there anyway to get the bearded dummy when I select story, either default load or switch to him after the level loads?

Because when I try and edit the origin character from the editors right click menu it disappears from the game world, so when I try and run the level I have no character. Also the editor crashes if I try and delete it.


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