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#635245 02/11/17 04:10 PM
Joined: Oct 2017
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Kolt16 Offline OP
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So I have a question, and don't really now where else to ask it, couldn't find anything on this subject specifically.

How can I access a new adventure I made, from the game. Or is there a tutorial somewhere I missed? (I watched pretty much all I could find..)

To be more specific, sure I can publish it locally, move it to mods, I see it in the mod menu under adventures, but it doesn't show up on new story..

Steps I have done:
[spoiler]
-Project is set to standalone adventure, story.
-There is a map, a region, starting points, ai grid generated.
-Minimap and thumbnail generated.
-In the project settings I have specified the starting map
-Also tried specifying the others, although looking at Noisy Crypt that's not necessary.
-Tried to use Noisy Crypts scripting changes in Fort_Joy_Character_Creation with values pointing to my start map, region, and trigger.
[/spoiler]

I even tried hijacking The Noisy Crypt (that's the only showcase of a complete adventre I could find with source access) But as I add my map, change references, republish locally, it doesn't show up anymore either.

Now I'm a long way from finishing this, but I'd like to have the ability to play test in game, and also I'm curious what are the necessities for it to show up, have character creation active etc..

I'm also curious about the scripting basics for the startup phase. I'm not a programmer, I intend to learn handling Osiris so I can make what I have in mind, but I'd like to keep it as simple as possible, and avoid having the Origins campaign as a source for the project. It's content is way too cluttered and complicated for me to see through, and shape to my adventure.

I hope someone with more experience can help me with this, or maybe point me to a tutorial on the subject. Could be useful to others as well, who intend to make single player campaigns, not juts GM stuff. (I'm really hoping lots of people will, this engine is the best I have seen since the old nwn 1, nwn 2 days..)
Thanks in advance.

Kolt16 #635248 02/11/17 04:20 PM
Joined: Dec 2013
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Actually, at this point, Noisy Crypt would not be a good point of reference for a new, standalone campaign. It was created at a time when I was essentially forced to have a dependency on Origins, so any campaign trying to follow its example for character creation would also need to have a dependency on Origins.

Have you tried going through the character creation tutorial for Implementing a Basic Quest? It explains how to use the more generic character creation template on the wiki and modifying the values in the INIT section to match your own campaign.

Last edited by Windemere; 02/11/17 04:20 PM.

DOS2 Mods: Happily Emmie After and The Noisy Crypt

Steam Workshop
Nexus Mods
Kolt16 #635254 02/11/17 04:57 PM
Joined: Oct 2017
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Kolt16 Offline OP
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Oh nice thx! I'll look this through.

I have seen a basic quest/journal tutorial, but this one seems to go through a lot more stuff.


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