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Joined: Apr 2015
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stranger
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stranger
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Joined: Apr 2015
Hi there,

I'm trying to make changes to DefaultCharacter.charscript, mostly to learn how the system works and try some tweaks. I want to modify a pre-existing script because, in the end, I would like every character in the game to have the new functionality.

I've attempted to "check out" the Shared::DefaultCharacter script resource, which prompts me to clone it in my project. I created a new script also called "DefaultCharacter" in my project, copied from Shared, and linked it to the new script resource.

When the game clones an inherited resource, the text box says that the new, modified version of the script will be used rather than the inherited version, but this doesn't appear to be true. In the script editor, it appears that all characters are using the old DefaultCharacter, without my changes.

[Linked Image]

I added an external var to the list so it would be obvious if it was mine in the script addition tool.

[Linked Image]

If I name the script something else, I can add it separately to a char and it works as intended.

[Linked Image]

I've reloaded, closed and reopened the editor several times, nothing changed.

Is it possible to successfully override a core script? Will I need to add a differently named override script to all the characters in the game?

Joined: Sep 2017
Location: Brazil
journeyman
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journeyman
Joined: Sep 2017
Location: Brazil
I've been having the same problem.

I use "Open For Edit" on a resource, copy it into my mod's package and link it to a script. Even so, the original resource isn't marked as innactive and the script can't be built (it says it isn't linked to any resource). Futhermore, when I reload the project, the copied resource is gone...

I also want to know if there is a way to replace the core scripts, because all I wanted to do was include one charScript to Base or DefaultCharacter so all characters would have my script attached to them.

Joined: Sep 2017
Location: Brazil
journeyman
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journeyman
Joined: Sep 2017
Location: Brazil
I'm not sure about you, but the latest editor and game patch (patch 6) made this problem go away. Now, when I click on Open For Edit, everything goes as expected.

Joined: Apr 2015
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stranger
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stranger
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Joined: Apr 2015
That's really good news Zerd! I was happy to see a bunch of Editor changes in the latest patch, good to know they're fixing some serious issues there as well.

For the record, I got the functionality I wanted by attaching a new GameScript to the module which responds to events instead of making a new behavior on DefaultCharacter, so I got around the problem that way.

It's good to know that my initial approach might work in the future though!


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