Add A New Class Tutorial

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Revision as of 08:55, 27 November 2009 by Stuntpope (Talk | contribs) (Convert the files from 2DA to GDA)

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New class starter kit

This kit has all the .xls spreadsheets you need to add a new class.

These have been pre-programmed to follow the tutorial I wrote so you can see how it is done. It also contains the converter and the GDA as well.

You still need to edit the scripts in the toolkit and add the UTC model.

YOU STILL NEED TO ADD THESE GDA TO YOUR MODULE

look in name/mydocuments/bioware/dragonage/addins/modulename

Put these GDA files in: name/mydocuments/bioware/dragonage/addins/modulename/core/override directory

http://www.damods.com/forums/index.php?action=downloads;sa=view;down=131


Step 1: Editing the 2das

You will need to edit the following 2DA's.

open up 2da_base.xls

Add the following to the end of M2DA_base TAB

ID above 100000 ALShaman_default ALShaman_default

Now SAVE your file


Open up guitypes.xls

At bottom of list paste this:

ID Label StringId Ability ProgressBar CombatTraining SpecialGraphic TintColor Orphanage Flags BlendTree 500 Class: Shaman 8000000 5000 0 0 1 0x9B0F00 0 0 ****

Now SAVE your file


Open up CLA_base.xls

Paste this AFTER line 3: (Move all down 1)

4 Shaman 8000000 8000001 **** 8000002 8000003 classico_spirithealer CLASS_Shaman 2 95 1 100 5 2 2 2 2 2 0 0 0 55 50 1 5 1 3 0.3 4035 **** 1 Shaman ****

Now SAVE your file


Open up background.xls

On backgrounds tab: You need to insert a section between mage and skill 1, see screenshot

File:Http://www.damods.com/images/tuts/background.jpg

[img width=750 height=135]http://www.damods.com/images/tuts/background.jpg[/img]

On background_defaults there are several section you need to note here regarding the screenshot:

[img width=750 height=274]http://www.damods.com/images/tuts/bgdef.jpg[/img]

How the ID's work, 1 = dwarf, 4 = shaman, 5 = noble, the rest of the pattern is easy.

On lines 12,15,17,19 you need to add these in. What I recommend is just coping these lines

10 ==> 12
13 ==> 15
16 ==> 17
18 ==> 19

The template string is the deault_shaman.utc you will need to create in the toolset later on for these to have a base model The Ability is the starting ability tied to this class, in my case it just references a different one then what you will have

On chargen_preload there are several section you need to note here regarding the screenshot:

[img width=281 height=374]http://www.damods.com/images/tuts/chardef.jpg[/img]

These ID's must match what is on the background_defaults otherwise the game WILL crash.

Now SAVE your file

open up abi_base.xls

in the ABI_Base tab add the following to the bottom of the list

There are several columns that very are important

abilitytype - define what type of ability. melee, spell, skill etc..---> links with abilitytype.xls

prereqability - defines what is needed to have this ability. To add a new class these need to be changed on existing classes.

guitypes - referenced what class this links too ---> links with guitypes.xls


AFTER LINE 119 ==> 4034 HIDDEN_DOG insert a new row and put in the following

5000	HIDDEN_SHAMAN	0	0	380405	330716	hidden			2	0	0	0	0	0	0	0	1	0	0	12	0	0	0	0	3		1.5			0		0	0	0	0	0	0	0	0	0	0		0	0	0	1	7	0	2	33	0	0	0	0


Add the bottom paste these


300000	HEROIC_OFFENSE2	380003	379523	367458	379231	spl_ico_heroic_offense	2	1	0	0	0	20	0	5000	0	0	0	500	3	0	3	1	4	spell_singletarget.ncs	5	90215		244	247	0	0	2	0	0	0	0	0		0	90109	128	1	7	0	2	33	0	0	0	0
300001	HEROIC_AURA2	380000	379520	367458	379214	spl_ico_heroic_aura	2	1	0	0	0	30	0	300000	0	4	15	500	3	0	3	1	4	spell_singletarget.ncs	5	90213		244	247	0	0	0	0	0	0	0	0		0	90110	128	1	7	0	2	33	0	0	0	0
300002	HEROIC_DEFENSE2	380001	379521	367458	379256	spl_ico_heroic_defense	2	1	0	0	0	40	0	300001	0	4	20	500	3	0	3	1	4	spell_singletarget.ncs	10	90214		244	247	0	0	2	0	0	0	0	0		0	90111	128	1	7	0	2	33	0	0	0	0
300003	HASTE2		380005	379525	398957	379229	spl_ico_agility		2	0	0	0	0	0	60	300002	0	4	30	500	1	1	18	1	2	spell_modal.ncs	30		90216		244	247	0	0	2	0	0	0	0	0		0	90112	192	1	7	0	2	33	0	0	0	10

NOW HERE IS THE TRICKY PART, MAKE SURE YOU DO THIS RIGHT OR KISS YOUR MODULE GOODBYE

HIGHLIGHT LINE 3 ALL THE WAY DOWN TO 558 (BOTTOM OF THE WORKSHEET)

NOW GOTO DATA --> SORT BY COLUMN S (guitypes) Now they should all be sorted by guitype

Now we need to seperate the mage spells from our new shaman spells.

For guitype spells 1-4, you need to look at the prereqability section for these spells, for those that have 0, replace with 4023 This will make these appear only on the mage from now on. (Which means we need to make seperate skills for our new class) Ok this will now prevent duplicate of skills

HIGHLIGHT LINE 3 ALL THE WAY DOWN TO 558 (BOTTOM OF THE WORKSHEET)

NOW GOTO DATA --> SORT BY COLUMN A (ID) Now we are back to normal


Now goto passive_abilities

Paste the following at the bottom of the list

9000	HIDDEN_SHAMAN	1	2	4	2	6	1		str +2,mag +2,con +1

Now SAVE your file :)


open up ALShaman_default.xls

Should look like this

[img width=750 height=394]http://www.damods.com/images/tuts/alshaman.jpg[/img]

Step 2: Converting the files from 2DA to GDA

Create a directory called 2DA on C:, inside that dir create one called override.

In your C:\2da put the following:

2da_base.xls
abi_base.xls
background.xls
cla_base.xls
guitypes.xls
ALShaman_default.xls

Also: ExcelProcessor.exe from the tool converter in your toolset section.

Next you need to make a batch file to run to convert these. Simply open notepad, copy and paste below and save as convert.bat

C:\2DA\ExcelProcessor.exe 2DA_base.xls -outdir=C:\2DA\override\
C:\2DA\ExcelProcessor.exe background.xls -outdir=C:\2DA\override\
C:\2DA\ExcelProcessor.exe CLA_base.xls -outdir=C:\2DA\override\
C:\2DA\ExcelProcessor.exe ALShaman_Default.xls -outdir=C:\2DA\override\
C:\2DA\ExcelProcessor.exe guitypes.xls -outdir=C:\2DA\override\
C:\2DA\ExcelProcessor.exe ABI_base.xls -outdir=C:\2DA\override\

NOTE: YOU MAY NEED TO "RUN AS ADMINISTRATOR" CONVERT.BAT IN VISTA / W7

VOILA YOU NOW HAVE YOUR GDA FILES FOR THE MODULE

Create a module

Now we begin editing inside the toolset

Create a new module, similiar to the picture below

[color=maroon][b]MAKE SURE YOUR STRING SETS GO FROM IN BETWEEN 8,000,000 - 8,300,000 IF IT GOES ABOVE THAT RANGE THE STRINGS WILL NOT WORK. BIOWARE HAS ALREADY POSTED ABOUT THIS SQL PROBLEM[/b][/color]

[img width=431 height=812]http://www.damods.com/images/tuts/module1.jpg[/img]

After making it go back to the module screen and select heirarchy and make sure single player is checked

[img width=295 height=365]http://www.damods.com/images/tuts/hier.jpg[/img]

Now that your module is created we need to add the appropriate GDA to the override section.

look in name/mydocuments/bioware/dragonage/addins/modulename

Put these GDA files in: name/mydocuments/bioware/dragonage/addins/modulename/core/override directory

Edit the scripts

You now need to edit some scripts.

Edit the 2da_constants_h file

find the 2da_constants_h file under Core scripts

right click on 2DA_CONSTANTS_H, select CHECK OUT

Go down to the following sections and edit it like below:

[img width=490 height=160]http://www.damods.com/images/tuts/constant.jpg[/img]

[img width=388 height=354]http://www.damods.com/images/tuts/constant2.jpg[/img]

Afterwards on top select SAVE then CHECK IN

Now at the top and click "EXPORT WITHOUT DEPENDENT RESOURCES"

Edit the gen00pt_class_race_gend file

under _Global ==> plot scripts find the gen00pt_class_race_gend file.

right click on gen00pt_class_race_gend, select CHECK OUT

Go down and you'll see the following and edit it like below:

[img width=618 height=338]http://www.damods.com/images/tuts/plot.jpg[/img]

Afterwards on top select SAVE then CHECK IN

Now at the top and click "EXPORT WITHOUT DEPENDENT RESOURCES"

Edit the sys_chargen_h file

Find the sys_chargen_h file under _Systems ==> _Includes

right click on sys_chargen_h, select CHECK OUT

Go down to the starting skills section and edit it like below:

[img width=448 height=329]http://www.damods.com/images/tuts/syschar1.jpg[/img]

Next goto starting ability

[img width=556 height=409]http://www.damods.com/images/tuts/syschar2.jpg[/img]

Next goto "// Undo Class and Race selection"

[img width=750 height=395]http://www.damods.com/images/tuts/syschar5.jpg[/img]

Next goto "// enabling proper tactics presets"

[img width=750 height=314]http://www.damods.com/images/tuts/syschar6.jpg[/img]

Afterwards on top select SAVE then CHECK IN

Now at the top and click "EXPORT WITHOUT DEPENDENT RESOURCES"

Edit the sys_rewards_h file

Find the sys_rewards_h file under _Systems ==> _Includes

right click on sys_rewards_h, select CHECK OUT

Go down to the following section and edit it like below:

[img width=416 height=253]http://www.damods.com/images/tuts/rewards.jpg[/img]

Afterwards on top select SAVE then CHECK IN

Now at the top and click "EXPORT WITHOUT DEPENDENT RESOURCES"


Edit the sys_chargen file

Find the sys_chargen ==> under _Systems

right click on sys_chargen, select CHECK OUT

Change this line:

const int MAX_CLASS_INDEX = 4; // Last index of available base classes in cla_base.

Go down to the special handling section and edit it like below:

[img width=750 height=288]http://www.damods.com/images/tuts/syschar3.jpg[/img]

next go down to the tactics sections and add the following:

[img width=542 height=247]http://www.damods.com/images/tuts/syschar4.jpg[/img]

Afterwards on top select SAVE then CHECK IN

Now at the top and click "EXPORT WITHOUT DEPENDENT RESOURCES"


Create the UTC TEMPLATE FILE

Back in the toolset we need to do the following:

Click on the "creature tab" (red head icon)

Right click on default_mage ==> duplicate Do like the following:

[img width=377 height=215]http://www.damods.com/images/tuts/dfs1.jpg[/img]

Now we need to edit the values and give them some armor and weapons, like so:

Class: Shaman (from dropdown) Name: Default Male Shaman

[img width=750 height=570]http://www.damods.com/images/tuts/dfs2.jpg[/img]

Now at the top and click SAVE ==> CHECK IN

Now at the top and click "EXPORT WITHOUT DEPENDENT RESOURCES"

Using the string editor

Start the String editor and right click and insert.

You will be setting up like this

Table = module talk base
Owner = module name
TYPE = GUI
8000000 - Shaman
8000001 - Shamans
8000002 - Shamans commune with spirits to get thier other worldly powers.
8000004 - Shaman
8000005 - Shaman Male Name
8000006 - Shaman Female Name

When all is said close string editor

Putting it all together

Up on top ON THE EXPORT TAB

"EXPORT WITHOUT DEPENDENT RESOURCES"

"GENERATE MODULE XML"

"GENERATE MANIFEST XML"

"EXPORT TALK TABLE"


Clean up

DON'T SKIP THIS PART

goto name/mydocuments/bioware/dragonage/packages/core/override/toolset

COPY THE FOLLOWING FILES OVER TO YOUR

name/mydocuments/bioware/dragonage/addins/modulename/core/override/toolset

2da_constant_h.nss
gen00pt_class_race_gend.nss
sys_chargen_h.nss
sys_rewards_h.nss
sys_chargen.nss
sys_chargen.ncs

Delete the rest in the name/mydocuments/bioware/dragonage/packages/core/override/toolset

Try it out

Start up your game (It may take a min) and start a new game.

  • WARNING* IF ANYTHING HAS GONE WRONG HERE YOUR GAME WILL BE SEVERELY DAMAGED

Select MALE ==> HUMAN ==> SHAMAN ==> MAGI

YOU SHOULD SEE YOUR NEW CHARACTER

IF SOMETHING HAPPENED QUIT AND DOUBLE CHECK YOUR STEPS

Make sure you did not miss ANY ";" or "{ }" as a single one of these missed can destroy the game.

TOUBLESHOOTING

MY SPELLS ARE NOT SHOWING UP IN THE CREATION SCREEN, HELP!!

  • You may not have sort your ability file back to ID. It has to be sorted by ID in order to show up.
  • You may not have assigned the new abilities to your new class "5000" in the prereqability column

MY MODEL IS NOT SHOWING UP WHEN I GOTO MALE ==> HUMAN ==> SHAMAN ==> MAGI

  • It is very likely you did not EXPORT your default_shaman.utc model
  • Double check the background file to make sure you are using default_shaman.utc for the template
  • Try rebooting your computer.