Difference between revisions of "Adding custom items to custom modules tutorial"

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This guide will show you the easiest way to create a custom item and how to get it in singleplayer. This will use a cheat console command runscript zz_giveitem
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This guide will show you the easiest way to create a custom item and add it to your inventory by using a console command '''runscript aa_give_item'''.
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There are people who say that using the default 'singleplayer' module is a source for future problems so we'll be using our own module.
  
 
== Things needed ==
 
== Things needed ==
1. Dragon age origins game
 
2. Dragon age origins toolset
 
3. able to follow instructions
 
  
== Creating item ==
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:1. Dragon age origins game.
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:2. Access to the console in-game ([http://dragonage.wikia.com/wiki/Console Instructions on accessing console]).
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:3. Dragon age origins Toolset.
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:4. Ability to follow instructions.
  
1. Open the toolset and click on Tools -> Manage Modules
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== Creating a new module ==
2. Select Singleplayer and hit ok.
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3. On the palette window select items
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{{TutorialRef|Module|Module#Creating a new module}}
4. Choose an item under global
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:1. Open the toolset and click on '''File -> Manage Modules'''.
5. Right click on the item and select duplicate
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:2. Click '''New'''.
6. A window will popup, ignore all fields exept resource name.
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:3. Enter 'my_module' in ''Name'' and ''UID'' fields, ignore the rest. Click '''OK'''.
7. name the item what you want in resource name. No spaces.
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:4. Double-click 'my_module' that was added to the list.
can have underscore _
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8. In the main window you will see your item, modify it how you want it. This part is easy so I won't go over item properties.
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== Creating an item ==
9.Once finished click Tools -> save
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10.look above it it should say whatever.uti.
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{{TutorialRef|Designer Resources#Creating new resources|Item|Module#Exporting a module}}
11.right click on that tab, and select check in.
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:1. On the palette window select items (the sword icon).
12.right click on it again and select export -> export with dep.
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:2. Choose an item under global.
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:3. Right click on the item and select '''Duplicate'''.
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:4. A window will popup, ignore all fields except resource name.
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:5. Name your item in the resource name field (only letters, numbers and '_').
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:6. In the main tab you will see your item, modify it to your liking. Editing the item's additional effects is in 'Item properties'.
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:7. Once finished: click '''Tools -> save'''.
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:8. look above at the tab's title, it should be '''custom_resource_name.uti''' (with your selected name).
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:9. Right click on it again and select '''Export -> Export without dependent resources'''.
  
 
== Creating a script to summon your item ==
 
== Creating a script to summon your item ==
  
1. Click on File -> new -> Script
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{{TutorialRef|Script}}
2. A window will popup, ignore all fields exept resource name.
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:1. Click on '''File -> new -> Script'''.
3. Name it what you want it such as zz_give_youritem then click
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:2. A window will popup, ignore all fields except resource name.
on ok.
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:3. Enter a custom name, '''aa_give_item''' (only letters, numbers and '_'), click Ok.
4. in the blank script window type this:(replace zz_youritemhere.uti with your item)
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:4. Copy the following to the blank script window:
<pre>
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<dascript>
 
void main()
 
void main()
 
{
 
{
 
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  CreateItemOnObject(R"Item file.uti", OBJECT_SELF, 1, "", TRUE);
            CreateItemOnObject(R"zz_youritemhere.uti", OBJECT_SELF, 1, "", TRUE);
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}
 
}
</pre>
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</dascript>
5. Click File -> save
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:5. Replace '''Item file.uti''' with your '''custom_resource_name.uti''' (the title on your item's tab).
6. Click Tools -> compile
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:6. Click '''File -> save''' (saving automatically compiles the script).
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Note: If you make more than one item you can duplicate the script line for each item with it's file name. No need for a script for every item.
  
 
== Last Steps ==
 
== Last Steps ==
On the script tab right click and select export -> full export
 
This will export everything to a folder. This will take several minutes.
 
Once this is complete do the following:
 
1. Goto the following folder: (or c:\users)
 
C:\Documents and Settings\username\My Documents\BioWare\Dragon Age\packages\core\override\toolsetexport
 
2. look for the 2 files you saved. a .uti file and a .ncs file should be called what you named it.
 
3. move the 2 files to the following folder:
 
C:\Documents and Settings\username\My Documents\BioWare\Dragon Age\modules\Single Player\override\toolsetexport
 
4. After 2 files moved delete everything in the folder on setep 1
 
5. load a saved game and enter the console command runscript zz_whatyoucalledyourscript
 
 
 
 
 
 
 
 
== How to setup the console ==
 
 
Make a shortcut to your desktop of "daorigins.exe" (Dragon Age/bin_ship/daorigins.exe) go to shortcut properties, and under Target add -enabledeveloperconsole (after ..daorigins.exe" )
 
 
This can be done on the Steam version by right clicking on the game in your Games List, choosing Properties, and clicking Set Launch Options. This allows you to enter command line option.
 
 
Then go into the keybindings.ini file located in "My Documents\BioWare\Dragon Age\Settings\" Find the line "OpenConsole_0=Keyboard::Button_X" (GRAVE is default, change X to any button that is not already used in the game.)
 
  
Save the file, and start the game with the shortcut you created on your desktop (daorigins.exe - shortcut)
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:1. Goto folder: <code>[My Documents]\BioWare\Dragon Age\AddIns\my_module\core\override\toolsetexport\</code>.
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:2. look for the '''custom_resource_name.uti''' file.
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:3. Goto folder: <code>[My Documents]\BioWare\Dragon Age\AddIns\my_module\module\override\toolsetexport\</code>.
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:4. look for two files named '''aa_give_item''', of types '''nss''' and '''ncs'''.
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:5. Move the '''uti''' and '''ncs''' to <code>[My Documents]\BioWare\Dragon Age\packages\core\override\</code>.
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:6. Delete the '''nss''' file.
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:7. Load a saved game and enter a console command '''runscript aa_give_item''' ([http://dragonage.wikia.com/wiki/Console Instructions on accessing console]).
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:8. Your custom item should be in your inventory.
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Note: You may find that [[PRCSCR]] is a better approach (depending on your requirements).
  
In-game, you press the key that you have chosen (Keyboard::Button_X) and then type the following codes: (Note, this has only been tested on the retail version, and not the Steam version. Also, you may not see the console, or what you are typing, this is normal.)
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[[Category:Tutorials]]

Latest revision as of 10:48, 30 April 2012

This guide will show you the easiest way to create a custom item and add it to your inventory by using a console command runscript aa_give_item.

There are people who say that using the default 'singleplayer' module is a source for future problems so we'll be using our own module.

Things needed

1. Dragon age origins game.
2. Access to the console in-game (Instructions on accessing console).
3. Dragon age origins Toolset.
4. Ability to follow instructions.

Creating a new module

Arrowblue.png - Module
- Module#Creating a new module
1. Open the toolset and click on File -> Manage Modules.
2. Click New.
3. Enter 'my_module' in Name and UID fields, ignore the rest. Click OK.
4. Double-click 'my_module' that was added to the list.

Creating an item

Arrowblue.png - Designer Resources#Creating new resources
- Item
- Module#Exporting a module
1. On the palette window select items (the sword icon).
2. Choose an item under global.
3. Right click on the item and select Duplicate.
4. A window will popup, ignore all fields except resource name.
5. Name your item in the resource name field (only letters, numbers and '_').
6. In the main tab you will see your item, modify it to your liking. Editing the item's additional effects is in 'Item properties'.
7. Once finished: click Tools -> save.
8. look above at the tab's title, it should be custom_resource_name.uti (with your selected name).
9. Right click on it again and select Export -> Export without dependent resources.

Creating a script to summon your item

Arrowblue.png - Script
1. Click on File -> new -> Script.
2. A window will popup, ignore all fields except resource name.
3. Enter a custom name, aa_give_item (only letters, numbers and '_'), click Ok.
4. Copy the following to the blank script window:
void main()
{
  CreateItemOnObject(R"Item file.uti", OBJECT_SELF, 1, "", TRUE);
}
5. Replace Item file.uti with your custom_resource_name.uti (the title on your item's tab).
6. Click File -> save (saving automatically compiles the script).

Note: If you make more than one item you can duplicate the script line for each item with it's file name. No need for a script for every item.

Last Steps

1. Goto folder: [My Documents]\BioWare\Dragon Age\AddIns\my_module\core\override\toolsetexport\.
2. look for the custom_resource_name.uti file.
3. Goto folder: [My Documents]\BioWare\Dragon Age\AddIns\my_module\module\override\toolsetexport\.
4. look for two files named aa_give_item, of types nss and ncs.
5. Move the uti and ncs to [My Documents]\BioWare\Dragon Age\packages\core\override\.
6. Delete the nss file.
7. Load a saved game and enter a console command runscript aa_give_item (Instructions on accessing console).
8. Your custom item should be in your inventory.

Note: You may find that PRCSCR is a better approach (depending on your requirements).