Difference between revisions of "Compatible Companion Mod Creation"

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The purpose of this wiki is to help the community tackle one of the most important problems we face: compatibility between all our mods, in particular those mods that introduce custom companions.
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The purpose of this tutorial is to help the community tackle one of the most important problems we face: compatibility between all our mods, in particular those mods that introduce custom companions.
  
 
I'll share with you my approach to handling companions, based on what I have done with my mod, [http://social.bioware.com/project/3152/ Quests and Legends],  my experiments and experience. My goal has always been to be the least  intrusive to the game core resources (meaning don't change them at all),  while having the companion behave appropriately in most parts of the  game.
 
I'll share with you my approach to handling companions, based on what I have done with my mod, [http://social.bioware.com/project/3152/ Quests and Legends],  my experiments and experience. My goal has always been to be the least  intrusive to the game core resources (meaning don't change them at all),  while having the companion behave appropriately in most parts of the  game.
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I've opened a discussion thread [http://social.bioware.com/project/3152/discussion/2722/ here]. Please join in with your questions/comments/suggestions.
 
I've opened a discussion thread [http://social.bioware.com/project/3152/discussion/2722/ here]. Please join in with your questions/comments/suggestions.
  
Everything you see below is done WITHOUT changing game resources.
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Everything in this tutorial is done WITHOUT changing game resources.
  
 
== Table of Contents ==
 
== Table of Contents ==
  
The tutorial has been broken down into the following steps:
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The tutorial contains the following steps:
 
*[[/Game Mechanics And Module Events|Game Mechanics And Module Events]]
 
*[[/Game Mechanics And Module Events|Game Mechanics And Module Events]]
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*[[/Random Banter|Random Banter]]
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*[[/End Game Slideshow|End Game Slideshow]]
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*[[/At The Gates|At The Gates]]
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*[[/Companion Initiated Conversation|Companion Initiated Conversation]]
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*[[/Fort Drakon|Fort Drakon]]
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*[[/Behaviour In Camp|Behaviour In Camp]]
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*[[/Active Party|Active Party]]
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*[[/The Fade|The Fade]]
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*[[/Joining The Party|Joining The Party]]
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*[[/Gifts And Approval|Gifts And Approval]]
  
 
{{TutorialNavBar||Game Mechanics And Module Events}}
 
{{TutorialNavBar||Game Mechanics And Module Events}}

Revision as of 14:53, 10 July 2011

The purpose of this tutorial is to help the community tackle one of the most important problems we face: compatibility between all our mods, in particular those mods that introduce custom companions.

I'll share with you my approach to handling companions, based on what I have done with my mod, Quests and Legends, my experiments and experience. My goal has always been to be the least intrusive to the game core resources (meaning don't change them at all), while having the companion behave appropriately in most parts of the game.

What I'll talk about here works for Patch 1.02, but after some testing, it seems to be working fine also for those with Awakening and/or even Patch 1.03. So there's something going on with the flags probably of Patch 1.04 (they changed from these below?). This patch has always broken my game when I installed it so I don't know what the problem is there.

I've opened a discussion thread here. Please join in with your questions/comments/suggestions.

Everything in this tutorial is done WITHOUT changing game resources.

Table of Contents

The tutorial contains the following steps:

Icon wiki arrow left disabled.png Icon wiki home disabled.png Game Mechanics And Module Events