Difference between revisions of "On NPC Mod Creation and Compatibility, while being the least intrusive to core game resources"
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+ | We first need to discuss how the game makes use of scripts, and in particular our module event scripts. Everytime something happens in the game, e.g., you open or close the inventory, talents, skills, world map, module event scripts fire and are processed (probably in the order the mods where installed) |
Revision as of 16:02, 27 November 2010
On NPC Mod Creation and Compatibility, while being the least intrusive to core game scripts
UNDER CONSTRUCTION
Created by Idomeneas
The purpose of this wiki is to help the modder community to tackle one of the most important problems we face: compatibility between all our mods, in particular those mods that introduce NPC followers.
I'll share with you my approach to handling companions, based on what I have done with my mod, Valeria Addon, 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 if possible), while having the companion behave appropriately in most parts of the game.
Let us begin.
1)Understanding the game mechanics and the module event script
We first need to discuss how the game makes use of scripts, and in particular our module event scripts. Everytime something happens in the game, e.g., you open or close the inventory, talents, skills, world map, module event scripts fire and are processed (probably in the order the mods where installed)