Difference between revisions of "On NPC Mod Creation and Compatibility, while being the least intrusive to core game resources"

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Let us begin.
 
Let us begin.
  
'''1) Understanding the game mechanics and the module event script'''
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1)'''Understanding the game mechanics and the module event script'''
We first need to discuss how the game makes
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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)