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

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UNDER CONSTRUCTION
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#REDIRECT [[Compatible_Companion_Mod_Creation]]
 
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Created by Idomeneas
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Please do not edit this, unless you found a mistake. In that case inform me first.
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The purpose of this wiki is to help the modder community tackle one of the most important problems we face: compatibility between all our mods, in particular those mods that introduce NPC followers.
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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/ 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.
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What I'll talk about here works for Patch 1.02. If you got Awakening or Patch 1.04 you'll see weird behavior and this approach might have to be altered.
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Let us begin.
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=Understanding the game mechanics and the module event script=
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We first need to discuss how the game makes use of scripts, and in particular our module event scripts (every mod has one). Everytime something happens in the game, e.g., you open or close the inventory, talents, skills, or world map gui, all the module event scripts you have installed are fire and processed (probably in the order the mods where installed) as well as the core game scripts (typically these are processed first).
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So if we want to capture the behavior of our NPC follower or a major event of the game it can be done here, e.g., the PC selected or dropped the follower in the partypicker, you begin travel, or the PC just finished talking to everyone at the gates in the climax, or the game is over and we're at the slideshow.
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This game stucture is indeed brilliant since it allows the main game and all mods installed to handle and process the same event, say EVENT_TYPE_BEGIN_TRAVEL or EVENT_TYPE_MODULE_HANDLE_GIFT or EVENT_TYPE_WORLD_MAP_CLOSED and so forth.
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=What we can't and can do=
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The only major resource we have to change is the partypicker, otherwise our NPC's won't show up. There is a way around this(item 4 below).
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If you want your NPC to interject in the middle of a major dialog, that dialog resource has to be changed (I can't see any way around this one).
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The thing to keep in mind is that everytime something happens in the game, certain flags from core game resources are set. We can capture when these are set and continue the process appropriately.
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In this way, I'll show you how '''we can do''' the following (I've done these for my mod Valeria, WITHOUT changing any core game resources, I'll use her as a reference):
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1) Valeria banters with the party randomly WITHOUT changing any original game scripts.
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2) Valeria accepts specific gifts WITHOUT changing the game scripts.
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3) Valeria is in a nightmare area WITHOUT changing the game scripts.
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4) Valeria has a dialog option to eliminate problems with partypicker compatibility. If she doesn't show up in the partypicker she can still be picked up or sent back to camp.
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5) Valeria has her own dialog after major cutscenes (where appropriate) of the game WITHOUT changing resources of the game.
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6) Valeria appears in all camps (basic camp, Arl Eamon's estates, post coronation), most cutscenes from the original game and at the city gates WITHOUT changing resources of the game.
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7) Valeria behaves appropriately if the PC gets captured WITHOUT changing resources of the game.
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8) Slideshow post coronation WITHOUT changing the resources of the game.(Haven't included it in my mod yet, but it's done)
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=What do we need?=
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Well, basic knowledge of the toolset and scripting.
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a) The NPC mod event handler, say "valeria_event_handler"
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b) A plot to hold all our NPC flags, call it "valeria_npc_hire". In the handler we should have the include:
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'''#include "plt_valeria_npc_hire"'''
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c) We need the following basic FLAGS: PARTY_VALERIA_IN_PARTY, PARTY_VALERIA_JOINED, VALERIA_CHECK_RUNIT
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These are there to handle Valeria(is she in party?, has she joined? do we need to run the script? it has to be done if we're in a camp site. you'll see what script)
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d) Other flags to set when needed: VALERIA_WYNNE_KILLED, VALERIA_RESPONSE_TO_BAD, VALERIA_ENTER_FADE, VALERIA_HAS_NIGHTMARE_A, VALERIA_HAS_NIGHTMARE_B, VALERIA_HAS_NIGHTMARE_C, VALERIA_SLOTH_DEMON_ATTACKS, VALERIA_SLOTH_DEMON_DEFEATED, VALERIA_WYNNE_KILLED_AT_CULLEN, VALERIA_DEN_CAPTURED_PC_CAPTURED, VALERIA_CLI_MAIN_PC_FINISHED_SETTING_FINAL_PARTY, VALERIA_EPI_JUMP_TO_SLIDE_SHOW, VALERIA_FIGHTING_ARCHDEMON
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If you drop the valeria_ prefix you'll recognize some flags from the original game. Everytime those are set, we'll need to set a corresponding flag in our NPC plot, so we don't run thing twice.
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I'll tell you which plots from the main game we need depending on what we're trying to do.
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=Basic structure of the module event handler=
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//core includes here
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//core plot includes
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//valeria function, plots etc, includes
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'''#include "plt_valeria_npc_hire"'''
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//constant definitions here
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//function definitions here
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(all this part 1)
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void main()
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{
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    object oPC = GetHero(),me=OBJECT_SELF,ohire;
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    event ev = GetCurrentEvent();
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    int nEventType = GetEventType(ev);
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    //function calls here, other important checks (part 2)
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    //capture events
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    switch(nEventType)
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    {
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    .....(part 3)
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    }
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}
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//functions here (part 4)
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For what follows, I'll break the event script into four parts for quick reference: Includes, (Main) Body, (Event) Handling, Functions
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=Capturing Main Campaign Event/Flag Changes=
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The next script can be placed in the event handler, and allows us to capture and process main plot changes.
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I'll do this structure a first time here
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In 'includes' add:
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void check_plot_changed(object oVal);
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In 'body' add:
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...
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object oVal=UT_GetNearestObjectByTag(oPC,"valeria_npc");
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...
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check_plot_changed(oVal);
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...
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In 'functions' add:
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//check if plot flags changed act appropriately
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void check_plot_changed(object oVal)
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{
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    object oPC=GetHero();//if NPC has not joined return
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    if (!WR_GetPlotFlag(PLT_VALERIA_NPC_HIRE, PARTY_VALERIA_JOINED))
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        return;
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//here depending on which core flag changed, act appropriately
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.....
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}
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We will be changing this function appropriately below, depending on what we wish to do.
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=Random banters without changing game scripts=
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==What we need==
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A dialog resource, say "valeria_random_banter.dlg", a script "valeria_random_banters.nss" and a plot "plt_valeria_random_banters"
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You will notice that they are done in order of appearance in the .dlg file. Of course one can change that. Meaning if Alistair is in, all his banters will go through first, then Moriggan, then Leliana ,etc, the way I had them in my file. To change that you can add a random chance to see if you initiate dialog with the party member.(see the script below, it is trivial)
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==valeria_random_banters.nss==
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First create this script. You can see what flags you need in plt_valeria_random_banters below (basically a flag for each companion you want Valeria to banter with). Alternatively, you can use the core plots to check who is in the party, but I find this more efficient, since we got full control over the script and plot resource.
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{//file valeria_random_banters.nss
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'''#include "wrappers_h"'''
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'''#include "plt_valeria_random_banter"'''
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void  main()
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{
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    WR_SetPlotFlag(PLT_VALERIA_RANDOM_BANTER, ALISTAIR_IN_PARTY, FALSE);
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    WR_SetPlotFlag(PLT_VALERIA_RANDOM_BANTER, MORRIGAN_IN_PARTY, FALSE);
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    WR_SetPlotFlag(PLT_VALERIA_RANDOM_BANTER, LELIANA_IN_PARTY, FALSE);
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    WR_SetPlotFlag(PLT_VALERIA_RANDOM_BANTER, WYNNE_IN_PARTY, FALSE);
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    WR_SetPlotFlag(PLT_VALERIA_RANDOM_BANTER, ZEVRAN_IN_PARTY, FALSE);
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    WR_SetPlotFlag(PLT_VALERIA_RANDOM_BANTER, DOG_IN_PARTY, FALSE);
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    object [] arParty = GetPartyList(GetHero());
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    int i;
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    int nSize = GetArraySize(arParty);
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    int which=Random(nSize)+1;
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    if(GetTag(arParty[which]) == "gen00fl_alistair")
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        WR_SetPlotFlag(PLT_VALERIA_RANDOM_BANTER, ALISTAIR_IN_PARTY, TRUE);
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    if(GetTag(arParty[which]) == "gen00fl_morrigan")
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        WR_SetPlotFlag(PLT_VALERIA_RANDOM_BANTER, MORRIGAN_IN_PARTY, TRUE);
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    if(GetTag(arParty[which]) == "gen00fl_leliana")
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        WR_SetPlotFlag(PLT_VALERIA_RANDOM_BANTER, LELIANA_IN_PARTY, TRUE);
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    if(GetTag(arParty[which]) == "gen00fl_wynne")
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        WR_SetPlotFlag(PLT_VALERIA_RANDOM_BANTER, WYNNE_IN_PARTY, TRUE);
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    if(GetTag(arParty[which]) == "gen00fl_zevran")
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        WR_SetPlotFlag(PLT_VALERIA_RANDOM_BANTER, ZEVRAN_IN_PARTY, TRUE);
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    if(GetTag(arParty[which]) == "gen00fl_dog")
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        WR_SetPlotFlag(PLT_VALERIA_RANDOM_BANTER, DOG_IN_PARTY, TRUE);
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}
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}
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//to add a random chance for the party member to banter with Valeria you can simply change
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...
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    if(GetTag(arParty[which]) == "gen00fl_dog" && Random(10)==1)
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        WR_SetPlotFlag(PLT_VALERIA_RANDOM_BANTER, DOG_IN_PARTY, TRUE);
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...
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This way it won't circle through all the banters of Alistair, then Morrigan's etc, but it will skip them with some probability (90%).
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==Changes in valeria_event_handler==
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I'll do this structure again(last time), the rest will be the same:
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In 'includes' add:
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void valeria_banter();
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In 'body' add:
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//valeria banter: run this only if valeria is in active party
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    if (WR_GetPlotFlag(PLT_VALERIA_NPC_HIRE, PARTY_VALERIA_IN_PARTY))
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        valeria_banter();
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In 'functions' add:
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void valeria_banter()
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{
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    if(Random(400)!=1)//1 in 400 chance to start banter
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        return;
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    if(GetCombatState(GetHero()))//don't start if in combat
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        return;
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    object [] arParty = GetPartyList(GetHero());
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    int i;
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    int nSize = GetArraySize(arParty);
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    if(nSize<=2)//if only valeria and the PC no banter
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        return;
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    for(i=0;i<nSize;i++)
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        if(!ClearAmbientDialogs(arParty[i]))
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            return;
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    object oval=UT_GetNearestObjectByTag(GetHero(),"valeria_npc");
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    UT_Talk(oval,GetHero(),R"valeria_random_banter.dlg");
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}
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==Structure of the file valeria_random_banter.dlg==
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Everything should be set to AMBIENT. First notice where we call the random_banter_script.
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[[image:Banters1.JPG]]
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Now, notice how we structure all the npc's we want Valeria to banter with. First is Alistair, if he's in the party, and so forth.
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[[image:Banters2.JPG]]
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Notice that once a banter starts, it will never be shown again.
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[[image:Banters3.JPG]]
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An example with 3 NPC's (this is a dog banter with Valeria, and Zevran, if he's in the party(notice the condition C, using the valeria_random_banters flag) he joins in).
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[[image:Banters4.JPG]]
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Latest revision as of 15:45, 10 July 2011