Compatible Companion Mod Creation/End Game Slideshow

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The End Game Slideshow step describes to display slides for your custom companion during the epilogue.

What we need

The core plot file epipt_main, contains the variable EPI_JUMP_TO_SLIDE_SHOW, which is set once you talk to the guard post-coronation at the doors and the end slideshow begins.

Add the variable VALERIA_EPI_JUMP_TO_SLIDE_SHOW in the companion VALERIA_NPC_HIRE plot, so we only do this once. We also need the dlg file with the slide dialog and pretty pictures. I use my main dialog file for this, you don't have to: valeria_npc.dlg

To implement

In includes, add:

#include "plt_epipt_main"

In the function check_plot_changed() add:

...
    //valeria in the epilogue
    if  (WR_GetPlotFlag(PLT_EPIPT_MAIN,EPI_JUMP_TO_SLIDE_SHOW) &&  !WR_GetPlotFlag(PLT_VALERIA_NPC_HIRE,VALERIA_EPI_JUMP_TO_SLIDE_SHOW))
    {
        WR_SetPlotFlag(PLT_VALERIA_NPC_HIRE,VALERIA_EPI_JUMP_TO_SLIDE_SHOW,TRUE);
        BeginSlideshow(R"valeria_npc.dlg");
    }
//it has to go above this check, otherwise if you don't pick her up
//the script won't fire and the appropriate slides won't be shown
    if (!WR_GetPlotFlag(PLT_VALERIA_NPC_HIRE, PARTY_VALERIA_JOINED))
        return;
...

Structure of the file valeria_npc.dlg

Note the check to see if the end game slides have run. I'm assuming the game ends after, so this runs only once and it's done. If another mod has the same setup (with different names for plots, flags etc) that mod script should run and continue the slideshow until the BioWare credits run.

Slideshow1.JPG

Now display the appropriate text and picture (it is set on the slideshow tab) depending on which flags from the companion mod are true (depending on whether the PC helped the companion and so forth)

Slideshow2.JPG

Random Banter Compatible Companion Mod Creation At The Gates