Endless Adventures EAP Tutorials

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Endless Adventures Main Page

Before You Begin Your Addin...

If you've already completed this step (either for an EAP or EAC), you don't need to worry about this tutorial.

Before you can begin creating an Endless Adventures Addin, you have to have a "fake" module to attach your addin to so that your module extends the base campaign. This tutorial walks through the basic steps required for this process.

  • Open up the toolset and select File->Manage Modules.
  • Create a new module. In the UID row, enter "endlessadv_da1" (minus the quotes.)
  • Create your module. Aside from making sure your module is compatible, the only value you need to make sure to set is the "Extended Module" value, which should be set to the Endless Adventures base module (created in step 2.)
  • Open your module from the module manager and begin creating your addin.

If you don't set your module to extend the base module, it won't properly attach to the campaign.

Finding Coordinates for the PRCSCR

In order to make sure you place your hook character in the correct place in the hub, you'll need to have a testing area (that isn't exported or packaged in the player file) to find the coordinates.

  • Copy the "cas_100" folder from the "endlessadv_da1" base campaign (in the addins/endlessadv_da1/core/env/ folder) into your addin's core/env folder.
  • If the toolset is open, close it and restart the toolset. When you create the test area, cas_100" should be available as an area layout.

You want to find an unoccupied place (check all of the compatability guides to figure out which places are taken) and place your character or a waypoint on the spot you want to use. Once you are pleased with the coordinates and orientation, copy them down for use in the PRCSCR script.

Script Templates

PRCSCR

PRCSCR: Adding a NPC to an existing area.

The linked tutorial has the basic PRCSCR used for adding new characters to the hub area.

  • The hub area's tag/resref is "ea_hub_main".

Area Transition from a Conversation

This script can be used on an "end dialogue" branch in a conversation to jump the player to a new location. For example, it could jump the player to a quest location or back to the hub area.

#include "utility_h"
void main()
{
// The first required field is the area tag/resref.
// The second required field is the tag of a waypoint in that area.
UT_PCJumpOrAreaTransition("ea_hub_main", "player_start");
}

Tutorials