Difference between revisions of "Adding custom items to custom modules tutorial"

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This guide will show you the easiest way to create a custom item and how to get it in singleplayer. This will use a cheat console command runscript zz_giveitem
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This guide will show you the easiest way to create a custom item and add it to your inventory by using a console command '''runscript aa_give_item'''.
 +
 
 +
There are people who say that using the default 'singleplayer' module is a source for future problems so we'll be using our own module.
  
 
== Things needed ==
 
== Things needed ==
1. Dragon age origins game
 
2. Dragon age origins toolset
 
3. able to follow instructions
 
  
== Creating item ==
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:1. Dragon age origins game.
 +
:2. Access to the console in-game ([http://dragonage.wikia.com/wiki/Console Instructions on accessing console]).
 +
:3. Dragon age origins Toolset.
 +
:4. Ability to follow instructions.
  
1. Open the toolset and click on Tools -> Manage Modules
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== Creating a new module ==
2. Select Singleplayer and hit ok.
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3. On the palette window select items
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{{TutorialRef|Module|Module#Creating a new module}}
4. Choose an item under global
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:1. Open the toolset and click on '''File -> Manage Modules'''.
5. Right click on the item and select duplicate
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:2. Click '''New'''.
6. A window will popup, ignore all fields exept resource name.
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:3. Enter 'my_module' in ''Name'' and ''UID'' fields, ignore the rest. Click '''OK'''.
7. name the item what you want in resource name. No spaces.
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:4. Double-click 'my_module' that was added to the list.
can have underscore _
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8. In the main window you will see your item, modify it how you want it. This part is easy so I won't go over item properties.
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== Creating an item ==
9. Once done with your item. look above it it should say whatever.uti.
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10. right click on that tab, and select check in.
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{{TutorialRef|Designer Resources#Creating new resources|Item|Module#Exporting a module}}
11. right click on it again and select export -> export with dep.
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:1. On the palette window select items (the sword icon).
 +
:2. Choose an item under global.
 +
:3. Right click on the item and select '''Duplicate'''.
 +
:4. A window will popup, ignore all fields except resource name.
 +
:5. Name your item in the resource name field (only letters, numbers and '_').
 +
:6. In the main tab you will see your item, modify it to your liking. Editing the item's additional effects is in 'Item properties'.
 +
:7. Once finished: click '''Tools -> save'''.
 +
:8. look above at the tab's title, it should be '''custom_resource_name.uti''' (with your selected name).
 +
:9. Right click on it again and select '''Export -> Export without dependent resources'''.
  
 
== Creating a script to summon your item ==
 
== Creating a script to summon your item ==
  
1. Click on File -> new -> Script
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{{TutorialRef|Script}}
2. A window will popup, ignore all fields exept resource name.
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:1. Click on '''File -> new -> Script'''.
3. Name it what you want it such as zz_give_youritem then click
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:2. A window will popup, ignore all fields except resource name.
on ok.
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:3. Enter a custom name, '''aa_give_item''' (only letters, numbers and '_'), click Ok.
4. in the blank script window type this:(replace zz_youritemhere.uti with your item)
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:4. Copy the following to the blank script window:
<code>
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<dascript>
 
void main()
 
void main()
 
{
 
{
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  CreateItemOnObject(R"Item file.uti", OBJECT_SELF, 1, "", TRUE);
 +
}
 +
</dascript>
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:5. Replace '''Item file.uti''' with your '''custom_resource_name.uti''' (the title on your item's tab).
 +
:6. Click '''File -> save''' (saving automatically compiles the script).
 +
Note: If you make more than one item you can duplicate the script line for each item with it's file name. No need for a script for every item.
  
            CreateItemOnObject(R"zz_youritemhere.uti", OBJECT_SELF, 1, "", TRUE);
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== Last Steps ==
  
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:1. Goto folder: <code>[My Documents]\BioWare\Dragon Age\AddIns\my_module\core\override\toolsetexport\</code>.
 +
:2. look for the '''custom_resource_name.uti''' file.
 +
:3. Goto folder: <code>[My Documents]\BioWare\Dragon Age\AddIns\my_module\module\override\toolsetexport\</code>.
 +
:4. look for two files named '''aa_give_item''', of types '''nss''' and '''ncs'''.
 +
:5. Move the '''uti''' and '''ncs''' to <code>[My Documents]\BioWare\Dragon Age\packages\core\override\</code>.
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:6. Delete the '''nss''' file.
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:7. Load a saved game and enter a console command '''runscript aa_give_item''' ([http://dragonage.wikia.com/wiki/Console Instructions on accessing console]).
 +
:8. Your custom item should be in your inventory.
 +
Note: You may find that [[PRCSCR]] is a better approach (depending on your requirements).
  
 
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[[Category:Tutorials]]
}
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</code>
+

Latest revision as of 10:48, 30 April 2012

This guide will show you the easiest way to create a custom item and add it to your inventory by using a console command runscript aa_give_item.

There are people who say that using the default 'singleplayer' module is a source for future problems so we'll be using our own module.

Things needed

1. Dragon age origins game.
2. Access to the console in-game (Instructions on accessing console).
3. Dragon age origins Toolset.
4. Ability to follow instructions.

Creating a new module

Arrowblue.png - Module
- Module#Creating a new module
1. Open the toolset and click on File -> Manage Modules.
2. Click New.
3. Enter 'my_module' in Name and UID fields, ignore the rest. Click OK.
4. Double-click 'my_module' that was added to the list.

Creating an item

Arrowblue.png - Designer Resources#Creating new resources
- Item
- Module#Exporting a module
1. On the palette window select items (the sword icon).
2. Choose an item under global.
3. Right click on the item and select Duplicate.
4. A window will popup, ignore all fields except resource name.
5. Name your item in the resource name field (only letters, numbers and '_').
6. In the main tab you will see your item, modify it to your liking. Editing the item's additional effects is in 'Item properties'.
7. Once finished: click Tools -> save.
8. look above at the tab's title, it should be custom_resource_name.uti (with your selected name).
9. Right click on it again and select Export -> Export without dependent resources.

Creating a script to summon your item

Arrowblue.png - Script
1. Click on File -> new -> Script.
2. A window will popup, ignore all fields except resource name.
3. Enter a custom name, aa_give_item (only letters, numbers and '_'), click Ok.
4. Copy the following to the blank script window:
void main()
{
  CreateItemOnObject(R"Item file.uti", OBJECT_SELF, 1, "", TRUE);
}
5. Replace Item file.uti with your custom_resource_name.uti (the title on your item's tab).
6. Click File -> save (saving automatically compiles the script).

Note: If you make more than one item you can duplicate the script line for each item with it's file name. No need for a script for every item.

Last Steps

1. Goto folder: [My Documents]\BioWare\Dragon Age\AddIns\my_module\core\override\toolsetexport\.
2. look for the custom_resource_name.uti file.
3. Goto folder: [My Documents]\BioWare\Dragon Age\AddIns\my_module\module\override\toolsetexport\.
4. look for two files named aa_give_item, of types nss and ncs.
5. Move the uti and ncs to [My Documents]\BioWare\Dragon Age\packages\core\override\.
6. Delete the nss file.
7. Load a saved game and enter a console command runscript aa_give_item (Instructions on accessing console).
8. Your custom item should be in your inventory.

Note: You may find that PRCSCR is a better approach (depending on your requirements).