Difference between revisions of "Adding custom items to custom modules tutorial"
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BryanDerksen (Talk | contribs) m (moved Tutorial: idiots guide to adding custom items to custom module to Tutorial: idiot's guide to adding custom items to custom modules: small copyedit to title) |
(→Creating a script to summon your item) |
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*3. Enter a custom name, '''aa_give_item''' (only letters, numbers and '_'), click Ok. | *3. Enter a custom name, '''aa_give_item''' (only letters, numbers and '_'), click Ok. | ||
*4. Copy the following to the blank script window: | *4. Copy the following to the blank script window: | ||
− | < | + | <dascript> |
void main() { | void main() { | ||
CreateItemOnObject(R"Item file.uti", OBJECT_SELF, 1, "", TRUE); | CreateItemOnObject(R"Item file.uti", OBJECT_SELF, 1, "", TRUE); | ||
} | } | ||
− | </ | + | </dascript> |
*5. Replace '''Item file.uti''' with your '''custom_resource_name.uti''' (the title on your item's tab). | *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). | *6. Click '''File -> save''' (saving automatically compiles the script). |
Revision as of 20:00, 21 January 2010
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 are own module.
I hope this tutorial helps.
Author: RandyG Email Me
Revised by LazyMonk.
Thanks LazyMonk, I'll probably add pictures later to make it easier
Contents
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
- 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
- 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
- 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).
Notice: 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 folder: 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. Enjoy.