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		<id>https://www.datoolset.net/mw/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Noob766</id>
		<title>Dragon Age Toolset Wiki - User contributions [en]</title>
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		<updated>2026-04-22T03:28:33Z</updated>
		<subtitle>User contributions</subtitle>
		<generator>MediaWiki 1.25.6</generator>

	<entry>
		<id>https://www.datoolset.net/mw/index.php?title=EVENT_TYPE_ATTACK_IMPACT&amp;diff=16108</id>
		<title>EVENT TYPE ATTACK IMPACT</title>
		<link rel="alternate" type="text/html" href="https://www.datoolset.net/mw/index.php?title=EVENT_TYPE_ATTACK_IMPACT&amp;diff=16108"/>
				<updated>2011-05-01T22:19:40Z</updated>
		
		<summary type="html">&lt;p&gt;Noob766: A couple of the integers aren't acurate.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{event&lt;br /&gt;
|sourcefile=script.ldf&lt;br /&gt;
|when=Exact moment of impact&lt;br /&gt;
|from=Engine&lt;br /&gt;
|to=Attacking creature or player&lt;br /&gt;
|tocategory1=creature&lt;br /&gt;
|sortkey=ATTACK_IMPACT&lt;br /&gt;
|creatordesc=attacker&lt;br /&gt;
|int0name=nHitResult&lt;br /&gt;
|int0desc=hit result (hit, miss, critical etc')&lt;br /&gt;
|int1name=nEffectId&lt;br /&gt;
|int1desc=Effect ID&lt;br /&gt;
|object0name=oAttacker&lt;br /&gt;
|object0desc=attacker&lt;br /&gt;
|object1name=oTarget&lt;br /&gt;
|object1desc=target&lt;br /&gt;
|location0name=lImpact&lt;br /&gt;
|location0desc=position&lt;br /&gt;
|location1name=lMissile&lt;br /&gt;
|location1desc=orientation&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
effect  eImpactEffect = GetAttackImpactDamageEffect(oAttacker,nEffectId);&lt;br /&gt;
object oWeapon = GetEffectObject(eImpactEffect,0);&lt;br /&gt;
int nApp = GetAppearanceType(oAttacker);&lt;br /&gt;
int nAbility = GetEffectInteger(eImpactEffect,1);&lt;br /&gt;
float fDamage = GetEffectFloat(eImpactEffect,0);&lt;br /&gt;
int nVfx = GetEffectInteger(eImpactEffect,0);&lt;br /&gt;
int nDamageType = GetEffectInteger(eImpactEffect, 2);&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
An attack has impacted the target. This can be melee (sword hit), ranged (arrow hit) or spell (fireball explodes). Used for applying damage, and handling abilities that function on hit (Berserk etc').&lt;/div&gt;</summary>
		<author><name>Noob766</name></author>	</entry>

	<entry>
		<id>https://www.datoolset.net/mw/index.php?title=Follower_guidelines&amp;diff=14943</id>
		<title>Follower guidelines</title>
		<link rel="alternate" type="text/html" href="https://www.datoolset.net/mw/index.php?title=Follower_guidelines&amp;diff=14943"/>
				<updated>2010-11-27T20:34:07Z</updated>
		
		<summary type="html">&lt;p&gt;Noob766: /* Common Core Resources */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General Tips for Companion Mods ==&lt;br /&gt;
1. Permanent companions should have many dialogue options available. If you do not intend to write extensive dialogue for your companion, please consider making him/her a temporary companion instead.&lt;br /&gt;
&lt;br /&gt;
2. ALWAYS include a way for the player to fire the companion.&lt;br /&gt;
&lt;br /&gt;
3. ALWAYS include an approval bar. Romance is not necessary, but approval is.&lt;br /&gt;
&lt;br /&gt;
4. Your mod should be lore-friendly. Do some research beforehand.&lt;br /&gt;
&lt;br /&gt;
5. Companions should have a unique personality, head morph, and history.&lt;br /&gt;
&lt;br /&gt;
6. Try to make the companion's race, gender, specialization, and skill set different than those of the currently available companions. (Obviously if you plan to use characters already existing in the game, this may be difficult, but for new companions, this is a must.)&lt;br /&gt;
&lt;br /&gt;
7. Dialogue (including that for your companion) should have multiple lines available for the player to choose from. Generally the pathways are good/nice, evil/greedy, and neutral. The different pathways should have different effects on approval, depending on the personality and motivation of the companion.&lt;br /&gt;
&lt;br /&gt;
8. Design your mod with compatibility in mind! (See below)&lt;br /&gt;
&lt;br /&gt;
== Making Your Companion Mod Compatible == &lt;br /&gt;
&lt;br /&gt;
=== Basic Tips ===&lt;br /&gt;
1. Incorporate the changes other mods make to the common core resources into your mod.&lt;br /&gt;
&lt;br /&gt;
2. Minimize the number of core resources you have to overwrite.&lt;br /&gt;
&lt;br /&gt;
3. Use the same naming scheme as Bioware, except add a unique prefix or suffix.&lt;br /&gt;
&lt;br /&gt;
4. Make sure your char_stage and partypicker 2das include the companion tags listed below.&lt;br /&gt;
&lt;br /&gt;
5. Make sure that the common core dialogues (listed below) contain the additional lines for the other companion mods (also listed below).&lt;br /&gt;
&lt;br /&gt;
6. Do not place your companion in any of the occupied locations listed below.&lt;br /&gt;
&lt;br /&gt;
7. Add your information to this page!&lt;br /&gt;
&lt;br /&gt;
=== Common Core Resources === &lt;br /&gt;
Most companion mods must overwrite or overlay certain core files. A list of these commonly altered files is below:&lt;br /&gt;
&lt;br /&gt;
- cutscene_slideshow.dlg (Ser Gilmore, Karma's Companions, ... add lines to these dialogues)&lt;br /&gt;
&lt;br /&gt;
- party_events.dlg (Ser Gilmore, Karma's Companions, ... add lines to these dialogues)&lt;br /&gt;
&lt;br /&gt;
- cir300_sloth_demon.dlg&lt;br /&gt;
&lt;br /&gt;
- urn230_guardian.dlg&lt;br /&gt;
 &lt;br /&gt;
- char_stage.are (or xxx_char_stage.are)&lt;br /&gt;
&lt;br /&gt;
The partypicker.gda's are not overwritten but extended.&lt;br /&gt;
- partypicker.gda (or partypicker_xxx.gda) [included only so that stature and animations can be altered]&lt;br /&gt;
&lt;br /&gt;
- party_picker.gda (or party_picker_xxx.gda) [included only so that stature and animations can be altered]&lt;br /&gt;
&lt;br /&gt;
- there are others that are less commonly overwritten!&lt;br /&gt;
&lt;br /&gt;
At some point, the [http://social.bioware.com/group/935/ Custom class and Companion Core Group] will upload a Builder-to-Builder package containing the up-to-date [http://social.bioware.com/project/3137/ Common Core Resources] listed above. If you alter any of these files, please send them a Builder-to-Builder package of any core resources you alter so that they can update the package.&lt;br /&gt;
&lt;br /&gt;
=== Companion Compatibility Core Package === &lt;br /&gt;
&lt;br /&gt;
'''COMPANION COMPATIBILITY CORE V1.03&lt;br /&gt;
BY NOOB766'''&lt;br /&gt;
&lt;br /&gt;
This package is intended to use by all NPC modders in order compatibilize their mods by suppressing the edition of the file “party_events.dlg”.&lt;br /&gt;
&lt;br /&gt;
DOWNLOAD [http://social.bioware.com/project/789/#files HERE]. (package and manual).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====The problem:====&lt;br /&gt;
Many NPC modders have the need to modify party_events.dlg in order to allow their NPCs to talk at the gates.&lt;br /&gt;
&lt;br /&gt;
The objective:&lt;br /&gt;
* To suppress the edition of party_events.dlg. &lt;br /&gt;
* Modders should create a separate dlg containing their NPC’s dialogs.&lt;br /&gt;
* Those separate dlg’s will trigger at the gates (one after the other, after party_events.dlg.)&lt;br /&gt;
&lt;br /&gt;
====Things required:====&lt;br /&gt;
* Toolset.&lt;br /&gt;
* Excel.&lt;br /&gt;
* ExcelProcessor (in the “tools” directory in the Dragon Age folder.)&lt;br /&gt;
&lt;br /&gt;
====Contents:====&lt;br /&gt;
This package is distributed as a dazip for easy installation. The contents of the dazip are as follows:&lt;br /&gt;
* cc_climax_denerim_gates.ncs&lt;br /&gt;
* cc_climax_end_cust_dialog.ncs&lt;br /&gt;
* cc_constants_h.nss&lt;br /&gt;
* cc_denerim_climax.dlg&lt;br /&gt;
* cc_climax.GDA&lt;br /&gt;
* cc_denerim_climax_2.dlg&lt;br /&gt;
* cc_event_handler.ncs&lt;br /&gt;
* cc_party_events.dlg&lt;br /&gt;
* cc_script_end_dialog.ncs&lt;br /&gt;
* clipt_main.ncs&lt;br /&gt;
* M2DA_base_cc.GDA&lt;br /&gt;
&lt;br /&gt;
====Procedure:====&lt;br /&gt;
&lt;br /&gt;
Either install the .dazip or place the contents of the &amp;quot;source&amp;quot; folder in your packages/core/override folder. These are the handling scripts and all the core files.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Create your own ''''cc_climax_YOURMOD.GDA''''&lt;br /&gt;
&lt;br /&gt;
Where &amp;quot;ID&amp;quot; is your unique ID number; &amp;quot;TagOfSpeaker&amp;quot; is your NPC's tag and &amp;quot;DialogResource&amp;quot; is the climax dialog you create for your NPC.&lt;br /&gt;
Important!!!!! The ID number has to be between 1 and 5000!!&lt;br /&gt;
&lt;br /&gt;
=====Used numbers:=====&lt;br /&gt;
* Ser Gilmore NPC - 1981&lt;br /&gt;
* Reserved by ladydesire for Lealion/Tevinter Wardens - 2001-2006&lt;br /&gt;
&lt;br /&gt;
[[image:49013081.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Create your own '''cc_climax_YOURMOD.dlg'''&lt;br /&gt;
&lt;br /&gt;
Set the line to &amp;quot;show only once per game&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
[[image:Screendlg1.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[image:42673137.jpg]]&lt;br /&gt;
&lt;br /&gt;
Create the script cc_climax_end_cust_dialog.nss that we need to link at the end of your custom dialog (as explained above). DO NOT EXPORT. (It's already included in the compatibility core).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 #include &amp;quot;utility_h&amp;quot;&lt;br /&gt;
 void main()&lt;br /&gt;
 {&lt;br /&gt;
    object oHero = GetHero();&lt;br /&gt;
    event eDialog = Event(EVENT_TYPE_CUSTOM_EVENT_01);&lt;br /&gt;
    DelayEvent(0.1f,oHero,eDialog,&amp;quot;cc_event_handler&amp;quot;);&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
Place your GDA in your mod's core override, and export your custom dlg. Nothing else is required (because it's included in the companion compatibility core package).&lt;br /&gt;
&lt;br /&gt;
====The result:====&lt;br /&gt;
Once the vanilla NPCs have their final dialogs at the gates, all the custom NPCs dialogs will trigger, one after the other.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Important notes:====&lt;br /&gt;
&lt;br /&gt;
* DO NOT touch or export party_events! It's not needed any more.&lt;br /&gt;
* DO NOT export  cc_climax_end_cust_dialog.nss that you created to link at the end of your custom climax dialog. It's not needed.&lt;br /&gt;
* Always remember to add  cc_climax_end_cust_dialog.nss at the end of your climax dialog!&lt;br /&gt;
* Make sure cc_climax_end_cust_dialog fires OUTSIDE of a conditional branch to ensure the next dialog gets read even if your companion isn't recruited.&lt;br /&gt;
* The ONLY things required from you (modder) is your GDA and your custom dlg. Simple!&lt;br /&gt;
* Distribute the .dazip to the players.&lt;br /&gt;
&lt;br /&gt;
=== Companion Names, Races, &amp;amp; Tags ===&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;3&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;| [http://dragonagenexus.com/downloads/file.php?id=1617 Karma's Companions]:&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;| Name&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;| Race&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;| Tag&lt;br /&gt;
|-&lt;br /&gt;
| Cullen&lt;br /&gt;
| Human&lt;br /&gt;
| kc_cir230cr_cullen&lt;br /&gt;
|-&lt;br /&gt;
| Jowan&lt;br /&gt;
| Human&lt;br /&gt;
| kc_arl210cr_jowan&lt;br /&gt;
|-&lt;br /&gt;
| Gorim&lt;br /&gt;
| Dwarf&lt;br /&gt;
| kc_bdn120cr_gorim&lt;br /&gt;
|-&lt;br /&gt;
| Ser Gilmore&lt;br /&gt;
| Human&lt;br /&gt;
| kc_bhn100cr_gilmore&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;| [http://dragonagenexus.com/downloads/file.php?id=851 Ser Gilmore recruitable NPC]&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;| Name&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;| Race&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;| Tag&lt;br /&gt;
|-&lt;br /&gt;
| Ser Roland Gilmore&lt;br /&gt;
| Human&lt;br /&gt;
| ser_gilmore_lbc&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;| [http://dragonagenexus.com/downloads/file.php?id=1690 Lady Desire's Tevinter Wardens]&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;| Name&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;| Race&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;| Tag&lt;br /&gt;
|-&lt;br /&gt;
| Lealion&lt;br /&gt;
| Human&lt;br /&gt;
| gen00fl_lealion&lt;br /&gt;
|-&lt;br /&gt;
| Legion&lt;br /&gt;
| Dog&lt;br /&gt;
| gen00fl_legion&lt;br /&gt;
|-&lt;br /&gt;
| Lanna&lt;br /&gt;
| Human&lt;br /&gt;
| gen00fl_lanna&lt;br /&gt;
|-&lt;br /&gt;
| Marric&lt;br /&gt;
| Elf&lt;br /&gt;
| gen00fl_marric&lt;br /&gt;
|-&lt;br /&gt;
| Martin&lt;br /&gt;
| Human&lt;br /&gt;
| gen00fl_martin&lt;br /&gt;
|-&lt;br /&gt;
| Willam&lt;br /&gt;
| Human&lt;br /&gt;
| gen00fl_willam&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;| [http://dragonagenexus.com/downloads/file.php?id=1716 Cena's Qunari Companions]&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;| Name&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;| Race&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;| Tag&lt;br /&gt;
|-&lt;br /&gt;
| Saarebas&lt;br /&gt;
| Qunari&lt;br /&gt;
| gen00fl_saarebas&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;| [http://dragonagenexus.com/downloads/file.php?id=1432 Return to Korcari Wilds]&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;| Name&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;| Race&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;| Tag&lt;br /&gt;
|-&lt;br /&gt;
| Douglas&lt;br /&gt;
| Human&lt;br /&gt;
| party_douglas&lt;br /&gt;
|-&lt;br /&gt;
| Ser Kenneth&lt;br /&gt;
| Human&lt;br /&gt;
| party_serken&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;| [http://dragonagenexus.com/downloads/file.php?id=1397 The Bloodworks]&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;| Name&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;| Race&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;| Tag&lt;br /&gt;
|-&lt;br /&gt;
| Chris&lt;br /&gt;
| Human&lt;br /&gt;
| chrischar&lt;br /&gt;
|-&lt;br /&gt;
| Lucius&lt;br /&gt;
| Human&lt;br /&gt;
| luciuschar&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;| [http://social.bioware.com/project/2157/ Dark Times: The Confederacy of Malkuth]&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;| Name&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;| Race&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;| Tag&lt;br /&gt;
|-&lt;br /&gt;
| Lethe&lt;br /&gt;
| Humanoid&lt;br /&gt;
| dt_fol_lethe_demon&lt;br /&gt;
|-&lt;br /&gt;
| Lethe&lt;br /&gt;
| Human&lt;br /&gt;
| dt_fol_lethe_human&lt;br /&gt;
|-&lt;br /&gt;
| Thazulok&lt;br /&gt;
| Elf&lt;br /&gt;
| dt_fol_thazulok&lt;br /&gt;
|-&lt;br /&gt;
| Myrdo&lt;br /&gt;
| Human&lt;br /&gt;
| dt_fol_myrdo&lt;br /&gt;
|-&lt;br /&gt;
| Fetch&lt;br /&gt;
| Dwarf&lt;br /&gt;
| dt_fol_fetch&lt;br /&gt;
|-&lt;br /&gt;
| Marukhan&lt;br /&gt;
| Werewolf&lt;br /&gt;
| dt_fol_marukhan&lt;br /&gt;
|-&lt;br /&gt;
| Dragon&lt;br /&gt;
| Dragonling&lt;br /&gt;
| dt_fol_dragon_i&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;| [http://social.bioware.com/project/3152/ Valeria Addon]&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;| Name&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;| Race&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;| Tag&lt;br /&gt;
|-&lt;br /&gt;
| Valeria&lt;br /&gt;
| Human&lt;br /&gt;
| valeria_npc&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Occupied Locations === &lt;br /&gt;
==== Party Camp ====&lt;br /&gt;
&lt;br /&gt;
'''Karma's Companions:'''&lt;br /&gt;
:Cullen's position: 138.564f, 111.815f, -1.08586f&lt;br /&gt;
:Jowan's position: 174.687f, 147.589f, -1.33659f&lt;br /&gt;
:Gorim's position: 144.049f, 146.718f, -0.97327f&lt;br /&gt;
:Gilmore's position: 125.402f, 116.783f, -0.924384f&lt;br /&gt;
&lt;br /&gt;
'''Karma's Bloodworks Compatibility Plugin:'''&lt;br /&gt;
:Lucius' and Chris' position: 167.154f, 139.113f, -1.54743f&lt;br /&gt;
&lt;br /&gt;
'''Cena's Qunari Companions:'''&lt;br /&gt;
:Saarebas's position: 135.252625, 118.686562, -0.274021&lt;br /&gt;
&lt;br /&gt;
'''Return to Korcari Wilds:'''&lt;br /&gt;
:Douglas' position: 134.41, 113.905, -0.552629&lt;br /&gt;
:Ser Kenneth's position: 137.62, 133.833, 0.629564&lt;br /&gt;
&lt;br /&gt;
'''Lady Desire's Lealion the Mage:'''&lt;br /&gt;
:Lealion's position: 135.252625f, 113.905f, -0.274021f&lt;br /&gt;
:Legion's position: 135.252625f, 113.905f, -0.274021f &lt;br /&gt;
:(Please note that they stand next to each other, sharing a common reference point.)&lt;br /&gt;
&lt;br /&gt;
==== Denerim Castle ====&lt;br /&gt;
&lt;br /&gt;
'''Karma's Companions:'''&lt;br /&gt;
:Cullen's position: 138.564f, 111.815f, -1.08586f&lt;br /&gt;
:Jowan's position: 174.687f, 147.589f, -1.33659f&lt;br /&gt;
:Gorim's position: 144.049f, 146.718f, -0.97327f&lt;br /&gt;
:Gilmore's position: 125.402f, 116.783f, -0.924384f&lt;br /&gt;
&lt;br /&gt;
==== Redcliffe Castle ====&lt;br /&gt;
&lt;br /&gt;
'''Karma's Companions:'''&lt;br /&gt;
:Cullen's position: 9.62579f, -17.3753f, 0.022839f&lt;br /&gt;
:Jowan's position: 7.59896f, -5.17459f, 0.022839f&lt;br /&gt;
:Gorim's position: 26.3124f, -8.75641f, 0.022839f&lt;br /&gt;
:Gilmore's position: 20.797f, -14.1758f, 0.022839f&lt;br /&gt;
&lt;br /&gt;
==== Post-Coronation ====&lt;br /&gt;
&lt;br /&gt;
'''Karma's Companions:'''&lt;br /&gt;
:Cullen's position: 15.0103f, 4.66715f, 0.022839f&lt;br /&gt;
:Jowan's position: -1.93367f, -3.92452f, 0.022839f&lt;br /&gt;
:Gorim's position: 12.3308f, -5.61697f, 0.022839f&lt;br /&gt;
:Gilmore's position: 16.5714f, -4.42749f, 0.022839f&lt;/div&gt;</summary>
		<author><name>Noob766</name></author>	</entry>

	<entry>
		<id>https://www.datoolset.net/mw/index.php?title=Follower_guidelines&amp;diff=14931</id>
		<title>Follower guidelines</title>
		<link rel="alternate" type="text/html" href="https://www.datoolset.net/mw/index.php?title=Follower_guidelines&amp;diff=14931"/>
				<updated>2010-11-27T19:39:21Z</updated>
		
		<summary type="html">&lt;p&gt;Noob766: /* Companion Names, Races, &amp;amp; Tags */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General Tips for Companion Mods ==&lt;br /&gt;
1. Permanent companions should have many dialogue options available. If you do not intend to write extensive dialogue for your companion, please consider making him/her a temporary companion instead.&lt;br /&gt;
&lt;br /&gt;
2. ALWAYS include a way for the player to fire the companion.&lt;br /&gt;
&lt;br /&gt;
3. ALWAYS include an approval bar. Romance is not necessary, but approval is.&lt;br /&gt;
&lt;br /&gt;
4. Your mod should be lore-friendly. Do some research beforehand.&lt;br /&gt;
&lt;br /&gt;
5. Companions should have a unique personality, head morph, and history.&lt;br /&gt;
&lt;br /&gt;
6. Try to make the companion's race, gender, specialization, and skill set different than those of the currently available companions. (Obviously if you plan to use characters already existing in the game, this may be difficult, but for new companions, this is a must.)&lt;br /&gt;
&lt;br /&gt;
7. Dialogue (including that for your companion) should have multiple lines available for the player to choose from. Generally the pathways are good/nice, evil/greedy, and neutral. The different pathways should have different effects on approval, depending on the personality and motivation of the companion.&lt;br /&gt;
&lt;br /&gt;
8. Design your mod with compatibility in mind! (See below)&lt;br /&gt;
&lt;br /&gt;
== Making Your Companion Mod Compatible == &lt;br /&gt;
&lt;br /&gt;
=== Basic Tips ===&lt;br /&gt;
1. Incorporate the changes other mods make to the common core resources into your mod.&lt;br /&gt;
&lt;br /&gt;
2. Minimize the number of core resources you have to overwrite.&lt;br /&gt;
&lt;br /&gt;
3. Use the same naming scheme as Bioware, except add a unique prefix or suffix.&lt;br /&gt;
&lt;br /&gt;
4. Make sure your char_stage and partypicker 2das include the companion tags listed below.&lt;br /&gt;
&lt;br /&gt;
5. Make sure that the common core dialogues (listed below) contain the additional lines for the other companion mods (also listed below).&lt;br /&gt;
&lt;br /&gt;
6. Do not place your companion in any of the occupied locations listed below.&lt;br /&gt;
&lt;br /&gt;
7. Add your information to this page!&lt;br /&gt;
&lt;br /&gt;
=== Common Core Resources === &lt;br /&gt;
Most companion mods must overwrite or overlay certain core files. A list of these commonly altered files is below:&lt;br /&gt;
&lt;br /&gt;
- cutscene_slideshow.dlg (Ser Gilmore, Karma's Companions, ... add lines to these dialogues)&lt;br /&gt;
&lt;br /&gt;
- party_events.dlg (Ser Gilmore, Karma's Companions, ... add lines to these dialogues)&lt;br /&gt;
&lt;br /&gt;
- cir300_sloth_demon.dlg&lt;br /&gt;
&lt;br /&gt;
- urn230_guardian.dlg&lt;br /&gt;
 &lt;br /&gt;
- char_stage.are (or xxx_char_stage.are)&lt;br /&gt;
&lt;br /&gt;
- partypicker.gda (or partypicker_xxx.gda) [included only so that stature and animations can be altered]&lt;br /&gt;
&lt;br /&gt;
- party_picker.gda (or party_picker_xxx.gda) [included only so that stature and animations can be altered]&lt;br /&gt;
&lt;br /&gt;
- there are others that are less commonly overwritten!&lt;br /&gt;
&lt;br /&gt;
At some point, the [http://social.bioware.com/group/935/ Custom class and Companion Core Group] will upload a Builder-to-Builder package containing the up-to-date [http://social.bioware.com/project/3137/ Common Core Resources] listed above. If you alter any of these files, please send them a Builder-to-Builder package of any core resources you alter so that they can update the package.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Companion Compatibility Core Package === &lt;br /&gt;
&lt;br /&gt;
'''COMPANION COMPATIBILITY CORE V1.03&lt;br /&gt;
BY NOOB766'''&lt;br /&gt;
&lt;br /&gt;
This package is intended to use by all NPC modders in order compatibilize their mods by suppressing the edition of the file “party_events.dlg”.&lt;br /&gt;
&lt;br /&gt;
DOWNLOAD [http://social.bioware.com/project/789/#files HERE]. (package and manual).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====The problem:====&lt;br /&gt;
Many NPC modders have the need to modify party_events.dlg in order to allow their NPCs to talk at the gates.&lt;br /&gt;
&lt;br /&gt;
The objective:&lt;br /&gt;
* To suppress the edition of party_events.dlg. &lt;br /&gt;
* Modders should create a separate dlg containing their NPC’s dialogs.&lt;br /&gt;
* Those separate dlg’s will trigger at the gates (one after the other, after party_events.dlg.)&lt;br /&gt;
&lt;br /&gt;
====Things required:====&lt;br /&gt;
* Toolset.&lt;br /&gt;
* Excel.&lt;br /&gt;
* ExcelProcessor (in the “tools” directory in the Dragon Age folder.)&lt;br /&gt;
&lt;br /&gt;
====Contents:====&lt;br /&gt;
This package is distributed as a dazip for easy installation. The contents of the dazip are as follows:&lt;br /&gt;
* cc_climax_denerim_gates.ncs&lt;br /&gt;
* cc_climax_end_cust_dialog.ncs&lt;br /&gt;
* cc_constants_h.nss&lt;br /&gt;
* cc_denerim_climax.dlg&lt;br /&gt;
* cc_climax.GDA&lt;br /&gt;
* cc_denerim_climax_2.dlg&lt;br /&gt;
* cc_event_handler.ncs&lt;br /&gt;
* cc_party_events.dlg&lt;br /&gt;
* cc_script_end_dialog.ncs&lt;br /&gt;
* clipt_main.ncs&lt;br /&gt;
* M2DA_base_cc.GDA&lt;br /&gt;
&lt;br /&gt;
====Procedure:====&lt;br /&gt;
&lt;br /&gt;
Either install the .dazip or place the contents of the &amp;quot;source&amp;quot; folder in your packages/core/override folder. These are the handling scripts and all the core files.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Create your own ''''cc_climax_YOURMOD.GDA''''&lt;br /&gt;
&lt;br /&gt;
Where &amp;quot;ID&amp;quot; is your unique ID number; &amp;quot;TagOfSpeaker&amp;quot; is your NPC's tag and &amp;quot;DialogResource&amp;quot; is the climax dialog you create for your NPC.&lt;br /&gt;
Important!!!!! The ID number has to be between 1 and 5000!!&lt;br /&gt;
&lt;br /&gt;
=====Used numbers:=====&lt;br /&gt;
* Ser Gilmore NPC - 1981&lt;br /&gt;
* Reserved by ladydesire for Lealion/Tevinter Wardens - 2001-2006&lt;br /&gt;
&lt;br /&gt;
[[image:49013081.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Create your own '''cc_climax_YOURMOD.dlg'''&lt;br /&gt;
&lt;br /&gt;
Set the line to &amp;quot;show only once per game&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
[[image:Screendlg1.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[image:42673137.jpg]]&lt;br /&gt;
&lt;br /&gt;
Create the script cc_climax_end_cust_dialog.nss that we need to link at the end of your custom dialog (as explained above). DO NOT EXPORT. (It's already included in the compatibility core).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 #include &amp;quot;utility_h&amp;quot;&lt;br /&gt;
 void main()&lt;br /&gt;
 {&lt;br /&gt;
    object oHero = GetHero();&lt;br /&gt;
    event eDialog = Event(EVENT_TYPE_CUSTOM_EVENT_01);&lt;br /&gt;
    DelayEvent(0.1f,oHero,eDialog,&amp;quot;cc_event_handler&amp;quot;);&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
Place your GDA in your mod's core override, and export your custom dlg. Nothing else is required (because it's included in the companion compatibility core package).&lt;br /&gt;
&lt;br /&gt;
====The result:====&lt;br /&gt;
Once the vanilla NPCs have their final dialogs at the gates, all the custom NPCs dialogs will trigger, one after the other.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Important notes:====&lt;br /&gt;
&lt;br /&gt;
* DO NOT touch or export party_events! It's not needed any more.&lt;br /&gt;
* DO NOT export  cc_climax_end_cust_dialog.nss that you created to link at the end of your custom climax dialog. It's not needed.&lt;br /&gt;
* Always remember to add  cc_climax_end_cust_dialog.nss at the end of your climax dialog!&lt;br /&gt;
* Make sure cc_climax_end_cust_dialog fires OUTSIDE of a conditional branch to ensure the next dialog gets read even if your companion isn't recruited.&lt;br /&gt;
* The ONLY things required from you (modder) is your GDA and your custom dlg. Simple!&lt;br /&gt;
* Distribute the .dazip to the players.&lt;br /&gt;
&lt;br /&gt;
=== Companion Names, Races, &amp;amp; Tags ===&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;3&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;| [http://dragonagenexus.com/downloads/file.php?id=1617 Karma's Companions]:&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;| Name&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;| Race&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;| Tag&lt;br /&gt;
|-&lt;br /&gt;
| Cullen&lt;br /&gt;
| Human&lt;br /&gt;
| kc_cir230cr_cullen&lt;br /&gt;
|-&lt;br /&gt;
| Jowan&lt;br /&gt;
| Human&lt;br /&gt;
| kc_arl210cr_jowan&lt;br /&gt;
|-&lt;br /&gt;
| Gorim&lt;br /&gt;
| Dwarf&lt;br /&gt;
| kc_bdn120cr_gorim&lt;br /&gt;
|-&lt;br /&gt;
| Ser Gilmore&lt;br /&gt;
| Human&lt;br /&gt;
| kc_bhn100cr_gilmore&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;| [http://dragonagenexus.com/downloads/file.php?id=851 Ser Gilmore recruitable NPC]&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;| Name&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;| Race&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;| Tag&lt;br /&gt;
|-&lt;br /&gt;
| Ser Roland Gilmore&lt;br /&gt;
| Human&lt;br /&gt;
| ser_gilmore_lbc&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;| [http://dragonagenexus.com/downloads/file.php?id=1690 Lady Desire's Tevinter Wardens]&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;| Name&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;| Race&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;| Tag&lt;br /&gt;
|-&lt;br /&gt;
| Lealion&lt;br /&gt;
| Human&lt;br /&gt;
| gen00fl_lealion&lt;br /&gt;
|-&lt;br /&gt;
| Legion&lt;br /&gt;
| Dog&lt;br /&gt;
| gen00fl_legion&lt;br /&gt;
|-&lt;br /&gt;
| Lanna&lt;br /&gt;
| Human&lt;br /&gt;
| gen00fl_lanna&lt;br /&gt;
|-&lt;br /&gt;
| Marric&lt;br /&gt;
| Elf&lt;br /&gt;
| gen00fl_marric&lt;br /&gt;
|-&lt;br /&gt;
| Martin&lt;br /&gt;
| Human&lt;br /&gt;
| gen00fl_martin&lt;br /&gt;
|-&lt;br /&gt;
| Willam&lt;br /&gt;
| Human&lt;br /&gt;
| gen00fl_willam&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;| [http://dragonagenexus.com/downloads/file.php?id=1716 Cena's Qunari Companions]&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;| Name&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;| Race&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;| Tag&lt;br /&gt;
|-&lt;br /&gt;
| Saarebas&lt;br /&gt;
| Qunari&lt;br /&gt;
| gen00fl_saarebas&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;| [http://dragonagenexus.com/downloads/file.php?id=1432 Return to Korcari Wilds]&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;| Name&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;| Race&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;| Tag&lt;br /&gt;
|-&lt;br /&gt;
| Douglas&lt;br /&gt;
| Human&lt;br /&gt;
| party_douglas&lt;br /&gt;
|-&lt;br /&gt;
| Ser Kenneth&lt;br /&gt;
| Human&lt;br /&gt;
| party_serken&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;| [http://dragonagenexus.com/downloads/file.php?id=1397 The Bloodworks]&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;| Name&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;| Race&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;| Tag&lt;br /&gt;
|-&lt;br /&gt;
| Chris&lt;br /&gt;
| Human&lt;br /&gt;
| chrischar&lt;br /&gt;
|-&lt;br /&gt;
| Lucius&lt;br /&gt;
| Human&lt;br /&gt;
| luciuschar&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;| [http://social.bioware.com/project/2157/ Dark Times: The Confederacy of Malkuth]&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;| Name&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;| Race&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;| Tag&lt;br /&gt;
|-&lt;br /&gt;
| Lethe&lt;br /&gt;
| Humanoid&lt;br /&gt;
| dt_fol_lethe_demon&lt;br /&gt;
|-&lt;br /&gt;
| Lethe&lt;br /&gt;
| Human&lt;br /&gt;
| dt_fol_lethe_human&lt;br /&gt;
|-&lt;br /&gt;
| Thazulok&lt;br /&gt;
| Elf&lt;br /&gt;
| dt_fol_thazulok&lt;br /&gt;
|-&lt;br /&gt;
| Myrdo&lt;br /&gt;
| Human&lt;br /&gt;
| dt_fol_myrdo&lt;br /&gt;
|-&lt;br /&gt;
| Fetch&lt;br /&gt;
| Dwarf&lt;br /&gt;
| dt_fol_fetch&lt;br /&gt;
|-&lt;br /&gt;
| Marukhan&lt;br /&gt;
| Werewolf&lt;br /&gt;
| dt_fol_marukhan&lt;br /&gt;
|-&lt;br /&gt;
| Dragon&lt;br /&gt;
| Dragonling&lt;br /&gt;
| dt_fol_dragon_i&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;| [http://social.bioware.com/project/3152/ Valeria Addon]&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;| Name&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;| Race&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;| Tag&lt;br /&gt;
|-&lt;br /&gt;
| Valeria&lt;br /&gt;
| Human&lt;br /&gt;
| valeria_npc&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Occupied Locations === &lt;br /&gt;
==== Party Camp ====&lt;br /&gt;
&lt;br /&gt;
'''Karma's Companions:'''&lt;br /&gt;
:Cullen's position: 138.564f, 111.815f, -1.08586f&lt;br /&gt;
:Jowan's position: 174.687f, 147.589f, -1.33659f&lt;br /&gt;
:Gorim's position: 144.049f, 146.718f, -0.97327f&lt;br /&gt;
:Gilmore's position: 125.402f, 116.783f, -0.924384f&lt;br /&gt;
&lt;br /&gt;
'''Karma's Bloodworks Compatibility Plugin:'''&lt;br /&gt;
:Lucius' and Chris' position: 167.154f, 139.113f, -1.54743f&lt;br /&gt;
&lt;br /&gt;
'''Cena's Qunari Companions:'''&lt;br /&gt;
:Saarebas's position: 135.252625, 118.686562, -0.274021&lt;br /&gt;
&lt;br /&gt;
'''Return to Korcari Wilds:'''&lt;br /&gt;
:Douglas' position: 134.41, 113.905, -0.552629&lt;br /&gt;
:Ser Kenneth's position: 137.62, 133.833, 0.629564&lt;br /&gt;
&lt;br /&gt;
'''Lady Desire's Lealion the Mage:'''&lt;br /&gt;
:Lealion's position: 135.252625f, 113.905f, -0.274021f&lt;br /&gt;
:Legion's position: 135.252625f, 113.905f, -0.274021f &lt;br /&gt;
:(Please note that they stand next to each other, sharing a common reference point.)&lt;br /&gt;
&lt;br /&gt;
==== Denerim Castle ====&lt;br /&gt;
&lt;br /&gt;
'''Karma's Companions:'''&lt;br /&gt;
:Cullen's position: 138.564f, 111.815f, -1.08586f&lt;br /&gt;
:Jowan's position: 174.687f, 147.589f, -1.33659f&lt;br /&gt;
:Gorim's position: 144.049f, 146.718f, -0.97327f&lt;br /&gt;
:Gilmore's position: 125.402f, 116.783f, -0.924384f&lt;br /&gt;
&lt;br /&gt;
==== Redcliffe Castle ====&lt;br /&gt;
&lt;br /&gt;
'''Karma's Companions:'''&lt;br /&gt;
:Cullen's position: 9.62579f, -17.3753f, 0.022839f&lt;br /&gt;
:Jowan's position: 7.59896f, -5.17459f, 0.022839f&lt;br /&gt;
:Gorim's position: 26.3124f, -8.75641f, 0.022839f&lt;br /&gt;
:Gilmore's position: 20.797f, -14.1758f, 0.022839f&lt;br /&gt;
&lt;br /&gt;
==== Post-Coronation ====&lt;br /&gt;
&lt;br /&gt;
'''Karma's Companions:'''&lt;br /&gt;
:Cullen's position: 15.0103f, 4.66715f, 0.022839f&lt;br /&gt;
:Jowan's position: -1.93367f, -3.92452f, 0.022839f&lt;br /&gt;
:Gorim's position: 12.3308f, -5.61697f, 0.022839f&lt;br /&gt;
:Gilmore's position: 16.5714f, -4.42749f, 0.022839f&lt;/div&gt;</summary>
		<author><name>Noob766</name></author>	</entry>

	<entry>
		<id>https://www.datoolset.net/mw/index.php?title=Follower_guidelines&amp;diff=14927</id>
		<title>Follower guidelines</title>
		<link rel="alternate" type="text/html" href="https://www.datoolset.net/mw/index.php?title=Follower_guidelines&amp;diff=14927"/>
				<updated>2010-11-27T18:46:20Z</updated>
		
		<summary type="html">&lt;p&gt;Noob766: /* Important notes: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General Tips for Companion Mods ==&lt;br /&gt;
1. Permanent companions should have many dialogue options available. If you do not intend to write extensive dialogue for your companion, please consider making him/her a temporary companion instead.&lt;br /&gt;
&lt;br /&gt;
2. ALWAYS include a way for the player to fire the companion.&lt;br /&gt;
&lt;br /&gt;
3. ALWAYS include an approval bar. Romance is not necessary, but approval is.&lt;br /&gt;
&lt;br /&gt;
4. Your mod should be lore-friendly. Do some research beforehand.&lt;br /&gt;
&lt;br /&gt;
5. Companions should have a unique personality, head morph, and history.&lt;br /&gt;
&lt;br /&gt;
6. Try to make the companion's race, gender, specialization, and skill set different than those of the currently available companions. (Obviously if you plan to use characters already existing in the game, this may be difficult, but for new companions, this is a must.)&lt;br /&gt;
&lt;br /&gt;
7. Dialogue (including that for your companion) should have multiple lines available for the player to choose from. Generally the pathways are good/nice, evil/greedy, and neutral. The different pathways should have different effects on approval, depending on the personality and motivation of the companion.&lt;br /&gt;
&lt;br /&gt;
8. Design your mod with compatibility in mind! (See below)&lt;br /&gt;
&lt;br /&gt;
== Making Your Companion Mod Compatible == &lt;br /&gt;
&lt;br /&gt;
=== Basic Tips ===&lt;br /&gt;
1. Incorporate the changes other mods make to the common core resources into your mod.&lt;br /&gt;
&lt;br /&gt;
2. Minimize the number of core resources you have to overwrite.&lt;br /&gt;
&lt;br /&gt;
3. Use the same naming scheme as Bioware, except add a unique prefix or suffix.&lt;br /&gt;
&lt;br /&gt;
4. Make sure your char_stage and partypicker 2das include the companion tags listed below.&lt;br /&gt;
&lt;br /&gt;
5. Make sure that the common core dialogues (listed below) contain the additional lines for the other companion mods (also listed below).&lt;br /&gt;
&lt;br /&gt;
6. Do not place your companion in any of the occupied locations listed below.&lt;br /&gt;
&lt;br /&gt;
7. Add your information to this page!&lt;br /&gt;
&lt;br /&gt;
=== Common Core Resources === &lt;br /&gt;
Most companion mods must overwrite or overlay certain core files. A list of these commonly altered files is below:&lt;br /&gt;
&lt;br /&gt;
- cutscene_slideshow.dlg (Ser Gilmore, Karma's Companions, ... add lines to these dialogues)&lt;br /&gt;
&lt;br /&gt;
- party_events.dlg (Ser Gilmore, Karma's Companions, ... add lines to these dialogues)&lt;br /&gt;
&lt;br /&gt;
- cir300_sloth_demon.dlg&lt;br /&gt;
&lt;br /&gt;
- urn230_guardian.dlg&lt;br /&gt;
 &lt;br /&gt;
- char_stage.are (or xxx_char_stage.are)&lt;br /&gt;
&lt;br /&gt;
- partypicker.gda (or partypicker_xxx.gda) [included only so that stature and animations can be altered]&lt;br /&gt;
&lt;br /&gt;
- party_picker.gda (or party_picker_xxx.gda) [included only so that stature and animations can be altered]&lt;br /&gt;
&lt;br /&gt;
- there are others that are less commonly overwritten!&lt;br /&gt;
&lt;br /&gt;
At some point, the [http://social.bioware.com/group/935/ Custom class and Companion Core Group] will upload a Builder-to-Builder package containing the up-to-date [http://social.bioware.com/project/3137/ Common Core Resources] listed above. If you alter any of these files, please send them a Builder-to-Builder package of any core resources you alter so that they can update the package.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Companion Compatibility Core Package === &lt;br /&gt;
&lt;br /&gt;
'''COMPANION COMPATIBILITY CORE V1.03&lt;br /&gt;
BY NOOB766'''&lt;br /&gt;
&lt;br /&gt;
This package is intended to use by all NPC modders in order compatibilize their mods by suppressing the edition of the file “party_events.dlg”.&lt;br /&gt;
&lt;br /&gt;
DOWNLOAD [http://social.bioware.com/project/789/#files HERE]. (package and manual).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====The problem:====&lt;br /&gt;
Many NPC modders have the need to modify party_events.dlg in order to allow their NPCs to talk at the gates.&lt;br /&gt;
&lt;br /&gt;
The objective:&lt;br /&gt;
* To suppress the edition of party_events.dlg. &lt;br /&gt;
* Modders should create a separate dlg containing their NPC’s dialogs.&lt;br /&gt;
* Those separate dlg’s will trigger at the gates (one after the other, after party_events.dlg.)&lt;br /&gt;
&lt;br /&gt;
====Things required:====&lt;br /&gt;
* Toolset.&lt;br /&gt;
* Excel.&lt;br /&gt;
* ExcelProcessor (in the “tools” directory in the Dragon Age folder.)&lt;br /&gt;
&lt;br /&gt;
====Contents:====&lt;br /&gt;
This package is distributed as a dazip for easy installation. The contents of the dazip are as follows:&lt;br /&gt;
* cc_climax_denerim_gates.ncs&lt;br /&gt;
* cc_climax_end_cust_dialog.ncs&lt;br /&gt;
* cc_constants_h.nss&lt;br /&gt;
* cc_denerim_climax.dlg&lt;br /&gt;
* cc_climax.GDA&lt;br /&gt;
* cc_denerim_climax_2.dlg&lt;br /&gt;
* cc_event_handler.ncs&lt;br /&gt;
* cc_party_events.dlg&lt;br /&gt;
* cc_script_end_dialog.ncs&lt;br /&gt;
* clipt_main.ncs&lt;br /&gt;
* M2DA_base_cc.GDA&lt;br /&gt;
&lt;br /&gt;
====Procedure:====&lt;br /&gt;
&lt;br /&gt;
Either install the .dazip or place the contents of the &amp;quot;source&amp;quot; folder in your packages/core/override folder. These are the handling scripts and all the core files.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Create your own ''''cc_climax_YOURMOD.GDA''''&lt;br /&gt;
&lt;br /&gt;
Where &amp;quot;ID&amp;quot; is your unique ID number; &amp;quot;TagOfSpeaker&amp;quot; is your NPC's tag and &amp;quot;DialogResource&amp;quot; is the climax dialog you create for your NPC.&lt;br /&gt;
Important!!!!! The ID number has to be between 1 and 5000!!&lt;br /&gt;
&lt;br /&gt;
=====Used numbers:=====&lt;br /&gt;
* Ser Gilmore NPC - 1981&lt;br /&gt;
* Reserved by ladydesire for Lealion/Tevinter Wardens - 2001-2006&lt;br /&gt;
&lt;br /&gt;
[[image:49013081.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Create your own '''cc_climax_YOURMOD.dlg'''&lt;br /&gt;
&lt;br /&gt;
Set the line to &amp;quot;show only once per game&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
[[image:Screendlg1.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[image:42673137.jpg]]&lt;br /&gt;
&lt;br /&gt;
Create the script cc_climax_end_cust_dialog.nss that we need to link at the end of your custom dialog (as explained above). DO NOT EXPORT. (It's already included in the compatibility core).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 #include &amp;quot;utility_h&amp;quot;&lt;br /&gt;
 void main()&lt;br /&gt;
 {&lt;br /&gt;
    object oHero = GetHero();&lt;br /&gt;
    event eDialog = Event(EVENT_TYPE_CUSTOM_EVENT_01);&lt;br /&gt;
    DelayEvent(0.1f,oHero,eDialog,&amp;quot;cc_event_handler&amp;quot;);&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
Place your GDA in your mod's core override, and export your custom dlg. Nothing else is required (because it's included in the companion compatibility core package).&lt;br /&gt;
&lt;br /&gt;
====The result:====&lt;br /&gt;
Once the vanilla NPCs have their final dialogs at the gates, all the custom NPCs dialogs will trigger, one after the other.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Important notes:====&lt;br /&gt;
&lt;br /&gt;
* DO NOT touch or export party_events! It's not needed any more.&lt;br /&gt;
* DO NOT export  cc_climax_end_cust_dialog.nss that you created to link at the end of your custom climax dialog. It's not needed.&lt;br /&gt;
* Always remember to add  cc_climax_end_cust_dialog.nss at the end of your climax dialog!&lt;br /&gt;
* Make sure cc_climax_end_cust_dialog fires OUTSIDE of a conditional branch to ensure the next dialog gets read even if your companion isn't recruited.&lt;br /&gt;
* The ONLY things required from you (modder) is your GDA and your custom dlg. Simple!&lt;br /&gt;
* Distribute the .dazip to the players.&lt;br /&gt;
&lt;br /&gt;
=== Companion Names, Races, &amp;amp; Tags ===&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;3&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;| [http://dragonagenexus.com/downloads/file.php?id=1617 Karma's Companions]:&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;| Name&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;| Race&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;| Tag&lt;br /&gt;
|-&lt;br /&gt;
| Cullen&lt;br /&gt;
| Human&lt;br /&gt;
| kc_cir230cr_cullen&lt;br /&gt;
|-&lt;br /&gt;
| Jowan&lt;br /&gt;
| Human&lt;br /&gt;
| kc_arl210cr_jowan&lt;br /&gt;
|-&lt;br /&gt;
| Gorim&lt;br /&gt;
| Dwarf&lt;br /&gt;
| kc_bdn120cr_gorim&lt;br /&gt;
|-&lt;br /&gt;
| Ser Gilmore&lt;br /&gt;
| Human&lt;br /&gt;
| kc_bhn100cr_gilmore&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;| [http://dragonagenexus.com/downloads/file.php?id=851 Ser Gilmore recruitable NPC]&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;| Name&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;| Race&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;| Tag&lt;br /&gt;
|-&lt;br /&gt;
| Ser Roland Gilmore&lt;br /&gt;
| Human&lt;br /&gt;
| ser_gilmore_lbc&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;| [http://dragonagenexus.com/downloads/file.php?id=1690 Lady Desire's Tevinter Wardens]&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;| Name&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;| Race&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;| Tag&lt;br /&gt;
|-&lt;br /&gt;
| Lealion&lt;br /&gt;
| Human&lt;br /&gt;
| gen00fl_lealion&lt;br /&gt;
|-&lt;br /&gt;
| Legion&lt;br /&gt;
| Dog&lt;br /&gt;
| gen00fl_legion&lt;br /&gt;
|-&lt;br /&gt;
| Lanna&lt;br /&gt;
| Human&lt;br /&gt;
| gen00fl_lanna&lt;br /&gt;
|-&lt;br /&gt;
| Marric&lt;br /&gt;
| Elf&lt;br /&gt;
| gen00fl_marric&lt;br /&gt;
|-&lt;br /&gt;
| Martin&lt;br /&gt;
| Human&lt;br /&gt;
| gen00fl_martin&lt;br /&gt;
|-&lt;br /&gt;
| Willam&lt;br /&gt;
| Human&lt;br /&gt;
| gen00fl_willam&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;| [http://dragonagenexus.com/downloads/file.php?id=1716 Cena's Qunari Companions]&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;| Name&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;| Race&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;| Tag&lt;br /&gt;
|-&lt;br /&gt;
| Saarebas&lt;br /&gt;
| Qunari&lt;br /&gt;
| gen00fl_saarebas&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;| [http://dragonagenexus.com/downloads/file.php?id=1432 Return to Korcari Wilds]&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;| Name&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;| Race&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;| Tag&lt;br /&gt;
|-&lt;br /&gt;
| Douglas&lt;br /&gt;
| Human&lt;br /&gt;
| party_douglas&lt;br /&gt;
|-&lt;br /&gt;
| Ser Kenneth&lt;br /&gt;
| Human&lt;br /&gt;
| party_serken&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;| [http://dragonagenexus.com/downloads/file.php?id=1397 The Bloodworks]&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;| Name&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;| Race&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;| Tag&lt;br /&gt;
|-&lt;br /&gt;
| Chris&lt;br /&gt;
| Human&lt;br /&gt;
| chrischar&lt;br /&gt;
|-&lt;br /&gt;
| Lucius&lt;br /&gt;
| Human&lt;br /&gt;
| luciuschar&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;| Dark Times: The Confederacy of Malkuth&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;| Name&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;| Race&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;| Tag&lt;br /&gt;
|-&lt;br /&gt;
| Lethe&lt;br /&gt;
| Humanoid&lt;br /&gt;
| dt_fol_lethe_demon&lt;br /&gt;
|-&lt;br /&gt;
| Lethe&lt;br /&gt;
| Human&lt;br /&gt;
| dt_fol_lethe_human&lt;br /&gt;
|-&lt;br /&gt;
| Thazulok&lt;br /&gt;
| Elf&lt;br /&gt;
| dt_fol_thazulok&lt;br /&gt;
|-&lt;br /&gt;
| Myrdo&lt;br /&gt;
| Human&lt;br /&gt;
| dt_fol_myrdo&lt;br /&gt;
|-&lt;br /&gt;
| Fetch&lt;br /&gt;
| Dwarf&lt;br /&gt;
| dt_fol_fetch&lt;br /&gt;
|-&lt;br /&gt;
| Marukhan&lt;br /&gt;
| Werewolf&lt;br /&gt;
| dt_fol_marukhan&lt;br /&gt;
|-&lt;br /&gt;
| Dragon&lt;br /&gt;
| Dragonling&lt;br /&gt;
| dt_fol_dragon_i&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;| [http://social.bioware.com/project/3152/ Valeria Addon]&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;| Name&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;| Race&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;| Tag&lt;br /&gt;
|-&lt;br /&gt;
| Valeria&lt;br /&gt;
| Human&lt;br /&gt;
| valeria_npc&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Occupied Locations === &lt;br /&gt;
==== Party Camp ====&lt;br /&gt;
&lt;br /&gt;
'''Karma's Companions:'''&lt;br /&gt;
:Cullen's position: 138.564f, 111.815f, -1.08586f&lt;br /&gt;
:Jowan's position: 174.687f, 147.589f, -1.33659f&lt;br /&gt;
:Gorim's position: 144.049f, 146.718f, -0.97327f&lt;br /&gt;
:Gilmore's position: 125.402f, 116.783f, -0.924384f&lt;br /&gt;
&lt;br /&gt;
'''Karma's Bloodworks Compatibility Plugin:'''&lt;br /&gt;
:Lucius' and Chris' position: 167.154f, 139.113f, -1.54743f&lt;br /&gt;
&lt;br /&gt;
'''Cena's Qunari Companions:'''&lt;br /&gt;
:Saarebas's position: 135.252625, 118.686562, -0.274021&lt;br /&gt;
&lt;br /&gt;
'''Return to Korcari Wilds:'''&lt;br /&gt;
:Douglas' position: 134.41, 113.905, -0.552629&lt;br /&gt;
:Ser Kenneth's position: 137.62, 133.833, 0.629564&lt;br /&gt;
&lt;br /&gt;
'''Lady Desire's Lealion the Mage:'''&lt;br /&gt;
:Lealion's position: 135.252625f, 113.905f, -0.274021f&lt;br /&gt;
:Legion's position: 135.252625f, 113.905f, -0.274021f &lt;br /&gt;
:(Please note that they stand next to each other, sharing a common reference point.)&lt;br /&gt;
&lt;br /&gt;
==== Denerim Castle ====&lt;br /&gt;
&lt;br /&gt;
'''Karma's Companions:'''&lt;br /&gt;
:Cullen's position: 138.564f, 111.815f, -1.08586f&lt;br /&gt;
:Jowan's position: 174.687f, 147.589f, -1.33659f&lt;br /&gt;
:Gorim's position: 144.049f, 146.718f, -0.97327f&lt;br /&gt;
:Gilmore's position: 125.402f, 116.783f, -0.924384f&lt;br /&gt;
&lt;br /&gt;
==== Redcliffe Castle ====&lt;br /&gt;
&lt;br /&gt;
'''Karma's Companions:'''&lt;br /&gt;
:Cullen's position: 9.62579f, -17.3753f, 0.022839f&lt;br /&gt;
:Jowan's position: 7.59896f, -5.17459f, 0.022839f&lt;br /&gt;
:Gorim's position: 26.3124f, -8.75641f, 0.022839f&lt;br /&gt;
:Gilmore's position: 20.797f, -14.1758f, 0.022839f&lt;br /&gt;
&lt;br /&gt;
==== Post-Coronation ====&lt;br /&gt;
&lt;br /&gt;
'''Karma's Companions:'''&lt;br /&gt;
:Cullen's position: 15.0103f, 4.66715f, 0.022839f&lt;br /&gt;
:Jowan's position: -1.93367f, -3.92452f, 0.022839f&lt;br /&gt;
:Gorim's position: 12.3308f, -5.61697f, 0.022839f&lt;br /&gt;
:Gilmore's position: 16.5714f, -4.42749f, 0.022839f&lt;/div&gt;</summary>
		<author><name>Noob766</name></author>	</entry>

	<entry>
		<id>https://www.datoolset.net/mw/index.php?title=Useful_Scripts&amp;diff=13158</id>
		<title>Useful Scripts</title>
		<link rel="alternate" type="text/html" href="https://www.datoolset.net/mw/index.php?title=Useful_Scripts&amp;diff=13158"/>
				<updated>2010-07-04T13:17:19Z</updated>
		
		<summary type="html">&lt;p&gt;Noob766: added break to the lootable placeable code&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox script}}&lt;br /&gt;
&lt;br /&gt;
This page lists how to accomplish tasks that are relatively simple and commonly needed, but that otherwise require deep scripting knowledge to figure out intuitively how to do.&lt;br /&gt;
&lt;br /&gt;
Feel free to add new sections describing any tricks or techniques you think is worth documenting. If the page becomes too large it can be split up into specific topics.&lt;br /&gt;
&lt;br /&gt;
See also: [[PRCSCR Script Templates]]&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
== Run a cutscene from a trigger ==&lt;br /&gt;
&lt;br /&gt;
Create a script:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
#include &amp;quot;events_h&amp;quot;&lt;br /&gt;
#include &amp;quot;global_objects_h&amp;quot;&lt;br /&gt;
#include &amp;quot;utility_h&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
void main ()&lt;br /&gt;
{&lt;br /&gt;
    event ev = GetCurrentEvent();&lt;br /&gt;
    int nEventType = GetEventType(ev);&lt;br /&gt;
    int bEventHandled = FALSE;&lt;br /&gt;
    switch (nEventType)&lt;br /&gt;
    {&lt;br /&gt;
        case EVENT_TYPE_ENTER:&lt;br /&gt;
        {&lt;br /&gt;
            object oCreature = GetEventCreator(ev);&lt;br /&gt;
            if(GetObjectActive(OBJECT_SELF)&lt;br /&gt;
               &amp;amp;&amp;amp; IsPartyMember(oCreature)) &lt;br /&gt;
            { &lt;br /&gt;
                resource rCutscene = R&amp;quot;my_cutscene.cut&amp;quot;;&lt;br /&gt;
                CS_LoadCutscene(rCutscene);&lt;br /&gt;
                SetObjectActive(OBJECT_SELF, FALSE);&lt;br /&gt;
            }         &lt;br /&gt;
         }&lt;br /&gt;
         break;&lt;br /&gt;
    }&lt;br /&gt;
    if (!bEventHandled) //If this event wasn't handled by this script, let the core script try&lt;br /&gt;
    {&lt;br /&gt;
        HandleEvent(ev, RESOURCE_SCRIPT_TRIGGER_CORE);&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And set it as the event script for the trigger that you want to have run the cutscene.&lt;br /&gt;
&lt;br /&gt;
== Add a follower to the player's party ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
if(IsPlayer(oCreature)) {&lt;br /&gt;
  object oFollower = GetObjectByTag(&amp;quot;myfollower&amp;quot;);&lt;br /&gt;
  UT_HireFollower(oCreature, oFollower);&lt;br /&gt;
 }&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that with Toolset v1.0.982.0, calling UT_HireFollower() will result in a follower who's unable to gain xp. This happens due to the call of&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
  WR_SetFollowerState(oFollower, FOLLOWER_STATE_ACTIVE, TRUE, 0, '''TRUE''');&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
to the function&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
  void WR_SetFollowerState(object oCreature, int nState, int nSendEvent = TRUE, int nMinLevel = 0, '''int bPreventLevelup''' = FALSE)&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
To enable the xp gain, the flag CREATURE_REWARD_FLAGS needs to be cleared from the follower after the hired event was processed (there the flag is set). For now the best/easiest approach to take might be to make a copy of UT_HireFollower in an include file and rename it something like UT_HireFollower_Fixed, then make the following change:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
    WR_SetFollowerState(oFollower, FOLLOWER_STATE_ACTIVE, TRUE, 0, TRUE);&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
to&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
    WR_SetFollowerState(oFollower, FOLLOWER_STATE_ACTIVE, TRUE, 0, bPreventLevelup);&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Have an enemy play possum and then get up to fight ==&lt;br /&gt;
&lt;br /&gt;
Set the creature's CREATURE_SPAWN_DEAD variable to 2.&lt;br /&gt;
&lt;br /&gt;
When it's time for the creature to rise and attack, execute the following script commands:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
#include &amp;quot;wrappers_h&amp;quot;&lt;br /&gt;
...&lt;br /&gt;
WR_SetObjectActive(oCreature, TRUE);&lt;br /&gt;
SetCommandable(oCreature, TRUE);&lt;br /&gt;
// Make sure to set this flag back to 0 to avoid problems with savegames.&lt;br /&gt;
SetLocalInt(oCreature, CREATURE_SPAWN_DEAD, 0);&lt;br /&gt;
UT_CombatStart(oCreature, oPC);&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Insert content into an existing area ==&lt;br /&gt;
&lt;br /&gt;
If you want to add new content on to an existing area (for example, putting a new character or area transition door into an area that exists in the single-player campaign) there are two different ways to do it. One is to override the existing area with a new area of your own design that duplicates the original with the exception of your additions. This is straightforward to do but can interact poorly with other add-ons - you can only have one version of an area active at a time. '''[To Editor: Edit in a Custom Module or the existing Single Player Campaign Module?]'''&lt;br /&gt;
&lt;br /&gt;
A more elegant and extensible approach is to use a [[PRCSCR]]_-prefixed M2DA. The PRCSCR M2DA has a very simple structure and a simple but profound effect:&lt;br /&gt;
&lt;br /&gt;
*ID - a unique integer identifier for each row&lt;br /&gt;
*AreaListName - a string that identifies a specific area list, or the special keyword &amp;quot;any&amp;quot;.&lt;br /&gt;
*Script - the name of a script file.&lt;br /&gt;
&lt;br /&gt;
Whenever a player enters an area in an area list in this M2DA the associated script will be run. A modder can therefore include a script with his mod that will be run when the player enters an existing area that he didn't create. This script can freely add or remove placeables and creatures and perform whatever other modifications to the area that a script is capable of doing.&lt;br /&gt;
&lt;br /&gt;
Note that the script will be run every time the player enters the area, so you'll want to have an associated plot flag to ensure that the changes are only made once.&lt;br /&gt;
&lt;br /&gt;
The following example is a script that adds a new character from an add-on module to an existing area in the main game:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
// this is the name of a precreated plot file &amp;quot;joblos_quest&amp;quot; prefixed with the special &amp;quot;plt_&amp;quot;&lt;br /&gt;
// &amp;quot;plt_&amp;quot; + quest name allows you to reference the flag names as constants.&lt;br /&gt;
#include &amp;quot;plt_joblos_quest&amp;quot; &lt;br /&gt;
#include &amp;quot;wrappers_h&amp;quot;&lt;br /&gt;
&lt;br /&gt;
void main()&lt;br /&gt;
{&lt;br /&gt;
    //Check whether we've added Joblo already.&lt;br /&gt;
    if (WR_GetPlotFlag(PLT_JOBLOS_QUEST, JOBLO_ADDED_TO_TOWN) == FALSE)&lt;br /&gt;
    {&lt;br /&gt;
        object oTown = GetObjectByTag(&amp;quot;lot100ar_lothering&amp;quot;); //An area's tag is the same as its resource name&lt;br /&gt;
        vector vJobloLocation = Vector(126.745f, 120.724f, 0.460568f); // See below for how to get these coordinates&lt;br /&gt;
&lt;br /&gt;
        CreateObject(&lt;br /&gt;
            OBJECT_TYPE_CREATURE,&lt;br /&gt;
            R&amp;quot;joblo.utc&amp;quot;,&lt;br /&gt;
            Location(oTown, vJobloLocation, 180.0f); //See below for how to get the value for orientation&lt;br /&gt;
        )&lt;br /&gt;
&lt;br /&gt;
        WR_SetPlotFlag(&amp;quot;joblos_quest&amp;quot;, JOBLO_ADDED_TO_TOWN, TRUE);&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Since you can't add [[waypoint]]s to an existing area you'll need to enter the position and orientation values for the target location manually. You can find them by creating a local copy of the area in question and temporarily adding a waypoint to copy down the coordinates and orientation you'll need.&lt;br /&gt;
&lt;br /&gt;
== Create a lootable placeable that vanishes when looted ==&lt;br /&gt;
&lt;br /&gt;
For a player-usable placeable, use the following event script to make it give its contents to the player and then vanish when clicked on.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
#include &amp;quot;wrappers_h&amp;quot;&lt;br /&gt;
void main()&lt;br /&gt;
{&lt;br /&gt;
event ev = GetCurrentEvent();&lt;br /&gt;
int nEventType = GetEventType(ev);&lt;br /&gt;
    switch (nEventType)&lt;br /&gt;
    {&lt;br /&gt;
        case EVENT_TYPE_USE:&lt;br /&gt;
        {&lt;br /&gt;
            //MoveAllItems(OBJECT_SELF, GetHero());&lt;br /&gt;
            AddCreatureMoney (1000000, GetHero(), TRUE);&lt;br /&gt;
            Safe_Destroy_Object(OBJECT_SELF);&lt;br /&gt;
            break;&lt;br /&gt;
        }&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you wanted to use standard resources you could achieve the same thing (though not destroying the placeable) simply by adding &amp;quot;_autoloot&amp;quot; to the end of the placeable's tag.&lt;br /&gt;
&lt;br /&gt;
== Move the player to a new area after a cutscene plays ==&lt;br /&gt;
&lt;br /&gt;
Stand-alone cutscenes have an &amp;quot;end script&amp;quot; parameter that sets a script to run once the cutscene ends. Use a script such as the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
void main()&lt;br /&gt;
{&lt;br /&gt;
   DoAreaTransition(&amp;quot;destination_area_tag&amp;quot;, &amp;quot;destination_waypoint_tag&amp;quot;);&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Override Events (e.g. those in player_core) ==&lt;br /&gt;
&lt;br /&gt;
Look here: [[Event override]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:tutorials]]&lt;br /&gt;
[[Category:Scripts]]&lt;/div&gt;</summary>
		<author><name>Noob766</name></author>	</entry>

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