Author Topic: merging modules  (Read 920 times)

Legacy_Bhaelrot

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merging modules
« on: August 23, 2015, 06:53:07 pm »


               

I am trying to merge the popular Pretty Good Character Creator module with another module so players can access the functionality of the PGCC mod while adventuring. What I have done is simply copy the PGCC mod file and renamed it according to toolset filename protocols and changed the extension from .mod to .erf. Then I simply imported the newly created PGCC.erf into the desired module, built a few portal transitions and compiled.


 


Of course, the areas and creatures and whatnot are all present and accounted for but the primary functionality of the PGCC is not available. No leveling functionality, no alignment functionality, no gold-giving functionality, no item forging functionality, etc. About the only things that seem to work properly are the stores and the appearance modifiers.


 


As you can imagine, this renders the objective rather pointless.


 


So.... I guess my question is why does the functionality of the PGCC not work when imported into the player module?


Do I need to import the player mod to the PGCC instead? (I hope not!!)


What scripts/events need to be accounted for?


 


Ideally what I would like is to be able to modify the PGCC into a simple erf that I can import into _any_ hosted module, but I do not know what changes or scripts need to be updated when doing so.


 


Any ideas?


 


Thanks!


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Legacy_Bhaelrot

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merging modules
« Reply #1 on: August 23, 2015, 10:28:50 pm »


               

Disregard.


The solution was to simply remove the starting conditional scripts for the various conversation nodes that used them.


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Legacy_Lazarus Magni

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merging modules
« Reply #2 on: August 24, 2015, 03:44:13 am »


               

If you say so. I can speak somewhat to the complexities and difficulties of merging modules. Specifically the more complex, and developed the modules, the more difficult it is.



               
               

               
            

Legacy_Bhaelrot

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merging modules
« Reply #3 on: August 24, 2015, 04:14:12 am »


               

It might not be the "best" way to do it but it worked for what I was wanting to do.


 


I did not want to overwrite or supercede or bork anything the player mod was intended to do, so I imported the PGCC to it so that all OnModuleLoad and OnClientEnter scripts fire for the player mod rather than the PGCC. This is likely where some work could have been done to make everything copasetic but I am not yet skilled enough for that, and time was a bit of an issue.


 


I did not know what variables the PGCC starting conditionals were looking for, only that they obviously were not present on the character, who does not need them for the player mod anyway. What mattered (to me) was that the desired conversation nodes were not presented. Rather than probably mess something up in the player module scripting by trying to figure out where the variables were assigned and account for all of that, I chose to just remove the conditional requirements from the pertinent conversations. They do nothing for the player mod at all anyway. It worked and nothing obvious has gone amiss within this player mod yet because of it.


 


Life is messy. Splash a bit.


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Legacy_Lazarus Magni

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merging modules
« Reply #4 on: August 24, 2015, 04:17:38 am »


               

Hey man, I am not trying to discourage you from doing what you are doing. More power to you. We are all in the same boat, working with this artistic medium. It is what it is. For better and for worse.



               
               

               
            

Legacy_Bhaelrot

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merging modules
« Reply #5 on: August 25, 2015, 12:14:54 am »


               

Thank you for the encouragement. Like I said, I doubt it was the right way, or even the smart way. I got it to work for me and nobody needed a rez or dispel, so I score it a success. Mix it up a little, right? Splash around and see if Gedlee electrocutes my meddling arse. I can see why merging modules is probably typically more trouble and work than it is worth.


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Legacy_Terrorble

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merging modules
« Reply #6 on: September 03, 2015, 06:14:22 pm »


               

I like it.  It did what you wanted and you pulled it off without getting mired in the process.


 


If you'll excuse the off-topic post, this reminds me of a recent conversation I had with a guy about his muscle car. I mentioned I'd stopped at a drive-in burger joint where a bunch of people bring their fixed up cars and put them out for show on Saturday nights. He said his car wasn't much to look at at this point, but he made rounds to the different car shows every weekend to see what people had done and how their cars were coming along.  I'm really not much of a car person myself, but it's cool to see what people had put together.  To that he said, y'know, when I was younger, it was about what you could do [to your car], but now it seems to be more about what you can afford to have done.


 


It made me think about NWN and how it is still so much about what you can do.  And that's what I find cool.