Author Topic: module transition help  (Read 358 times)

Legacy_anatrcite

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module transition help
« on: June 27, 2012, 11:14:23 am »


                Hi, Is there any NWN1 script where you can make transition from a moduleA to moduleB Then moduleB to moduleA without loose the moduleA and moduleB progress and items left back?
I say about 2 modules but it's better if can make more then 2 with interaction each other.

For your understand ....4 years ago i make a module when i buy NWN Platium, and now i want continue the work.
That module i make for a single player campaign are huge, and i want continue the work with a new module who interact with the first. Thas my idea.....
My scripting knowledge is low, I have been using Script Generator and scripts posted on foruns, in order to make my RPG, I just change tags and other less information to make my mod.

I would be grateful if you can tell me how to do this step by step.

Thanks in advance.
               
               

               


                     Modifié par anatrcite, 27 juin 2012 - 10:15 .
                     
                  


            

Baaleos

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module transition help
« Reply #1 on: June 27, 2012, 12:17:46 pm »


               I think I may have responded to you via pvt, or it was someone else.

You can try calling
DoSinglePlayerAutoSave();

However, there is no automatic method to reload this save game.

The saves would go into the save folder.
However, from memory - save games, are basically module files.

If you were to copy the save game, to the module folder, you would then be able to start/transition to that module, and resume from where you left off.

DoSinglePlayerAutoSave(); // A save game is created in save folder
Manually/ or via some windows script, rename  and copy the save game to the modules folder

Start your new module (ModuleB)

When you want to go back to the old module (ModuleA), you need to call the
'StartModule()' function, but specify the save game name, that was created when the SaveGame was called on ModuleA.

This will 'load' ModuleA as it was when you left, and went to Module B.

Unfortunately, there really is no automatic easy way of doing this that I am aware of.
If you save the game, you will need to manually change the save game, into a module, and repeat this step each time you want to go from A -> B and B -> A.
               
               

               
            

Legacy_WhiZard

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module transition help
« Reply #2 on: June 27, 2012, 02:43:47 pm »


               You also PMed me, but I was unaware that the modules were already firmly established.  If you want to make progress development to be tracked by many different modules, you would store the information in a database when you make the modules.  However if the modules are already made there is no clean solution other than what Baaleos has described above.
               
               

               
            

Baaleos

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module transition help
« Reply #3 on: June 27, 2012, 03:58:53 pm »


               this could be a feature request for nwn Client Extender.

I can envision the code for it
a Call to nwncx_LoadGame("myGame");
which will then go into the Save folder, and load the Save game, as if it were a Module.

The pseudo code for it looks incredibly simple.
But I havent got the expertese to code it.

The same functionality would be useful for nwnx too.

Allow the nwscript to programatically load saved games