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Bioware Archive V2
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Module Help Needed!
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Topic: Module Help Needed! (Read 4201 times)
Legacy_AstoundingArcaneArcher
Jr. Member
Posts: 64
Karma: +0/-0
Module Help Needed!
«
on:
July 03, 2011, 05:12:28 am »
My
module has LOTS of problems, I am just at my wit's end at it. Any help
would be very appreciated and you will be credited in the module
description. Thank you!
Link:
http://www.2shared
.c...ed_Spirits.html
Please note: this is a work in progess.
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Legacy_CID-78
Sr. Member
Posts: 261
Karma: +0/-0
Module Help Needed!
«
Reply #1 on:
July 03, 2011, 07:53:38 am »
well i just took a look at it brief. and you seriously need to think about a naming system for the files. unless all those files are test files that your going to throw away.
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Legacy_CID-78
Sr. Member
Posts: 261
Karma: +0/-0
Module Help Needed!
«
Reply #2 on:
July 03, 2011, 08:06:23 am »
all those recite line script can be replace with a dynamic conversation and only a few scripts. you can simply pick line within a single script that set a custom token rather then having one for each line.
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Legacy_AstoundingArcaneArcher
Jr. Member
Posts: 64
Karma: +0/-0
Module Help Needed!
«
Reply #3 on:
July 03, 2011, 09:19:35 am »
The recite lines come from an imported script from the Neverwinter Nights Vault. Lol, at one time while testing the module all of the npcs turned hostile to the pc. And yes, those are test files.
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Legacy_CID-78
Sr. Member
Posts: 261
Karma: +0/-0
Module Help Needed!
«
Reply #4 on:
July 03, 2011, 09:40:38 am »
well most of the things i found was a matter of structure rather then faults. Clever ways of organising oneliners and writting reusable script. to limit the need for so many small files that do the same or almost the same thing. Your module is obviously in the early state of development so it's now you should add those things without having to rework so much previous work.
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Legacy_CID-78
Sr. Member
Posts: 261
Karma: +0/-0
Module Help Needed!
«
Reply #5 on:
July 05, 2011, 07:13:31 am »
oh by the way your trigger script isn't working like they should. and if you look at the code it's quite obvious why. the speak line is fine but your way of handling local variables isn't. you need one for each trigger if you store it on the PC, if the module is for single player or SIngle party you can simply delete the trigger and skip the variables.
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Module Help Needed!