Trainer modules: events
2 posters
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Trainer modules: events
Hi,
I'm looking to finish my Character Builder Checklist, but the main thing that is missing is the compability of trainer mods with your content.
VHC has a .hak with some specific vhc_ and vn_ 2DAs, FRW one with persistant companion scripts, the others are plain .mod. So I couldn't immediately see conflicts there.
For the module events, I compared with the OC and looked at the docs and override scripts, and if I get things right, Battle of the Builds, VHC, and FRWCC are compatible, but JEG's module is not - there seem to be a lot of events missing - ?
Kind Regards and thanks in advance
Details:
Original Campaign
Battle of the Builds
As OC, but
JEGs Training Module
VHC
As OC, but
The script contains:
FRW Character Creator
As OC.
I'm looking to finish my Character Builder Checklist, but the main thing that is missing is the compability of trainer mods with your content.
VHC has a .hak with some specific vhc_ and vn_ 2DAs, FRW one with persistant companion scripts, the others are plain .mod. So I couldn't immediately see conflicts there.
For the module events, I compared with the OC and looked at the docs and override scripts, and if I get things right, Battle of the Builds, VHC, and FRWCC are compatible, but JEG's module is not - there seem to be a lot of events missing - ?
Kind Regards and thanks in advance
Details:
Original Campaign
- Code:
On Acquire Item: k_mod_acquire
On Activate Item: k_mod_activate
On Client Enter: k_mod_client_enter
On Client Leave: k_mod_client_leave
On Cutscene Abort: k_mod_cutscene_abort
On Heartbeat: k_mod_heartbeat
On Module Load Script: k_mod_load
On Module Start: k_mod_start
On PC Loaded: k_mod_pc_loaded
On Player Death: k_mod_player_death
On Player Dying: k_mod_player_dying
ON Player Equip: k_mod_player_equip
On Player Level Up: k_mod_player_levelup
On Player Respawn: k_mod_player_respawn
On Player Rest: k_mod_player_rest
On Player Unequip: k_mod_player_unequip
On Unacquire Item: k_mod_unacquire
Battle of the Builds
As OC, but
- Code:
On Heartbeat: k_mod_hb
On User Defined: m_mod_userdef
JEGs Training Module
- Code:
On Acquire Item Script: x2_mod_def_aqu
On Activate Item Script: x2_mod_def_act
On Client Enter: -
On Client Leave: -
On Cutscene Abort: -
On Heartbeat: -
On Module Load Script: x2_mod_def_load
On Module Start: -
On PC Loaded: -
On Player Death: jeg_custom_death
On Player Dying: nw_o0_dying
ON Player Equip: x2_mod_def_equ
On Player Level Up: -
On Player Respawn: nw_o0_respawn
On Player Rest: -
On Player Unequip: x2_mod_def_unequ
On Unacquire Item Script: x2_mod_def_unaqu
VHC
As OC, but
- Code:
On PC Loaded: gui_vhc_init
The script contains:
- Code:
ExecuteScript("ccs_pc_loaded", player);
FRW Character Creator
As OC.
Gert- Posts : 18
Join date : 2011-10-25
Re: Trainer modules: events
If you need any more info, I'll be happy to provide it.
Kind Regards
Kind Regards
Gert- Posts : 18
Join date : 2011-10-25
Re: Trainer modules: events
The problem is I'd have to download and look at the scripts/events of every one of those modules and since I can't exactly update them for what doesn't work it's just not worth me burning my time on right now.
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