Kaedrin's Custom Content
Would you like to react to this message? Create an account in a few clicks or log in to continue.

Trainer modules: events

2 posters

Go down

Trainer modules: events Empty Trainer modules: events

Post  Gert Tue Jul 17, 2012 10:01 pm

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

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

Back to top Go down

Trainer modules: events Empty Re: Trainer modules: events

Post  Gert Sat Jul 21, 2012 6:04 pm

If you need any more info, I'll be happy to provide it.

Kind Regards

Gert

Posts : 18
Join date : 2011-10-25

Back to top Go down

Trainer modules: events Empty Re: Trainer modules: events

Post  Gert Sat Aug 04, 2012 4:25 am

Any thoughts?

Kind Regards,

Gert

Posts : 18
Join date : 2011-10-25

Back to top Go down

Trainer modules: events Empty Re: Trainer modules: events

Post  Kaedrin Tue Aug 07, 2012 8:28 am

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.

Kaedrin
Admin

Posts : 352
Join date : 2011-04-15
Age : 48

https://nwn2customcontent.forumotion.com

Back to top Go down

Trainer modules: events Empty Re: Trainer modules: events

Post  Sponsored content


Sponsored content


Back to top Go down

Back to top


 
Permissions in this forum:
You cannot reply to topics in this forum