So considering how new I am to this, I might as well make a dedicated thread about it. I'm completely new to event modding and I don't know what to do. I really wish there was a event maker program out there. How do you do the various choice trees for example? Also I'd like to be able to test them in the Mod Testing Environment (MTE) Custom Patch Loader. So far with some RAD help I got... I was able to get this simple event working.
<mod:findName type="event" name="START_BEACON">
<mod-append:choice>
<text>Get Super Slug</text>
<event load="GET_SSLUG"/>
</mod-append:choice>
</mod:findName>
<event name="GET_SSLUG">
<text>To your surprise you get a super slug!</text>
<crewMember amount="1" class="slug" all_skills="2">blah</crewMember>
</event>
Now say I want to do something a bit more complex. For Example, I'd like to add implants to my mod. What do I mean? Essentially it's an event where you pay a certain amount of scrap, you lose a crew member of the selected race, and you pick the implant you want and you are given a crew of same race with 2 max skills.
Now how do I make it so that crew person starts with higher than average skills like the ones you find in a store, because I can only find modifier for all skills.
WhiteWeasel wrote:
Now how do I make it so that crew person starts with higher than average skills like the ones you find in a store, because I can only find modifier for all skills.
Look up the event that gets you the guy named Charlie. One of the Charlies you can get has skills in one particular area. All you need to do is add that shields="1" tag or whatever it's called to the new crew member and change it to a 2 or leave it as-is. Need more? Add engines="1" and it'll be skilled in Engines & Shields, etc.
<eventList name="STRANDED_CHARLIES">
<!--DLC!-->
<event>
<text>He states that he was a weapons operator before being stranded. He happily offers his services for a time in exchange for "getting off that rock".</text>
<crewMember weapons="1" amount="1">Charlie</crewMember>
</event>
<event>
<text>He states that he was a shield operator before being stranded. He happily offers his services for a time in exchange for "getting off that rock".</text>
<crewMember shields="1" amount="1">Charlie</crewMember>
</event>
<event>
<text>He states that he was a pilot before being stranded. He happily offers his services for a time in exchange for "getting off that rock".</text>
<crewMember pilot="1" amount="1">Charlie</crewMember>
</event>
<event>
<text>He states that he was an engineer before being stranded. He happily offers his services for a time in exchange for "getting off that rock".</text>
<crewMember engines="1" amount="1">Charlie</crewMember>
</event>
<event>
<text>He states that he was an infantryman before being stranded. He happily offers his services for a time in exchange for "getting off that rock".</text>
<crewMember combat="1" amount="1">Charlie</crewMember>
</event>
<event>
<text>He states that he was a shipwright before being stranded. He happily offers his services for a time in exchange for "getting off that rock".</text>
<crewMember repair="1" amount="1">Charlie</crewMember>
</event>
</eventList>
WhiteWeasel wrote:
Now how do I make it so that crew person starts with higher than average skills like the ones you find in a store, because I can only find modifier for all skills.
Look up the event that gets you the guy named Charlie. One of the Charlies you can get has skills in one particular area. All you need to do is add that shields="1" tag or whatever it's called to the new crew member and change it to a 2 or leave it as-is. Need more? Add engines="1" and it'll be skilled in Engines & Shields, etc.
<eventList name="STRANDED_CHARLIES">
<!--DLC!-->
<event>
<text>He states that he was a weapons operator before being stranded. He happily offers his services for a time in exchange for "getting off that rock".</text>
<crewMember weapons="1" amount="1">Charlie</crewMember>
</event>
<event>
<text>He states that he was a shield operator before being stranded. He happily offers his services for a time in exchange for "getting off that rock".</text>
<crewMember shields="1" amount="1">Charlie</crewMember>
</event>
<event>
<text>He states that he was a pilot before being stranded. He happily offers his services for a time in exchange for "getting off that rock".</text>
<crewMember pilot="1" amount="1">Charlie</crewMember>
</event>
<event>
<text>He states that he was an engineer before being stranded. He happily offers his services for a time in exchange for "getting off that rock".</text>
<crewMember engines="1" amount="1">Charlie</crewMember>
</event>
<event>
<text>He states that he was an infantryman before being stranded. He happily offers his services for a time in exchange for "getting off that rock".</text>
<crewMember combat="1" amount="1">Charlie</crewMember>
</event>
<event>
<text>He states that he was a shipwright before being stranded. He happily offers his services for a time in exchange for "getting off that rock".</text>
<crewMember repair="1" amount="1">Charlie</crewMember>
</event>
</eventList>
Awesome! Now I can give crew what ever stats they want! Now as for the implant idea, how would I do the choice tree in XML?
Here's a basic rundown of a possible path
*Text explaining implants and if you want one or not* ->What implant you would like to pay for, out of 4 types(-scrap) -> You pick what race you want to get the implant for (removes a crew from that race)->*Gives new crew of same race with appropriate skills and flavor text explaining the name change*
I so wish there was a tutorial on making events. I especially wish I knew what the error on line #, column # is referring to in slipstream, since the line/column it indicates is never where the broken code is. Anyways, if anyone finds one, please post it here!
Lightwavers wrote:I so wish there was a tutorial on making events. I especially wish I knew what the error on line #, column # is referring to in slipstream, since the line/column it indicates is never where the broken code is. Anyways, if anyone finds one, please post it here!
I know, or even a event making UI like like lordrockits weapon creator.
Lightwavers wrote:I so wish there was a tutorial on making events. I especially wish I knew what the error on line #, column # is referring to in slipstream, since the line/column it indicates is never where the broken code is. Anyways, if anyone finds one, please post it here!
I know, or even a event making UI like like lordrockits weapon creator.
Good sir, you're in luck. I've recently developed a tool just for creating custom events. The link is in my signature.