Guest The_Swordalizer Posted April 12, 2005 Share Posted April 12, 2005 I am currently working on my first mod (aaww isn't it sweet?) I need to make the guarded compound door only openable with a certain key. however, currently it doesn't even have a door as the entrance is hidden by the building. I have never added a door to an area before and was wondering on the best way to do this. I seem to have 3 options at the moment: 1: Patch in a door and make it key openable. Is patching doors a good idea? or possible? 2: make the transition that is there at the moment only allow entry if you have the item with some kind of script (if this is possible). 3: overwrite AR0900. (Not a good idea). Any thoughts? Link to comment
SConrad Posted April 12, 2005 Share Posted April 12, 2005 Option 1 is definitely possible and I'd consider it the best option. It is, however, rather tricky and involves some tp2-ninjary. How well-versed with tp2-patching are you? Link to comment
NiGHTMARE Posted April 12, 2005 Share Posted April 12, 2005 Just to let you know, doing any of these would probably make your mod incompatible with the Fade NPC, since the transition there is removed until you reach a certain point in her romance. Link to comment
CamDawg Posted April 12, 2005 Share Posted April 12, 2005 Option two is entirely possible; this is how Shangalar's lair in the bridge district is accessed with the Rogue Stone. Link to comment
Guest The_Swordalizer Posted April 12, 2005 Share Posted April 12, 2005 @ SConrad - I d/l WeiDU and NI about 3 weeks ago, never coded before. So I'm pretty much the definition of newb at the moment! But I'm willing to learn... @ NiGHTMARE - Hmmm. I suppose total compatibility isn't possible between every mod. Making the Guarded Compound actually plot related is kind of the point of the mod, so major rewrite would be required. @ Camdawg - Talking about that, I want to make the Twisted Rune HQ only accessible with the Guarded Compound rogue stone. Just amending the script should do that, right? Link to comment
Avenger Posted April 12, 2005 Share Posted April 12, 2005 If you want to mod the twisted rune door, then it is a simple script mod and a new item. Patching normal doors to have a key seems simple, but ADDING a new regular door is out of the scope of weidu. Link to comment
Guest The_Swordalizer Posted April 13, 2005 Share Posted April 13, 2005 I thought you could add doors with WeiDU, by PATCHing. Can't you INSERT some BYTE's and WRITE the values as needed? What about adding an info point, to enable you to reach a new area from a regular map? Is that possible? Link to comment
CamDawg Posted April 13, 2005 Share Posted April 13, 2005 WeiDU can be abused as a hex editor; the Tweak Packs are excellent examples of new and interesting ways to bend it to your will. That being said, a new door is entirely possible but probably overkill--I'd look at adding a script to the existing travel region or adding a new trigger, in that order. Link to comment
Avenger Posted April 13, 2005 Share Posted April 13, 2005 I doubt you will be able to add the tiles of the door by weidu. We are talking about thousands of bytes, not just a dozen. Link to comment
devSin Posted April 13, 2005 Share Posted April 13, 2005 While it would be unrealistic to add an actual door (which, as stated, requires updating the tileset, not to mention the WED file and the area definition), you can add a transition with WeiDU. It's more work than I'd favor, but not impossible. As others have suggested, I'd look to either adding a script to the transition in question (look for the TRAN* and TELE* scripts that are used in the game), or simply disabling the transition (using TriggerActivation()) until you want the player to be able to enter. Link to comment
SimDing0 Posted April 13, 2005 Share Posted April 13, 2005 I doubt you will be able to add the tiles of the door by weidu.We are talking about thousands of bytes, not just a dozen. INSERT_FILE was added a while back, with the idea of allowing stuff like BAMs to be appended. Nobody's done a practical illustration of it yet though. Link to comment
Idobek Posted April 14, 2005 Share Posted April 14, 2005 INSERT_FILE was added a while back, with the idea of allowing stuff like BAMs to be appended. Nobody's done a practical illustration of it yet though. Please don't say stuff like that within Cam's earshot. (Or the written word equivalent of that sentence.) Link to comment
Guest The_Swordalizer Posted April 15, 2005 Share Posted April 15, 2005 So, if you can't use a WeiDU solution to adding a door to an existing area, what is the preferred solutions among LEET MODARs? Do you just have to overwrite the area? Link to comment
Avenger Posted April 15, 2005 Share Posted April 15, 2005 weidu modders have not yet tackled this. Though INSERT_FILE makes it more than theoretically possible. I guess some WeiDU ninja will come up with an example in this month Link to comment
CamDawg Posted April 15, 2005 Share Posted April 15, 2005 @Swordalizer: Adding and using a script to the travel trigger is still a good solution, or if you need a simpler solution, you could activate or deactivate the trigger as needed as devSin suggests. You can use WeiDU to add a script to the travel trigger without overwriting the entire area, if the trigger does not have a script already. (It will involve a a bit of ninjary, so if you need help with it, just ask.) And no, I will not be trying to add doors for exercise. Link to comment
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