[Mod] New Grants

(previously 'DEVELOPER') Private forum for registered community members. To register, please visit www.prison-architect.com/register.

Moderator: NBJeff

Nicotin
level1
level1
Posts: 28
Joined: Thu Sep 27, 2012 1:47 pm

[Mod] New Grants

Postby Nicotin » Thu Sep 27, 2012 11:15 pm

Hello,

I were looking around the Game files and found out it is really easy to mod.

So I made a little mod which adds 3 new grants to the game.
I'm open for suggestions.

I couldn't find (maybe it isn't implemented yet) a way how to hide them untill you have an accountant. So it is an objective in all three grants to have an accountant.

Here is the link: Files

Just extract the archive and put the Data folder into your game folder.


------------------------------------------------------------------------------

I'm also positive that I could make a new campaign or at least change the existing one to be longer.



Further me and a friend are translating the game into german right now.



Greetings,
Nicotin
Illanair
level3
level3
Posts: 270
Joined: Tue Jan 11, 2011 8:43 pm
Location: Denmark

Postby Illanair » Thu Sep 27, 2012 11:23 pm

Alpha 1 - Modding is a go. :lol:
Nicotin
level1
level1
Posts: 28
Joined: Thu Sep 27, 2012 1:47 pm

Postby Nicotin » Thu Sep 27, 2012 11:29 pm

Grants and Campaigns are the only things (so far) that are easily moddable.

Sure we can do more. But these things take pretty less work to do.
User avatar
Springare
level1
level1
Posts: 44
Joined: Thu Sep 27, 2012 6:36 am
Location: Germany

Postby Springare » Sat Sep 29, 2012 11:40 am

I got one question: How would i install this mod? Because i played around with the graphics a little, but how to put it back into a functionally main.dat? Or is this not needed?
Mas Tnega
level5
level5
Posts: 7898
Joined: Sat Mar 02, 2002 11:54 pm
Location: Edinburgh
Contact:

Postby Mas Tnega » Sat Sep 29, 2012 11:46 am

Just keep it in the /data folder.
User avatar
Springare
level1
level1
Posts: 44
Joined: Thu Sep 27, 2012 6:36 am
Location: Germany

Postby Springare » Sat Sep 29, 2012 1:32 pm

Ok, maybe i overlooked something, but i don't see a /data folder anywhere. In my PA-Folder are:

screenshots-folder
main.dat
prison architext.exe
sdl.dll
sounds.dat

Using Win7 32Bit. I even searched in the save-folder, but obviously nothing was there.
If i want to look in the main.dat files, i rename it to main.rar and extract it. Then i got a main/data-folder where i find everything. But no preinstalled data-folder. Or is this manually extracting enough that the game uses that folder instead the main.dat?
User avatar
jelco
level5
level5
Posts: 6018
Joined: Sat Feb 18, 2006 7:45 am
Location: Cygnus X-1
Contact:

Postby jelco » Sat Sep 29, 2012 1:40 pm

Extract the contents of the .dat files into a new folder named data, and you're all set. ;)

Jelco
"The ships hung in the sky much the same way that bricks don't."
- Douglas Adams
User avatar
Springare
level1
level1
Posts: 44
Joined: Thu Sep 27, 2012 6:36 am
Location: Germany

Postby Springare » Sat Sep 29, 2012 1:44 pm

Thanks a lot, and sorry for de-railing this thread a little, but now i can test the new grants :)
Nicotin
level1
level1
Posts: 28
Joined: Thu Sep 27, 2012 1:47 pm

Postby Nicotin » Sat Sep 29, 2012 1:47 pm

No problem. As long as you got it (and future mods) working everything is good^^
User avatar
XmAkiNA
level2
level2
Posts: 80
Joined: Tue Aug 06, 2002 8:56 pm
Location: Oxford
Contact:

Postby XmAkiNA » Sat Sep 29, 2012 1:59 pm

Fun fact: Existing files will override the .dat file, so you can just extract the mod as provided and it'll work.
User avatar
a__gun
level3
level3
Posts: 281
Joined: Wed Sep 26, 2012 4:16 pm
Location: UK

Postby a__gun » Sat Sep 29, 2012 3:05 pm

XmAkiNA wrote:Fun fact: Existing files will override the .dat file, so you can just extract the mod as provided and it'll work.


I really do think thats the way every game should handle its data. Makes things so much easier
Nicotin
level1
level1
Posts: 28
Joined: Thu Sep 27, 2012 1:47 pm

Postby Nicotin » Sat Sep 29, 2012 4:36 pm

I'm open to suggestions for further grants.

I'd also like to collect ideas for a szenario.
User avatar
walki
level0
Posts: 3
Joined: Fri Sep 28, 2012 2:05 pm

Postby walki » Sat Sep 29, 2012 5:56 pm

Awesome! Keep on going!
NekoBaron
level0
Posts: 1
Joined: Wed Sep 26, 2012 4:57 pm

Postby NekoBaron » Sat Sep 29, 2012 9:21 pm

This got me into thinking so I had a look into the lua files for the death row demo campaign and noticed some trigger commands for example.

Code: Select all

   Trigger.Create         ( "DeathRow_BuildInternalWalls" );
   Trigger.RequireObjective( "DeathRow_Building" )
   Trigger.RequireObjective( "DeathRow_BuildOuterDoor" )


So I tried doing similar code in the grants lua to make a second cell block grant appear when you finish the first one.

Code: Select all

   Trigger.Create            ( "CreateSecondCellBlockGrant" );
   Trigger.RequireObjective      ( "Grant_FirstCellBlock_Cells" )


Unfortunately Trigger objects don't seem to exist for the grants lua to use or cant be called this way and PA just crashes on load up, it seems like a good method using trigger objects and such so lets hope they can open it up for sandbox soon. Haven't tried making custom objective and grants during the DeathRow campaign yet though so there's a lot more playing with the luas to be had yet.
Nicotin
level1
level1
Posts: 28
Joined: Thu Sep 27, 2012 1:47 pm

Postby Nicotin » Sun Sep 30, 2012 1:08 am

Yes I also played around with triggers and came to the same conclusion, (right now) they only work in the campaign but not the grants.lua

Which is sad because we could use them for unlockable grants.

Return to “Community Members”

Who is online

Users browsing this forum: No registered users and 3 guests