Allright, I got it working.
You have many mistakes in the custom_story_settings.cfg file.
1. The file is called "custom_story_setting" (notice the lack of "s" at the end)
2. You didn't put the ending bracket at the end ("/>")
3. You didn't add the extension .map in the map name, which was one more thing which disabled the mod from appearing.
4. You put maps/ instead maps, which I think interfered as well
5. You didn't put ImgFile = "" (there can be a picture file name in the brackets) which might be harmful as well
So here's how the file should look:
<Main
ImgFile = ""
Name = "Deadly Secrets "
Author = "Tigerlillymaya"
MapsFolder = "maps"
StartMap = "01_room.map"
StartPos = "PlayerStartArea_1"
/>
And how it looked:
<Main
Name = "Deadly Secrets "
Author = "Tigerlillymaya"
MapsFolder = "maps/"
StartMap = "01_room"
StartPos = "PlayerStartArea_1"
Just paste the correct version into the file.
Also, remember to change the file name to custom_story_settings !!!
I just noticed that your first map has plenty of coding issues as well, which crashes the mod when it loads. Will take a look in a sec
sooooo
Here's the original code. The ////(...) things are my comments.
You can compare it to the correct version below.
///////////////////////////
// Run first time starting map
void OnStart()
{
} //this bracket shouldn't be here; the next one is correct
PreloadSound(general_pianoO2.snt); //missing "" around file name
StopSound(general_pianoO2.snt, float 0.1); // you don't write "float 0.1", it should be "1.0f", again missing "" around file name
AddQuest("quest1, RoomKeyQuest") // no ";" sign at the end of function, missing " signs inside
AddUseItemCallback("","roomkey", "mansion_2 ", "UseKeyOnDoor", true);
}
void UseKeyOnDoor(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked "mansion_2", false, true); //missing ( after the function name
PlaySoundEntity("","unlock_door.snt", asEntity, 0, false;) //";" sign inside brackets instead of outside. Also the function is called "playsoundATentity"
RemoveItem(asItem);
} // this bracket bracket should be way below
if(ScriptDebugOn()) //Lantern and Tinder for debug // after "ScriptDebugOn()" you should add "== true". Also missing "{" bracket after the ")" bracket
GiveItemFromFile("lantern", "lantern.ent");
for(int i=0;i<10;i++) GiveItemFromFile("tinderbox_"+i, "tinderbox.ent");
}
void GiveItemFromFile(potion_oil_1,potion.ent); // you put this in a wrong place, also there should be "" around potion_oil_1
void onLeave() //missing function body (or "{}")
Also, if you want to get the items immediately, you should put the whole chunk in the Onstart function. As it is now it will give you a lantern, tinderboxes and oil after you open the door.
The correct script:
///////////////////////////
// Run first time starting map
void OnStart()
{
if(ScriptDebugOn() == true)
{
GiveItemFromFile("lantern", "lantern.ent");
for(int i=0;i<10;i++)
GiveItemFromFile("tinderbox_"+i, "tinderbox.ent");
GiveItemFromFile("potion_oil_1", "potion.ent");
}
PreloadSound("general_pianoO2.snt");
StopSound("general_pianoO2.snt", 0.1f);
AddQuest("quest1", "RoomKeyQuest");
AddUseItemCallback("","roomkey", "mansion_2 ", "UseKeyOnDoor", true);
}
void UseKeyOnDoor(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked ("mansion_2", false, true);
PlaySoundAtEntity("","unlock_door.snt", asEntity, 0.0f, false);
RemoveItem(asItem);
}
void onLeave()
{
}
If you correct the files, your mod will start. However there's a lot you need to learn, as you code doesn't do much yet. I don't really have time to tell you more now, but you can check out Mudbill on youtube. He has good tutorials for Amnesia modding.
Oh, and your extra_english.lang file is broken as well.