If you followed any of the standard tutorials for creating your mod, you probably set it up to extend the "Single Player" campaign. This campaign is actually the Dragon Age: Origins story, and Dragon Age: Awakening is a different campaign. Since your mod extends Single Player (Origins) and not Awakening, it is not "active" when the player is using the Awakening campaign instead of the Origins one. That's why none of your stuff shows up in Awakening.
There are basically two options to "fix" this.
Option one is to create a second copy of your mod that extends the Awakening campaign instead of the Single Player (Origins) campaign. Since the toolset does not actually have any of the Awakening stuff yet (gee thanks BioWare, way to keep up with the mod community), you have to manually alter some of your mod files to do this. The
wiki entry on compatibility explains how to do this (in the FAQ - "What if my mod extends both Single Player and
Awakening?"). The benefit of this option is that it is simple and easy to do and will probably "just work". The downside is that the player has to decide which version to install based on whether they are playing Origins or Awakening, and having both installed at the same time is probably going to cause problems. Also, your mod won't work in any future campaigns that BioWare releases, or in any player-created campaigns.
Option two is to change your mod to extend "Core Game Resources". The mod is then always availabe in any campaign (so would also be available in player addon campaigns as well). Depending on the tutorial you used, some things may already have been created "in" the Core Game Resources module (but "owned" by your custom module). This is particularly common for items (due to the item tutorial typically used), so many custom items, when created, were flagged as being "core" rather than belonging to the specifc module, and therefore transferred just fine into Awakening (though often scripts and other associated stuff wasn't, and so stops working). If you change EVERYTHING in your mod to be "in" the Core Game Resources module (but "owned" by your module), then all of that stuff will always be loaded in any campaign, and will be available in Awakening. The benefit is your stuff "works" (is available and loaded) everywhere (including future BioWare campaigns and player made campaigns) . The downsides: you increase the risk of compatibility conflicts; you have to convert your mod to extend core and not single player, which may be a little or a lot of work; for some mods it is simply impossible, because they use/need resources from Single Player; and lastly, some things just don't seem to work when you extend core. For example, I have never gotten the module script to work when extending core. PRCSCR scripts seem to work OK, as do engineevent overrides, but the module core script does not seem to ever run, so no MODULE_LOAD events, etc. For item mods in particular this isn't a problem at all, but for other things it could be a deal-breaker. (It's possible that this isn't an actual limitation with extending core, and I was just doing something wrong... since I didn't need it, however, I did not try very hard to get it working).
Modifié par nezroy, 12 mai 2010 - 06:50 .