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[Released] Codex Plot GUID and Resource Finder


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#1
FollowTheGourd

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Project page is here. See its image gallery for a quick rundown of it. It also has a README file for more information.

A small set of resources for modders who want to know the codex plot GUID and resource name for entries, which can be useful for eliminating them from your standalone adventure. This can be especially of use for DLC codex entries, since we can't open the encrypted ERF to get this information.

NOTE: This doesn't make available or violate any DLC - it just uses in-game means of getting the plot GUID and resource name. I know it's also a tedious way to go about getting the information, but I don't think it can be helped without a lot more potential effort involved. That being the case, you'll have to have any DLC loaded that you want the codex entries for.

Modifié par FollowTheGourd, 07 juillet 2010 - 05:58 .


#2
Proleric

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Excellent work. Virtual cookies for AmstradHero if he uses this to update his invaluable codex patch.

#3
mikemike37

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oooh, looks helpful... thanks!

#4
Challseus

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Nice job.

#5
AmstradHero

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Well, I was able to identify a couple of Codex Entries that I hadn't removed previously, and I've updated the file to remove those.

Unfortunately, the entry for Shale is still proving recalcitrant despite that I have an override plot created. It seems I may have to experiment some more to get rid of it - as such, I haven't uploaded a file for Shale in the update. I figured there wasn't much point if it's not being treated properly by the game.

#6
FollowTheGourd

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AmstradHero wrote...


Unfortunately, the entry for Shale is still proving recalcitrant despite that I have an override plot created.

Here's one I made that works for me: http://dl.dropbox.co...d_cha_shale.plo

It's a quick-job using Duncan's .plo file, so it still has the TLK for him, but you could always edit that with the GFF editor, but it won't make any difference since it's hidden. Using the GFF editor you can also see what I changed.

#7
AmstradHero

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Interesting. I just placed that in the override folder of my module (where I placed all the other plot files) and the codex entry for Shale still showed up under characters when I started up my mod. I'd done a similar thing, but just using Oghren's plot file instead and changing the plot GUID. A curious dilemma indeed.

#8
Fen Tabris

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Nice job guys, I'm still testing but in the meantime I've packed the codex entries that do override back into designerplots.erf (just for simplicity). I've left it in this project. Getting the same problem with Shale, however...

Modifié par Fen Tabris, 07 juillet 2010 - 03:32 .


#9
mikemike37

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public access maybe? thanks for uploading this!

#10
FollowTheGourd

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AmstradHero wrote...

Interesting. I just placed that in the override folder of my module (where I placed all the other plot files) and the codex entry for Shale still showed up under characters when I started up my mod. I'd done a similar thing, but just using Oghren's plot file instead and changing the plot GUID. A curious dilemma indeed.


See below.

It's probably a resource loading priority issue - admittedly, I just tossed it into the global override directory instead of an addin's.

What exact path are you using? addins/UID/module or addins/UID/core? If that doen't help, maybe lowering the priority in the manifest file would let it take priority over the DLC module?

Modifié par FollowTheGourd, 07 juillet 2010 - 11:16 .


#11
FollowTheGourd

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I suppose it's no good unless you disable your standalone adventure in the DLC page when playing the singleplayer game, but it works when I put plt_cod_cha_shale.plo in addins/[UID]/core/override, but doesn't work under addins/[UID]/module/override.

Could there be any hope in module priorities or could it just be a path issue at this point, it having to be in core to work?

Modifié par FollowTheGourd, 07 juillet 2010 - 11:17 .


#12
Fen Tabris

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Sorry, file should be public now. Had that pesky work thing all day... It does override for me by putting it in DA/packages/core/override, but not in addins/[UID]/core/override

#13
FollowTheGourd

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I'm starting to think the best we can hope for is "toss this in your override if you don't like the few remaining empty slots, but remove it when you need them back." Perhaps break it down by the DLC, and create subfolders for each.

Modifié par FollowTheGourd, 08 juillet 2010 - 03:05 .


#14
AmstradHero

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As stated, placing them in core/override has the problem of getting rid of the codex entries within the main campaign as well. Which is obviously highly undesirable.

However, it is interesting that the only entry that actually appears to be a problem is Shale's character entry.  Other DLC codex entries (well, at least the ones from Warden's Keep) don't appear in my standalone module. So we may just "have to live with it" for have a single surplus codex entry for standalone modules.

I'd love to figure out how to get rid of it, but at this stage I'm thinking we may just have to live with it.  Believe me, being a perfectionist, this irritates me.
:P

#15
Fen Tabris

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Haha I'm with you AmstradHero. I had the same result, having only Shale left, with the only option being to override from game core. That Shale is tough!

#16
Guest_werwulf222_*

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Thanks very much for making your knowledge available to the community at large. I doubt I'll personally have much use for it for awhile, but having resources available is always good.



Thanks again.