Khavos wrote...
So if I wanted to make a Volcanic Aurum or whatever sword and throw it in my dude's inventory, I could do that?
Don't s'pose there's a tutorial anywhere? I used weriKK's guide for Origins, and that was easy as pie, but I assume I'll have to go digging around to load, for example, the new weapon/armor tiers and whatnot into the database or something?
Tier data stuff is in GDA files, which aren't in the toolset's database to begin with, I believe. You can extract those files form the Awakening ERFs just fine, throw them in the proper override folder, et voilà. Models, textures and such could complicate the procedure, but if you stick to Awakening, you're fine.
weriKK's guide is pretty good, especially for creating the module, but in my opinion it's better to set the module's event script to "(none)" and use the
PRCSCR method for the script. That way you don't have to worry about events. The only thing you have to know is the area, but if you're making a mod like "The Edge", where a weapon gets spawned into the player's inventory no matter where he/she is, you use "any" as the AreaListName in your PRCSCR file.
Obviously when making a module in the toolset, you're making it for the single player campaign. The toolset does not support Awakening.
If you're only spawning an item onto something, you might be more comfortable by making a plain old stinky override mod instead of an actual module.
If you want to make a module just for Awakening, you might get away by exporting a Builder-to-Player-package and then changing the package dazip's Manifest.xml to read
ExtendedModuleUID="DAO_PRC_EP_1" instead of ExtendedModuleUID="Single Player" as described in the
wiki.
Be careful, though, this will overwrite the original Single Player campaign mod (from which you created this one) when installing. There are several ways to shoot yourself in the foot and I'm not very sure I know the best way to circumvent this.
Example: Let's say you make yourself a mod called Awesome for both the Single Player campaign and Awakening. It contains some passive talents with descriptions. Which means it also contains a talktable, which is an evil thing. As per weriKK's guide you used "awesomemod" for the UID field, just so we understand each other.
Naturally you respect where resource files go: Your crappily made talent icons go into awesomemod\\module\\override (I sure hope so...), the GDA files into awesomemod\\core\\override (well, I put them there...). The talktable gets exported by the toolset (it exports 2 of them, what's even going on anyway?), you export the manifest XML and the module XML. All in all a nice, working mod for the Single Player campaign.
Not you want to make that mod for Awakening also. The toolset is no use for that, as far as I know. But you could export a Builder-to-Player-package.
Edit that package (maybe with winrar, I use Total Commander).
- in manifest.xml change ExtendedModuleUID="Single Player" to ExtendedModuleUID="DAO_PRC_EP_1"
- in manifest.xml change UID="awesomemod" to UID="awesomemodA"
- in \\addins\\ rename the folder named "awesomemod" to "awesomemodA"
- change all filenames (erf files, cif files) from "awesomemod_whatever" to "awesomemodA_whatever"
- in \\addins\\awesomemodA\\module\\data\\ make a folder called "talktables", put your original module's talktable there, rename from "awesomemod_en-us.tlk" to "awesomemodA_en-us.tlk"
Done. No you can install that edited package for Awakening concurrently. If it doesn't work I can't help. I just kept cursing my screen until it did.
Modifié par Trylane, 29 juillet 2010 - 05:23 .