I know the Wiki exists, and there is some info out there. But it seems so disjointed, just bits and pieces, nothing that seems to take a complete newb from start to finish as to how to build a module, add stuff, export it, etc. I'm looking for a tutorial that assumes you know nothing and holds your hand through the process. Does it exist yet?
Any more detailed or starter tutorials?
Débuté par
toddhd
, nov. 11 2009 02:06
#1
Posté 11 novembre 2009 - 02:06
#2
Posté 11 novembre 2009 - 02:09
Two vids in my signature. Adds Area, NPC, Convo, Stage and shows you how to run it in-game.
#3
Posté 11 novembre 2009 - 03:21
I'd really like a step-by-step guide to modifying the 2DA files--both changing information and adding entirely new entries (IE, adding new Talent trees). Or more specifically, creating the ones that JUST contain the new data without altering the original files (IIRC, those are the M2DAs, correct?).
#4
Posté 15 novembre 2009 - 02:12
I am starting some basic video tutorials available at the link below:
http://social.bioware.com/project/640/
http://social.bioware.com/project/640/
Modifié par DragonAge22, 15 novembre 2009 - 02:35 .
#5
Posté 22 décembre 2009 - 09:24
i can't even figure out how to get the edited versions of the Vanilla items over-ride the Main files. ive ben twiddling with it for 2 weeks. i have no idea on even how to save, and put it "In game"
#6
Posté 22 décembre 2009 - 03:10
Ambaryerno wrote...
I'd really like a step-by-step guide to modifying the 2DA files--both changing information and adding entirely new entries (IE, adding new Talent trees). Or more specifically, creating the ones that JUST contain the new data without altering the original files (IIRC, those are the M2DAs, correct?).
The basic idea behind M2DAs is that all 2DAs for that particular category are merged on unique IDs. Each category has a prefix that the worksheet name must start with (Note: the excel workbook name is irrelevant) and this prefix information is present in the M2DA_Base worksheet in the 2da_base.xls file.
So, as long as your IDs don't overlap with Bioware's, you do not have to update your mod when Bioware adds stuff in future patches.
Taking an example, the classes 2da worksheet should start with CLA_<whatever you want here> [the max characters for the worksheet name is 27 characters].
If you want to modify an existing class, say, Warrior to get a skill every 2 levels instead of 3 (similar to Rogue class), you would copy the Warrior entry from the existing CLA_base.xls to your own workbook inside a worksheet named CLA_warrior_mod (as an example) and modify the LevelsPerSkill to 2.
Run the excelprocessor.exe to generate a GDA. This GDA file would go into your module/override folder.
If you want to add a new class, you would create a new entry in CLA_new_class worksheet, put in the values, generate the GDA and place it into module/override folder (NOTE: There are a lot more steps here; I am just giving an example on how to create something new).
Another important point to note is that M2DA_Base itself is an M2DA. In other words, if you want to add a new 2da to the game, you do not have to edit the 2da_base.xls directly. Just create a worksheet called M2DA_Base<whatever here> and make it into a GDA and place it in your module/override folder. The game will automatically merge the M2DA_Base worksheets and your new 2DA would be read.
HuntingU wrote...
i can't even figure out how to get the
edited versions of the Vanilla items over-ride the Main files. ive ben
twiddling with it for 2 weeks. i have no idea on even how to save, and
put it "In game"
Check this tutorial - http://social.biowar.../5339/blog/576/





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