Modding DLC content question
#1
Posté 11 novembre 2009 - 12:46
#2
Posté 11 novembre 2009 - 01:03
#3
Posté 11 novembre 2009 - 01:11
I'm a complete toolset noob, still reading through the wiki. After reading how easy it is to break the game, 'seemingly' just by installing the toolset, I'll be taking it slow.
#4
Posté 11 novembre 2009 - 01:32
#5
Posté 11 novembre 2009 - 02:52
Now open your savegame go to "SAVEGAME_CAMPAIGN" and the "branch" "CAMPAIGN_CIF_ENTRY_AREA and enter the above area, save it and then load the game, you should be at the area you designated albeit without proper XYZ co-ordinates you might be at a black "void" outside the level boundaries, if so find a door you can reach and travel trough it and then go back to the area from there.
(I did this myself to reach a chest I initially missed.)
#6
Posté 11 novembre 2009 - 07:06
That's kind of what I was thinking, but wouldn't the same logic apply to being able to mod other parts of the game, if it's a security issue?Toom316 wrote...
I doubt you can modify the DLC. I imagine they did not include the level source files with the DLC. If they did it would be nothing for people to just distribute the files and not have to buy the DLC.
(nods, pretending to understand) If I understand that right, that will move my character to a specific point if I miss something, which could be useful.JBeckman wrote...
This doesn't modify anything but can be useful for doing the above (re-entering areas.), start the toolset and open the "dao_prc_nrx_1\\\\module\\\\dao_prc_nrx_1.cif file (can be done with the other DLC as well.) and click the plus button on "rimtree" and scroll down until you see a list of numbers, expand one of them and check the value for RIMTREE_NODE_TAG which in the case of value 1 would be gwb100ar_keep_first_floor.
Now open your savegame go to "SAVEGAME_CAMPAIGN" and the "branch" "CAMPAIGN_CIF_ENTRY_AREA and enter the above area, save it and then load the game, you should be at the area you designated albeit without proper XYZ co-ordinates you might be at a black "void" outside the level boundaries, if so find a door you can reach and travel trough it and then go back to the area from there.
(I did this myself to reach a chest I initially missed.)
I was more thinking of a permanent 'unlock' to allow re-entering the keep after completing the quests, and maybe moving the storage inside to make it a true 'base of operations'. I'm not really looking for a tutorial though, just wondering if it's even possible. If so then I would use it as a means to teach myself on a mod I'll actually end up using.
From Toom316's comment above, seems like modding dlc content might be more difficult than making changes to the main campaign.
#7
Posté 11 novembre 2009 - 07:31
That's kind of what I was thinking, but wouldn't the same logic apply to being able to mod other parts of the game, if it's a security issue?
Well, they didn't provide source for those resources either, technically... they're just not encrypted =)





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