Aller au contenu

Photo

Modding DLC content question


  • Veuillez vous connecter pour répondre
6 réponses à ce sujet

#1
daem3an

daem3an
  • Members
  • 331 messages
Question for all you modders out there... What's involved (generally speaking) with unlocking Warden's Keep so I can re-enter and finish quests, unlock chests I may have missed etc.? For the record, I've downloaded/installed it but I haven't played it yet. With it being DLC are there any special considerations? I've never used the toolset before (or any for that matter), so I obviously have a lot to learn but I thought this might be a good simple project to learn with... am I crazy?

#2
bebe86

bebe86
  • Members
  • 31 messages
I don't have Wardens keep, but if it's anything like the other content, "armor" / "stones keep" you can't pick an option to play it, it's integrated into the main game.

#3
daem3an

daem3an
  • Members
  • 331 messages
I've read a few comments from people who can't access dlc content for one reason or another - mostly due to not being connected to the internet, I'm assuming this is some sort of drm. I'm just wondering if I can mess around with dlc content the same way I would with any other content from the main campaign, or if there are special considerations when modifying dlc.



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
Toom316

Toom316
  • Members
  • 64 messages
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.

#5
JBeckman

JBeckman
  • Members
  • 2 messages
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.)

#6
daem3an

daem3an
  • Members
  • 331 messages
Thanks for the replies.

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.

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?

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.)

(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.

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
Eizneckam

Eizneckam
  • Members
  • 28 messages
From what I understand, the ERFs in the DLC are encrypted and the key is fetched at runtime via an HTTPS connection to BioWare's store site. You can extract the keys if you work hard enough at it but at that point you're effectively cracking their copy protection scheme, which isn't a very nice thing to do.



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 =)