As some of you know, yesterday I had an utterly crappy day when my game completely broke for both Origins and Awakening, plus my two mods. Yes, I was enraged, Arr!
But here's a tutorial so you don't have to go through the problems I had to fix, and waste the time I had to waste to find a solution!
Remember: IT'S YOUR RESPONSIBILITY TO ENSURE YOUR MOD DOES NOT BREAK THE GAME, THE EXPANSION, DLCS, OR OTHER MODS!!
The problem:
- While working in my Origins mod, and then on my Awakening mod, I realized that my Origins mod was breaking Awakening (scripts were not triggering, and even objects were moving around!).
- In the same way, my mod for Awakening was interfeering in Origins, breaking it (wrong scripts triggering, destroying the party recruiting).
The objective:
- Prevent the Origins mod to interfere with Awakening. If your mod is for Origins, it should only work in Origins.
- Prevent the Awakening mod to interfere with Origins. If your mod is for Awakening, it should only work in Awakening.
- If you have one mod for both, to ensure that the Origins part triggers in Origins and Awakening part in Awakening.
Procedure:
1- Ensure your Origins mod is for Origins only!
NEVER EVER EVER set your core scripts or handling scripts as Core Game Resources. NEVER!
There's absolutely no need for your scripts (especially your module core) to be a core game resource.
This means that whenever you create a mod for origins you should always set the properties of your major handling scripts as "Module: your module", and "Owner Module: your module". NEVER as a core game resource. Otherwise they will interfere with awakening and will break it (make no mistake, they will).
Example:
This is how you set your Origins module:

This is how you set all your script's properties:

2- Ensure your Awakening mod is for Awakening only!
Things are different for Awakening because you DO have to set all your materials' properties as "Module: Core Game Resources", and "Owner Module: your module". (read the tutorial if you need to know more.)
This means that your Awakening mod will interfere with Origins and will break the game.
We will use a plot flag check to ensure that your module core script and handling scripts only trigger in Awakening.
You should insert this code in all your handling scripts:
if(!WR_GetPlotFlag("C0B7199C74CA4B67B143ACA8CDCFCF9D",0, TRUE))
return;
Where "C0B7199C74CA4B67B143ACA8CDCFCF9D" is actually gxa000pt_awakening,plo, and "0", is "GXA_AWAKENING_START", but you can use any other Awakening plot that you may need.
Please read this tutorial to learn how to mod using Awakening's plot flags.
(For for people who don't know how to script, like me, this tells the game not to run the script unless GXA_AWAKENING_START is true.)
Screenshots of my Awakening handling scripts with the code inserted:


And as always... BE CAREFUL! :-)
If you want to read my other tutorials, check here: http://social.biowar...ategory_id=1123





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