All right, I'm man enough to acknowledge when I'm beaten and the toolset has beaten me fair and square.
I can’t install the damned thing; I’ve been at it for over 5 hours, tried every fix the community has come up, tried every fix Microsoft has come up with for their SQL server and nothing works. I am done with it.
Now, here’s where the asking for help comes in. All I wanted to do was compile 4 tiny little scripts. Can someone that has managed the draconian feat of installing this elusive toolset be so kind and download the below sourcecode:
http://depositfiles....files/vmn6k3uh5
compile the following scripts
-spell_deathmagic.nss
-spell_modal.nss
-talent_aoe_duration.nss
-talent_modal.nss
and send them to me? Help a guy out. Please?
Beaten by the toolset, looking for help
Débuté par
Raygereio
, déc. 02 2010 08:51
#1
Posté 02 décembre 2010 - 08:51
#2
Posté 03 décembre 2010 - 07:37
Allright, while I did manage to install the toolset through the use of duct tape and the strategic sacrifice of a goat to the SQL gods, it promptly proceded to kick me in the groin by making Bethesda's GECK look user friendly.
Updated call for help:
I got a script I want to compile; How do hell do I that?
Updated call for help:
I got a script I want to compile; How do hell do I that?
#3
Posté 03 décembre 2010 - 10:26
The toolset isn't that different from the NWN2 toolset, which I think you've used. Look for the icon on the right side that looks like a page with writing on it and click it.
#4
Posté 04 décembre 2010 - 12:46
The UI looks similar, but that's where the similarities between the DA and NWN toolsets end for me.
Anyway, through the scripts button under the palette window I only seem able to access read only copies of vanilla scritps. Not my own scripts.
In the NWN2 toolset this was easy; all I had to do was dump the .nss files in the override folder, the toolset would recognise them on it's own as it loaded and I could open them. The whole File>Open Script thing was so simple, even I could figure it out.
Anyway, through the scripts button under the palette window I only seem able to access read only copies of vanilla scritps. Not my own scripts.
In the NWN2 toolset this was easy; all I had to do was dump the .nss files in the override folder, the toolset would recognise them on it's own as it loaded and I could open them. The whole File>Open Script thing was so simple, even I could figure it out.
#5
Posté 04 décembre 2010 - 11:43
It sounds like you're trying to edit Single Player.
First rules of Dragon Age modding:
1) Do not edit the Single Player module.
2) See Step 1.
3) Create your own Module that extends Single Player if you want to add/change content from the main game.
4) Do not edit the Single Player module. Seriously. You are likely to break your game and need to reinstall entirely.
I'd suggest reading the wiki about making your first module by reading through the tutorial material on the wiki. There's a lot more on the wiki than just that page, but that's the best place to get started.
Yes, it's a daunting toolset to get used to, even if you've used NWN2 before, but once you get over the hurdle of the nuances and the differences between it an NWN2, you'll find it has a lot of power to offer.
First rules of Dragon Age modding:
1) Do not edit the Single Player module.
2) See Step 1.
3) Create your own Module that extends Single Player if you want to add/change content from the main game.
4) Do not edit the Single Player module. Seriously. You are likely to break your game and need to reinstall entirely.
I'd suggest reading the wiki about making your first module by reading through the tutorial material on the wiki. There's a lot more on the wiki than just that page, but that's the best place to get started.
Yes, it's a daunting toolset to get used to, even if you've used NWN2 before, but once you get over the hurdle of the nuances and the differences between it an NWN2, you'll find it has a lot of power to offer.
#6
Posté 04 décembre 2010 - 12:30
No, I'm not trying to edit SIngle Player. Well, maybe I do in the sense that what I want to do will be used in singleplayer. I've downloaded a couple of mods from the DA nexus, grabbed their source codes, merged them so that they would play nice with eachother and now I want to compile scripts. That's all. Nothing fancy, just something incredibly basic.AmstradHero wrote...
It sounds like you're trying to edit Single Player.
<snip>
I'd suggest reading the wiki about making your first module by reading through the tutorial material on the wiki. There's a lot more on the wiki than just that page, but that's the best place to get started.
And I've read that wiki; and it has told me all kinds of interesting things, but unless my comprehension of the English language has failed me, it does not tell me how I can do what I want to do. Namely have the toolset recognize my scripts, open them and compile them - while including my include files and not the vanilla ones. Again, how do I accomplish this?
#7
Posté 04 décembre 2010 - 08:05
Sorry if that sounded a little facetious, but when you were talking about resources being read-only, that normally indicates that the person in question is trying to directly edit the single player mod. That is a HUGE no-no so I wanted to impress how important it is not to do that. So here I'll now assume that you have your own mod and that it's set up to extend single player.
If those scripts you've mentioned are referenced by other scripts, you're going to have to recompile every script that references them. AFAIK, DAO doesn't use any sort of linking - included scripts get included within the compiled script.
You've mentioned that you can't get the game to "recognise" your scripts. Have you got those files as actual physical files on disk? If so, the toolset is never going to "recognise" them because it doesn't work like NWN2. DAO works off a database. The database is king. It is used by the toolset. Files are not.
You'll need to go to the script tab in the palette section of the UI and right-click->new->script. Give it the relevant name that you want, and then copy-paste your source code from your actual physical file into the editing window. Now you'll be able to compile.
Any type of resource that appears in the palette window MUST be created in the toolset and cannot be imported directly from a physical file of the relevant type. The toolset exports physical files from these resources (like .nss, .are, .fsb, etc, etc), but once that export process is finished it is not possible to directly import or use those files within the database again.
The only files that don't follow this rule are art resources like levels, morphs and VFX, which you "post to local" so that the game can read them.
If those scripts you've mentioned are referenced by other scripts, you're going to have to recompile every script that references them. AFAIK, DAO doesn't use any sort of linking - included scripts get included within the compiled script.
You've mentioned that you can't get the game to "recognise" your scripts. Have you got those files as actual physical files on disk? If so, the toolset is never going to "recognise" them because it doesn't work like NWN2. DAO works off a database. The database is king. It is used by the toolset. Files are not.
You'll need to go to the script tab in the palette section of the UI and right-click->new->script. Give it the relevant name that you want, and then copy-paste your source code from your actual physical file into the editing window. Now you'll be able to compile.
Any type of resource that appears in the palette window MUST be created in the toolset and cannot be imported directly from a physical file of the relevant type. The toolset exports physical files from these resources (like .nss, .are, .fsb, etc, etc), but once that export process is finished it is not possible to directly import or use those files within the database again.
The only files that don't follow this rule are art resources like levels, morphs and VFX, which you "post to local" so that the game can read them.
#8
Posté 04 décembre 2010 - 09:08
Seriously? There's no way to add something to the database? *sigh* Well, that’s it, I’m done. The toolset isn’t even letting me copy-paste the scripts without spitting one error message after the other at me.
Message to BioWare: the utterly simple task of compiling an existing script took me under a minute to figure out how to do with the NWN toolset and took but mere seconds to actually execute.
The same task took me several days to figure out how to do in the DA toolset, only to discover it's impossible and I got to spend a lovely couple of hours trying to accomplish it in a roundabout manner only for this sorry excuse for a toolset to scream and kick like stubborn child.
What the hell where you people thinking? I can understand why you'd want to muck around with a database when using the toolset in a business setting. When working on a single project with multiple people that makes sense. But for simple users like me it will only get in the way. At least have a way of easily adding things to the database.
Message to BioWare: the utterly simple task of compiling an existing script took me under a minute to figure out how to do with the NWN toolset and took but mere seconds to actually execute.
The same task took me several days to figure out how to do in the DA toolset, only to discover it's impossible and I got to spend a lovely couple of hours trying to accomplish it in a roundabout manner only for this sorry excuse for a toolset to scream and kick like stubborn child.
What the hell where you people thinking? I can understand why you'd want to muck around with a database when using the toolset in a business setting. When working on a single project with multiple people that makes sense. But for simple users like me it will only get in the way. At least have a way of easily adding things to the database.
Modifié par Raygereio, 04 décembre 2010 - 09:12 .
#9
Posté 04 décembre 2010 - 11:52
Seriously? It's that hard to create a new script and copy-paste and compile? I'm surprised you've ever persevered with modding in any game. If it's spitting error messages at you, then I imagine there's an error in the script somewhere.
The DAO toolset is what BioWare used to develop the game. You expect them to completely rewrite the thing and make it work with files simply for users? Sorry, but that's pretty entitlement heavy.
Adding new things to the database is easy. Importing from other modules is also easy if you've got a builder-to-builder package that you can import into your module.
The DAO toolset is what BioWare used to develop the game. You expect them to completely rewrite the thing and make it work with files simply for users? Sorry, but that's pretty entitlement heavy.
Adding new things to the database is easy. Importing from other modules is also easy if you've got a builder-to-builder package that you can import into your module.
#10
Posté 05 décembre 2010 - 12:38
*sigh* I persevered in modding with other games because I had tools that were intuitive to use. And if asking for basic functionality is being entitlement heavy, then I guess I'm just spoled by BioWare's previous toolset.
#11
Posté 05 décembre 2010 - 01:26
Does NWN2 offer auto lipsyncing, easy-to-use animations, a full cutscene editor and level editing that allows overhangs and varying levels of terrain tesselation? I modded in NWN2 and produced a big mod for it, so I know the strengths and weaknesses of each toolset.
The DAO toolset has a steep learning curve to begin with, and BioWare won't make any apologies for that, nor should they. Once you get used to the differences between NWN2 and DAO, a lot of the skills you already have from NWN2 modding will transfer over quite readily. It's just coming to terms with a different (read: more commercial) arrangement of resources and development style that will give you some headaches to begin with.
In short, don't knock DAO's toolset until you've actually made more of an effort to understand how it works. I made Alley of Murders entirely as a learning process to see how to put together a complete module with areas, sounds, dialogue, quests and VO. It took a little while to adapt from NWN2 thinking, but once I did, it was possible to make some really engaging content.
I'd urge you not to ditch the toolset because the first thing you tried to do was hard. NWN2's toolset was pretty inpenetrable at first too. DAO's modding community could always do with another contributor. Those of us here currently are fighting hard to champion content, and more quality material would only help that cause.
The DAO toolset has a steep learning curve to begin with, and BioWare won't make any apologies for that, nor should they. Once you get used to the differences between NWN2 and DAO, a lot of the skills you already have from NWN2 modding will transfer over quite readily. It's just coming to terms with a different (read: more commercial) arrangement of resources and development style that will give you some headaches to begin with.
In short, don't knock DAO's toolset until you've actually made more of an effort to understand how it works. I made Alley of Murders entirely as a learning process to see how to put together a complete module with areas, sounds, dialogue, quests and VO. It took a little while to adapt from NWN2 thinking, but once I did, it was possible to make some really engaging content.
I'd urge you not to ditch the toolset because the first thing you tried to do was hard. NWN2's toolset was pretty inpenetrable at first too. DAO's modding community could always do with another contributor. Those of us here currently are fighting hard to champion content, and more quality material would only help that cause.
Modifié par AmstradHero, 05 décembre 2010 - 01:30 .
#12
Posté 05 décembre 2010 - 03:26
I'm trying to compile those scripts, but it seems that there is something out of place; what error messages were you getting when you tried it?
#13
Posté 20 décembre 2010 - 05:37
I can use visual studio just fine. But this toolset, I have no idea what is going on.
I can't even simply open a .nss file and then click compile to compile it.
GECK is so much better as a Modding tool.
I can't even simply open a .nss file and then click compile to compile it.
GECK is so much better as a Modding tool.





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