I ask only because there are now some excellent video tutorials cropping up, but all of my searching has yielded no surefire way of avoiding conflicts. I myself have created new modules and utilised only levels from the campaign (as the wiki and vid tuts state), and every export has ruined the campaign - specifically the party camp and play.
This was solved by emptying the export folders and reverting to an older save. I have also renamed the Single Player folder in My documents...DA...Modules as is suggested as a fix for this bug, and there are countless threads on how to fix a spoilt campaign, but NOWHERE have I seen a solution to let you use the toolset and have zero conflicts with the game.
I do not wish to alter the main campaign but rather create new mods, so if I was never able to alter the singleplayer I wouldn't mind. So: I ask the community - are there any of you out there who are building in the toolset and also having no problems in the main game?
Thank you for any responses, and my apologies if this has been answered somewhere else. The search function isn't terribly helpful at the moment.
So has anyone found a way to use the Toolset and not affect the campaign?
Débuté par
Suburbarian
, nov. 12 2009 10:38
#1
Posté 12 novembre 2009 - 10:38
#2
Posté 12 novembre 2009 - 10:41
The respec mod puts a bird in the main camp that lets you respec your chars..and I havn't seen any ill effects on the main campaign from it...but I havn't gotten to play much after the mod so not sure of long term effects.
Party camp still works though.
Party camp still works though.
#3
Posté 12 novembre 2009 - 10:50
Fully finished mods that plug into the game work yes, like the storage chest, or the bird you kindly mentioned (didn't know about that one) -- but ANY time I produce even a simple area in the toolset and export it, it breaks my game and I have to empty the export folders and make sure i load a save before i used the toolset. Surely someone has a fix as loads of folk are pumping out content and vids. Have those people simply abandoned the campaign?
The toolset looks fantastic and I'm just itching to get going with it!
The toolset looks fantastic and I'm just itching to get going with it!
#4
Posté 12 novembre 2009 - 10:52
I should have clarified also that I am making a new module each time in the toolset. I am not changing the existing singleplayer. And I am exporting WITH dependent resources a la Sir Cids great vid tutorial.
Sorry for reposting so soon.
Sorry for reposting so soon.
#5
Posté 12 novembre 2009 - 10:53
It seems like you can't really add levels into the main campaign...basically you have to create new ones and just load those as new campaigns from the Other Campaigns menu..
I could be wrong..but that's what it seems like. I was told you can't even add a merchant into the main campaign..
I could be wrong..but that's what it seems like. I was told you can't even add a merchant into the main campaign..
#6
Posté 12 novembre 2009 - 11:00
Yes my friend, but thats not specifically my issue -- I can create a new, standalone mod, load it from Other Campaigns and it plays - but it also destroys my main single player game
Thus anything I make in the toolset is no use at the moment, although I can play it, it ruins my campaign. But people here are using the toolset and playing readily so they must have a fix?
Thus anything I make in the toolset is no use at the moment, although I can play it, it ruins my campaign. But people here are using the toolset and playing readily so they must have a fix?
#7
Posté 12 novembre 2009 - 11:06
exporting WITH dependent resources is what is messing up your single player campaign, Because there are some plot points in the toolset database that are not in sync with the released game (for odd reasons). So some dependencies carry scripts that use that incorrect data... and BAM! you have a messed up game.
#8
Posté 12 novembre 2009 - 11:16
So you have to do full exports when you create addon modules? What a pain that is! Or do you just do a without dependent?
I should really shut up as I don't understand ANY of this stuff anyways
I should really shut up as I don't understand ANY of this stuff anyways
Modifié par NewYears1978, 12 novembre 2009 - 11:16 .
#9
Posté 12 novembre 2009 - 11:22
NY78 you are not the only one. Coming from a NWN (and NWN2) mod background the seeming difficulty of doing stuff with the toolset without breaking the SP campaign is hard to understand. I haven't figured out yet what the "rules" are so I'm just as eager to see your questions answered as you are. 
Fun Ha!
Fun Ha!
#10
Posté 12 novembre 2009 - 11:33
yea same here, I want to get INTO the toolset but im scared ill mess up my gave saves, so ill prolly leave it be untill I either finish the game or a toolset patch is released that makes it safer....
#11
Posté 12 novembre 2009 - 11:41
To try to clarify WHY things are messing up:
The toolset works with a database backend. The database works with specific IDs associated with plot points inside the main campaign (since the campaign is included in the toolset's database dump). So basically, when you load the toolset, the database it's using has all the database pieces that when exported, make up the main campaign.
The problem is, the copy of the main campaign the toolset has, has different database IDs for certain plot stuff (quest IDs, item IDs, etc) than what was originally exported to create the main campaign.
So when you export dependencies (which is the core files) in the toolset, it exports the TOOLSET'S single campaign plot IDs, which now show up in the export directory, which the main game gives load priorities, so it loads the incorrect IDs, which now don't match up to the save game you have (since the save game also stores out plot IDs for certain things).
Hopefully that makes a little more sense of why the toolset is screwing the pooch of the main campaign's saved games.
The fix is going to be to update the toolset's database dump to what the single campaign shipped with I imagine. Getting them to sync up shouldn't be too bad I wouldn't think.
At least, that's my understanding of what happened from reading the various Bioware dev posts and making a little bit of a logical leap.
The toolset works with a database backend. The database works with specific IDs associated with plot points inside the main campaign (since the campaign is included in the toolset's database dump). So basically, when you load the toolset, the database it's using has all the database pieces that when exported, make up the main campaign.
The problem is, the copy of the main campaign the toolset has, has different database IDs for certain plot stuff (quest IDs, item IDs, etc) than what was originally exported to create the main campaign.
So when you export dependencies (which is the core files) in the toolset, it exports the TOOLSET'S single campaign plot IDs, which now show up in the export directory, which the main game gives load priorities, so it loads the incorrect IDs, which now don't match up to the save game you have (since the save game also stores out plot IDs for certain things).
Hopefully that makes a little more sense of why the toolset is screwing the pooch of the main campaign's saved games.
The fix is going to be to update the toolset's database dump to what the single campaign shipped with I imagine. Getting them to sync up shouldn't be too bad I wouldn't think.
At least, that's my understanding of what happened from reading the various Bioware dev posts and making a little bit of a logical leap.
#12
Posté 12 novembre 2009 - 11:55
That all sounds correct. With the additional caveat that the underlying cause of this error is a bug in the builder-to-builder function for saving and loading resources between the database and the filesystem, which also needs to be fixed to prevent this problem from cropping up again in the future.
BTW, it is possible to use the toolset to add new stuff to the main campaign in the same manner that BioWare's existing DLC does (new area transitions, map pins, "quest givers", etc). However, it's tricky right now due to the fact that the main campaign's designer resources aren't currently being distributed, which makes it hard to find the information needed to hook the new stuff up. I don't have an ETA on when more information will be available unfortunately.
BTW, it is possible to use the toolset to add new stuff to the main campaign in the same manner that BioWare's existing DLC does (new area transitions, map pins, "quest givers", etc). However, it's tricky right now due to the fact that the main campaign's designer resources aren't currently being distributed, which makes it hard to find the information needed to hook the new stuff up. I don't have an ETA on when more information will be available unfortunately.
#13
Posté 13 novembre 2009 - 12:02
So make sure you export WITHOUT dependencies is the fix? Whats the downside to exporting without them?
#14
Posté 13 novembre 2009 - 12:04
Is this the same issue that causes export without dependancys to export a crap ton of other files (like npc ai scripts) even tho they have neither been edited or even checked out?
#15
Posté 13 novembre 2009 - 01:00
As far as I'm aware, scripts and plots are the only types of resource that ignore the "without dependencies" part of the export command and export with dependencies every time. I don't know why this is, I'm guessing it has something to do with the fact that they're compiled together. To keep the main campaign healthy for the time being may require manual deletion of stuff exported to the core override directories.
Until we can squash that bad plot GUID bug I can see this being a major annoyance. Sorry.
In the meantime, Eizneckam came up with a bit of SQL wizardry that may be able to "patch" the problem in the current database. See http://social.biowar.../index/114380/2 for more information.
Until we can squash that bad plot GUID bug I can see this being a major annoyance. Sorry.
In the meantime, Eizneckam came up with a bit of SQL wizardry that may be able to "patch" the problem in the current database. See http://social.biowar.../index/114380/2 for more information.
#16
Posté 13 novembre 2009 - 04:17
Thanks Astorax and BW Bryan. Those are the first explanations I've seen that make sense.
I'm still really enjoying the campaign so I'll be leaving the toolset in the crner for a little while untill the bugs get squished.
Fun Ha!
I'm still really enjoying the campaign so I'll be leaving the toolset in the crner for a little while untill the bugs get squished.
Fun Ha!
#17
Posté 13 novembre 2009 - 09:07
I heard this from SilentCid - whos making some great vid tuts:http://social.bioware.com/project/527/&v=comments#discussions
What you want to do is this go to:
My Documents > Bioware > Dragon Age > Modules
From there you should see a folder that says Single Player delete folder.
Next you want to do is go into the toolset go to File > Manage Modules > "The module you are working on" > Click on Hierarchy.. button > uncheck Single Player from this window.
Close those windows out.
Close out any remaining area windows that you have opened so that there is nothing on your workspace then go to Tools > export > Click on "empty export directories." After all that it should work that is what I have done to get my game to function properly.
Having tried it yet but I will tonight. Seems to have fixed the issue for him.
What you want to do is this go to:
My Documents > Bioware > Dragon Age > Modules
From there you should see a folder that says Single Player delete folder.
Next you want to do is go into the toolset go to File > Manage Modules > "The module you are working on" > Click on Hierarchy.. button > uncheck Single Player from this window.
Close those windows out.
Close out any remaining area windows that you have opened so that there is nothing on your workspace then go to Tools > export > Click on "empty export directories." After all that it should work that is what I have done to get my game to function properly.
Having tried it yet but I will tonight. Seems to have fixed the issue for him.
#18
Posté 13 novembre 2009 - 04:10
Is it not possible to build TOTALLY NEW modules starting from 0(like in NWN 1), thus NOT affecting the main campaign at all? Am i forced to build all arround the original campaign? If so, the toolset IMO is absolutely pointless.
#19
Posté 13 novembre 2009 - 05:02
You can indeed make totally new modules - just not at the moment, as the toolset export overrides main campaign assets and breaks them. Bioware have announced that they are currently working to fix this.
There is no need to depend upon the existing single player for anything once you build your own levels etc. save for the core game scripts etc that every and any mod requires.
Seems all we can do is watch the tutorials and wait for a fix, OR try the above solution SilentCid suggested and I reposted.
There is no need to depend upon the existing single player for anything once you build your own levels etc. save for the core game scripts etc that every and any mod requires.
Seems all we can do is watch the tutorials and wait for a fix, OR try the above solution SilentCid suggested and I reposted.
#20
Posté 13 novembre 2009 - 06:17
I have cleared all overrides, deleted the folders mentioned, emptied the blablabla -- I've done it all -- and party selection is still broken. It did fix the problem with followers' (Leliana's in my case) convos getting all screwed up, though.
#21
Posté 13 novembre 2009 - 06:29
Silas TNA5CoDe wrote...
Is it not possible to build TOTALLY NEW modules starting from 0(like in NWN 1), thus NOT affecting the main campaign at all? Am i forced to build all arround the original campaign? If so, the toolset IMO is absolutely pointless.
I echo this. Why is it exporting plot IDs and item IDs tied to the single player campaign when you are creating a new module? Is this the builder-to-builder bug that Bryan mentions?
Shouldn't this be done only when you are creating Add-Ins? And even then, shouldn't there be the flexibility to define which module you are adding in to and not default to the single player campaign?
Note: I haven't played with the toolset yet because of all these corruption issues (plus I am enjoying the game immensely) so excuse any noob questions
#22
Posté 13 novembre 2009 - 06:29
Yea, right now it seems like the toolset is just a dangerous malfunctioning tool. I'm going to leave it alone until it all gets sorted out, even if there are fixes. I tried that SQL wizardry, and I'm pretty sure it did weird things to my database. But this is the first time I've ever even looked at SQL, and the instructions were for those who have. So maybe if someone explains I'll try it, but otherwise probubly safer to just leave it alone.
#23
Posté 14 novembre 2009 - 06:56
I just agree with maikanix, it is better to leave the toolset alone atm, and to wait till all is fixed.
I wonder why it always has to be more and more and more, the NWN 1 community was so sucessful because the toolset wa so simple and easy to use, one can see already with the NWN 2 Toolset that sometimes LESS is MORE, it never reached the success of the first one, it was just to complicated, lets hope that the Dragon Age toolset will not share the same fate.
I wonder why it always has to be more and more and more, the NWN 1 community was so sucessful because the toolset wa so simple and easy to use, one can see already with the NWN 2 Toolset that sometimes LESS is MORE, it never reached the success of the first one, it was just to complicated, lets hope that the Dragon Age toolset will not share the same fate.





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