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 - 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.
#3
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.





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