Alcanazar wrote...
I've used a number of modifications but the last ones made the game unplayable. Alister disappeared, characters
transitioned into limbo areas or characters could not be created. I just reinstalled the game for the third time two weeks ago and I still can't get even Bioware DLC back.
In that case I would contact the author(s) of the mod(s) directly and detail your problems with them. That said, if you've reinstalled the game entirely, I don't understand how you could still be having problems because of the mods - they should be gone. Check your My Documents\\\\BioWare\\\\Dragon Age\\\\AddIns folder - you should probably only see folders beginning with "dao_" - if you don't you haven't removed the mods. If you don't see any folders in there... then you haven't re-downloaded your official DAO DLCs.
Darkhour wrote...
That's why I'm apprehensive about mods. I don;t know the technical skill of the modders and don't really trust them. Not only could a mod destablize the game, but couldn't hacker install trojans, worms, etc. in the mod files?
As Glaucon said, mod sites do scan uploaded files. In addition, let's get slightly technical to indicate why this can't happen for DA:O mods. The media in general does not understand the technical concepts behind hacking and thus spreads a lot of scaremongering about "your computer will be hacked" in ways that simply aren't possible. Yes, you can get hacked quite easily in some circumstances, but in other ways it's practically impossible.
Dragon Age mods will not harm your computer. In order for a virus/trojan/worm to hack your computer, the hacker has to be able to run a program on your computer. Dragon Age mods cannot do this, as they should contain only data files that can only be read by Dragon Age itself. These are files that contain dialogue, sound, music, levels or other resources that can only be utilised by Dragon Age - meaning that outside of the game, they do nothing.
DAZIP files are Dragon Age zip files. A zip file is simply a file format used to store and compress a group of files so they take up less space - this makes it easier for people to download/store them. If you are using a dazip file, you will run the da_updater program within Dragon Age's bin_ship folder. Unfortunately this is not accessible via the splash screen or even the start menu folder - which I think is a bad idea as it immediately makes players less likely to use mods. When you run this program, you will need to selected the dazip for the content you wish to install, and then get the updater to install it.
When you do this, there is no program that has been written by the modder that is run on your computer except BioWare's own tool. The updater is simply taking the files from their compressed state in the DAZIP and placing them into the correct location into your My Documents\\\\BioWare\\\\Dragon Age folder.
If a mod if distributed via an ordinary zip file, then the above effectively applies as well - all you're doing is removing the files inside and playing them somewhere within the My Documents\\\\BioWare\\\\Dragon Age folder so that they can be read by the game.
Glaucon wrote...
I take your point about a mod breaking game features but that is just the nature of programming. I can't think of many games that are released bug free, it's just not practical/feasible a lot of the time.
I've seen the AMQC group discussions and there are efforts to provide a standard but policing that standard, and who ultimately should police it, seems to be a major factor contributing to the variety of mods/files/installs/Uninstalls/Save Games/ and all the other things that a mod can impact on.
Perhaps the right thing to do is to leave the technical aspects out of the FAQ but continue to work toward standards.
Many modders are happy to deal with bugs if they are contacted about them. I know if anyone finds a bug in any of my mods that has been released, then I immediately set myself the task of tracking it down, replicating it, and eliminating it. I take the quality of my mods seriously, and don't like to see them available to people with flaws - especially not game-breaking ones.
A mod shouldn't impact on save games, because in general I think they should not be changing plot flags (which track the state of the game) in ways that will cause them to be unreliable. This of course goes out the window if you're using a mod which deliberately breaks the internal logic of the game - for example a mod which allows you to simultaneous romance every character is messing with the game's state because it's getting those plot flags into a state that they shouldn't be.
The main problem in terms of conflicts with mods is when two separate mods try to modify the same resource(s). Two mods to facial features, for example, or two mods which make modifications to Alistair's/Zevran's/whoever's dialogue. These can potentially conflict, causing one of the mods to "break". In some cases this might result in the player simply missing out on content, in others it prevent a quest from finishing because a particular plot flag is never set.
Unfortuately it's impossible to completely devoid the process of installing/using mods from any technical detail whatsoever - for starters there's the issue of the player having to hunt down the da_updater.exe program in their bin_ship directory in which the Dragon Age game installed (usually Program Files/BioWare/Dragon Age). The only way around this is if the proposed idea of allowing mods to be downloaded directly from within the game is implemented by BioWare. I'm hopeful that this will happen at some point, but until that time, it seems modders are fighting an uphill battle to get players to try out the content that they create.
Modifié par AmstradHero, 18 décembre 2010 - 10:10 .