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Can We Make Modules Seperate From The Entire Campaign?


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#1
BFBHLC

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1st Question: Topic.

2nd Question: This may be a new problem, but from what I've experienced - any recently loaded savegame files (and all future saved games) are flagged to require any module you make. Example: I made a module with one area entitled "Rescue the Princess" (from a tutorial on the site) and after a fresh install I went to load my saved game and the screen popped up saying the saved game required Lucky Stone, Dragon Armor, Wardens Keep, and "Rescue the Princess". Has this been addressed? 

#2
PavelNovotny

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Try disabling those DLC that you don't want in Save the Princess before you start a new game. You can do that from the Downloadable content area of the game.

#3
BFBHLC

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PavelNovotny wrote...

Try disabling those DLC that you don't want in Save the Princess before you start a new game. You can do that from the Downloadable content area of the game.


I meant savegame files from the Official Campaign. Any saved games for the Official Campaign that were made AFTER I installed the toolset/created a module were flagged to require Rescue the Princess, despite that module being entirely seperate.

#4
PavelNovotny

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It's because the toolset makes all modules Add-Ins right now, so even if the module is a separate campaign the game sees it as an add-in to the single player campaign. I don't think there's any way around it right now other than to make sure Save the Princess is disabled whenever you play the Original Campaign.



For the saves you already have I wouldn't worry about it if it's not hurting the game.

#5
BFBHLC

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PavelNovotny wrote...

It's because the toolset makes all modules Add-Ins right now, so even if the module is a separate campaign the game sees it as an add-in to the single player campaign. I don't think there's any way around it right now other than to make sure Save the Princess is disabled whenever you play the Original Campaign.

For the saves you already have I wouldn't worry about it if it's not hurting the game.


I don't even have the toolset installed and don't intend to until the module is a seperate campaign entirely, but if it's considered an "AddIn" (like the DLC is) then that's.....pretty sad....Ah well, something will happen I guess.

#6
Laeird

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Whats worse is I've noticed that if you have any DLC and arn't logged into the network you can't play any saves that have the DLC, so if your internet is out you can't play, this applys to XBox as well a friend couldn't play cause his went down for half an hour.

#7
ITSSEXYTIME

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BFBHLC wrote...



2nd Question: This may be a new problem, but from what I've experienced - any recently loaded savegame files (and all future saved games) are flagged to require any module you make. Example: I made a module with one area entitled "Rescue the Princess" (from a tutorial on the site) and after a fresh install I went to load my saved game and the screen popped up saying the saved game required Lucky Stone, Dragon Armor, Wardens Keep, and "Rescue the Princess". Has this been addressed?



This isn't a big deal as if you force the game to load it likely won't result in any complications.  The reason this message shows up at all though is because if you go in the DLC menu any created modules show up in there.


As long as the module doesn't edit game content and rules you shouldn't experience any issues with force-loading.

Modifié par ITSSEXYTIME, 14 novembre 2009 - 04:40 .


#8
dudda1984

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when i try to download a mod from the projects section i always get "cannot find DAUpdater.xml file". how can i fix this so i can download mods? Anyone?

#9
BFBHLC

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dudda1984 wrote...

when i try to download a mod from the projects section i always get "cannot find DAUpdater.xml file". how can i fix this so i can download mods? Anyone?


Please make your own topic. Thanks. :)

Anyways - I'll probably try to work with the toolset, but I'm definately backing up my savegames.