I created a mod that contained a bunch of custom weapons and armor. I used it regularly in DA:O. I eventually upgraded my computer, so I took all of my addins and override stuff and stuck it on a second hard drive.
Some months passed, and I eventually decided to get back into Dragon Age. I purchased DA: UE from steam, copied over all of the stuff I originally backed up, and started the game. From what I can tell, most everything is working just fine. However, the mod I created doesn't even show up on the list anymore (and therefore doesn't work in-game.) What do I need to do, besides re-creating the mod, to get this to work in DA:UE?
As well, are custom mods such as mine limited to origins, or do they work in awakening as well? Or do I have to re-edit it and set it to work in Awakening?
Mod no longer showing in Dragon Age
Débuté par
Endersblade
, févr. 17 2011 04:33
#1
Posté 17 février 2011 - 04:33
#2
Posté 17 février 2011 - 06:41
Did you copy over your Program Files > Bioware > Dragon Age > Addins folder?
There should be a folder in there for your mod.
Otherwise, restore the toolset data base, then File > Manage Modules to select your mod. In the ALL view of the palette, select all the custom resources you made, then Export Without Dependent Resources.
The tutorial and FAQ here discuss how to ensure that a mod includes / excludes Awakening.
There should be a folder in there for your mod.
Otherwise, restore the toolset data base, then File > Manage Modules to select your mod. In the ALL view of the palette, select all the custom resources you made, then Export Without Dependent Resources.
The tutorial and FAQ here discuss how to ensure that a mod includes / excludes Awakening.
#3
Posté 18 février 2011 - 02:29
Thanks for the help, no, I didn't copy the Program files Addins folder over, just the My Documents one. If I have the files from the My Documents Addins folder, is there some way I can reload it into the editor? Where do I place it? I have it in the My Docs Addins folder right now, and can't open it from there.
I created a new, blank mod with the same name, and exported/created what files I'd need should I be creating a new mod. This added the entry into the Addins.xml file, so it now shows up in-game. I then copied over my files into the empty folder. When I get into the game with my mod loading, it's supposed to give me about 16 or so items. However, it only actually gives me ONE. I'm apparently still missing something. (Btw, the mod that I backed up and am now trying to use contains all the .uti files for the items I made, all of the .plo files it uses, as well as the .nss files it needs. Everything seems to be there.
I created a new, blank mod with the same name, and exported/created what files I'd need should I be creating a new mod. This added the entry into the Addins.xml file, so it now shows up in-game. I then copied over my files into the empty folder. When I get into the game with my mod loading, it's supposed to give me about 16 or so items. However, it only actually gives me ONE. I'm apparently still missing something. (Btw, the mod that I backed up and am now trying to use contains all the .uti files for the items I made, all of the .plo files it uses, as well as the .nss files it needs. Everything seems to be there.
Modifié par shiasan, 18 février 2011 - 03:01 .
#4
Posté 18 février 2011 - 07:01
Apologies - Program Files was a typo, I meant Documents.
Unfortunately, the playable files in that folder are not in a format which can be loaded back into the toolset data base.
If you still have access to the toolset on the old machine, you can extract the data base resources for your module in builder-to-builder format, then load that file into the new module.
Failing that, try overwriting the .cif file for your new module with the old one.
If that doesn't work, I'd need to understand what you're doing in more detail.
Unfortunately, the playable files in that folder are not in a format which can be loaded back into the toolset data base.
If you still have access to the toolset on the old machine, you can extract the data base resources for your module in builder-to-builder format, then load that file into the new module.
Failing that, try overwriting the .cif file for your new module with the old one.
If that doesn't work, I'd need to understand what you're doing in more detail.
#5
Posté 18 février 2011 - 10:51
seems like your addins.xml isn't correct. check this files for entries of your missing mods (search the name). it can be found here: my documents/bioware/dragon age/settings. open with text editor.
Modifié par -Semper-, 18 février 2011 - 10:52 .
#6
Posté 19 février 2011 - 02:59
I'm wondering if I need to make a bunch of dummy files. empty .plo files, .nss files, etc so the mod knows which events and plots to run. Then just copy over all the stuff I had saved, filling in all the info it needs. I guess I can give this a try.
Edit: Got it to work. I just rebuilt the event handler file for the mod, exported all the necessary files, then copied the actual items into the new mod. Loaded the game, and poof, all the items are there :-) Although so of the item modifiers are off (+20% spirit resistance? eh?) the items at least show up. I MAY end up re-creating all of them from scratch anyway, as I'm not very happy with some of the models...
Thanks again for the help guys.
Edit: Got it to work. I just rebuilt the event handler file for the mod, exported all the necessary files, then copied the actual items into the new mod. Loaded the game, and poof, all the items are there :-) Although so of the item modifiers are off (+20% spirit resistance? eh?) the items at least show up. I MAY end up re-creating all of them from scratch anyway, as I'm not very happy with some of the models...
Thanks again for the help guys.
Modifié par shiasan, 19 février 2011 - 05:05 .





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