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dev request -- does override directory work different in DA2?


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#1
tmp7704

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Not sure if it's better to ask here or in Toolset section, but...

has there been any changes in DA2 when it comes to how the override directory works? Asking because it seems to be now very much hit-and-miss. For example, extracting a .mor face file for NPC from DA2 .erf file and placing it in the packages/core/override ... generally results in the game no longer rendering face of said character, making them headless.

Any clarification on this would be really welcome...

#2
DarkAnya

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I second this request, for sure. Let's hope someone clarifies the issue.

#3
Wyldsong

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I am most definitely on-board with this.

Modifié par Wyldsong, 11 mars 2011 - 10:45 .


#4
0x30A88

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I tried to take a look at how the DLC is set up. Strange thing is, however, that I see no override folder and levels being in module do seem a bit different. The new file setup seems more tidy than as of Origins, where it was almsot everything in either core\\override or module\\override, with something in data.

I could be wrong though -- those files seem to be too small to have level files among them, but maybe they optimized their level files...

I think we'll need a toolset to make stuff like campaigns -- I hope the CC isn't human-only if we get a toolset.

Modifié par Gisle Aune, 11 mars 2011 - 11:02 .


#5
daywalker03

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A lot of the rim files seem to have a folder hierarchy inside them, so we may have to recreate it in the override folder for it to work the way we are used to.

#6
Cedius

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*

Modifié par Cedius, 12 mars 2011 - 01:07 .


#7
Cedius

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Yes apparently, hence why Dragon Age 2 files can't be opened by the DA Toolset. It has been stated that Bioware wouldn't release a Toolset before release, however, "IF" one does, it will be released after. I wouldn't hold my breath, if a Toolset comes out, it will be a patched version of the Original with the patch coming underground from the modders themselves. Big controversy going on now with, as Bioware has pretty much gave up on the modders.

#8
translucentwolf

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Same issue happened for Mass Effect 2 vs. Mass Effect editing. They have to lock down fan created content to encourage purchase of payable content.

Modifié par translucentwolf, 12 mars 2011 - 02:20 .


#9
Cedius

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translucentwolf wrote...

Same issue happened for Mass Effect 2 vs. Mass Effect editing. They have to lock down fan created content to encourage purchase of payable content.


Which sucks for us who love to mod "and" buy the DLC. lolImage IPB

#10
Azuraft

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Cedius wrote...

translucentwolf wrote...

Same issue happened for Mass Effect 2 vs. Mass Effect editing. They have to lock down fan created content to encourage purchase of payable content.


Which sucks for us who love to mod "and" buy the DLC. lolImage IPB


especially when many opt to buy the PC version to be able to mod it. <_<

#11
cljqnsnyc

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You can't force people to buy DLC if they don't want to. Fan created mods don't have anything to do with DLC purchasing. If the content is good, people will buy. Period. Look at other heavily modded games. I have all the dlc for Oblivion, Fallout 3, FNV, and DAO. And they are all heavily modded games. Bethesda supports modders AND still sells plenty of DLC. Where did they get the crazy idea that restricting something will force another? WRONG!!!!!

#12
tmp7704

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daywalker03 wrote...

A lot of the rim files seem to have a folder hierarchy inside them, so we may have to recreate it in the override folder for it to work the way we are used to.

I thought of that too, but two things -- the .mor files seem to reside in "main" directory rather than subfolder and when such .mor file is present in the override the game does definitely take that presence into account; it just doesn't render it proper for some reason. And #2, items don't seem to have to be in folder matching the original in order to override the original file, at least it's the case with textures.

So overall, it doesn't seem that's the issue...

#13
Jhime

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The whole packages/core/override was a mess anyway. Those files should've been addins/foo/core/override.

Taking a wild guess as to the problem. If the files were extracted from a v3.0 erf file, perhaps you have to put it in a separate such file, with the correct hash values. DA2 is probably only using the hashes for lookup.

#14
Grizzly_UK

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Cedius wrote...

Yes apparently, hence why Dragon Age 2 files can't be opened by the DA Toolset. It has been stated that Bioware wouldn't release a Toolset before release, however, "IF" one does, it will be released after. I wouldn't hold my breath, if a Toolset comes out, it will be a patched version of the Original with the patch coming underground from the modders themselves. Big controversy going on now with, as Bioware has pretty much gave up on the modders.

If BioWare has "gave up on modders" then why would they bother to even create this sub-forum for Fan Creations, Mods and Modding? I think some people may argue that the mere existence of this sub-forum tends to contradict your opinion. I suspect it's more a case of BioWare having other, more important, projects to work on and they'll release the updated toolset when they're able to.

Modifié par Grizzly_UK, 12 mars 2011 - 01:16 .


#15
tmp7704

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Jhime wrote...

Taking a wild guess as to the problem. If the files were extracted from a v3.0 erf file, perhaps you have to put it in a separate such file, with the correct hash values. DA2 is probably only using the hashes for lookup.

If this was the case, the presence of file with matching filename in the override folder shouldn't affect things in any manner as the file would be ignored entirely...

#16
daywalker03

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Jhime wrote...

The whole packages/core/override was a mess anyway. Those files should've been addins/foo/core/override.


Agreed, but when people are used to doing things a certain way to alter a game, they will continue to use it even if a better way exists.

#17
tmp7704

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Interestingly enough it doesn't seem like straight override works for the .msh and .mmh files -- the game still appears to use the version from the .erf files instead.

Ok that's probably more irritating than interesting. Guess will have to put up with Merrill's stick arms for the time being.

#18
Cedius

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Grizzly_UK wrote...

Cedius wrote...

Yes apparently, hence why Dragon Age 2 files can't be opened by the DA Toolset. It has been stated that Bioware wouldn't release a Toolset before release, however, "IF" one does, it will be released after. I wouldn't hold my breath, if a Toolset comes out, it will be a patched version of the Original with the patch coming underground from the modders themselves. Big controversy going on now with, as Bioware has pretty much gave up on the modders.

If BioWare has "gave up on modders" then why would they bother to even create this sub-forum for Fan Creations, Mods and Modding? I think some people may argue that the mere existence of this sub-forum tends to contradict your opinion. I suspect it's more a case of BioWare having other, more important, projects to work on and they'll release the updated toolset when they're able to.


We're speculating because that is exactly what Bioware has done with some of it's prior games. (ie: ME)  They want the customers to BUY DLC. 

#19
daywalker03

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Cedius wrote...

We're speculating because that is exactly what Bioware has done with some of it's prior games. (ie: ME)  They want the customers to BUY DLC. 


Don't forget that Mass Effect was a console game first (even if it is based on the Unreal 3 Engine), so they may have decided that toolsets for that series weren't worth the investment. DA2, on the other hand, is, to some extent, based on file formats that Bioware has used since the Infinity Engine games (Baldur's Gate and Baldur's Gate 2) and it shares quite a bit of commonality with DA:O. There some files that the toolset doesn't recognize, but that's because theya re newer than what it knows about.

#20
Midnight Voyager

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I sure hope this gets figured out. I have this twitch in my brain when I see what they call brown, and I feel required to fix it. Just porting my old tint override from DA:O doesn't work, even if the tint files are apparently the same. What is UP with overrides? It doesn't seem to do what its name suggests.

#21
Psychoeva02

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tmp7704 wrote...

Interestingly enough it doesn't seem like straight override works for the .msh and .mmh files -- the game still appears to use the version from the .erf files instead.

Ok that's probably more irritating than interesting. Guess will have to put up with Merrill's stick arms for the time being.


Yes this is very irritating, making it impossible to give my warrior dual wield. Edit: Seems some files will work, like Abi_base.gda Edit #2 Overriding specializatrion trees only works when starting a new game, DW warrior now in full operation.

Modifié par Psychoeva02, 13 mars 2011 - 12:24 .


#22
Cambios

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1) We don't know for sure that Bioware thinks less modding = more DLC purchases. Don't jump to conclusions folks!

2) This forum indicates at least SOME support for modding. That is good.

3) IMHO, Mod support actually results in more DLC purchasing. Weak Mod support means I play a game, beat it once or twice, and never think about it again. I don't buy Mass Effect DLCs for that reason, for example.

When a game has MOD support, it keeps me interested and playing it for months or years. Then, as DLCs come out, I actually still have the game installed and still care about it, so I buy DLCs.