dev request -- does override directory work different in DA2?
#1
Posté 11 mars 2011 - 06:30
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
Posté 11 mars 2011 - 10:17
#3
Posté 11 mars 2011 - 10:44
Modifié par Wyldsong, 11 mars 2011 - 10:45 .
#4
Posté 11 mars 2011 - 11:01
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
Posté 12 mars 2011 - 12:20
#6
Posté 12 mars 2011 - 01:01
Modifié par Cedius, 12 mars 2011 - 01:07 .
#7
Posté 12 mars 2011 - 01:04
#8
Posté 12 mars 2011 - 02:19
Modifié par translucentwolf, 12 mars 2011 - 02:20 .
#9
Posté 12 mars 2011 - 03:20
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. lol
#10
Posté 12 mars 2011 - 03:46
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. lol
especially when many opt to buy the PC version to be able to mod it. <_<
#11
Posté 12 mars 2011 - 03:46
#12
Posté 12 mars 2011 - 04:10
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.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.
So overall, it doesn't seem that's the issue...
#13
Posté 12 mars 2011 - 12:06
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
Posté 12 mars 2011 - 01:14
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.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.
Modifié par Grizzly_UK, 12 mars 2011 - 01:16 .
#15
Posté 12 mars 2011 - 02:36
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...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.
#16
Posté 12 mars 2011 - 02:46
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
Posté 12 mars 2011 - 05:08
Ok that's probably more irritating than interesting. Guess will have to put up with Merrill's stick arms for the time being.
#18
Posté 12 mars 2011 - 09:59
Grizzly_UK wrote...
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.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.
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
Posté 12 mars 2011 - 10:50
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
Posté 12 mars 2011 - 10:53
#21
Posté 12 mars 2011 - 11:56
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
Posté 13 mars 2011 - 12:28
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.





Retour en haut







