?'s about modding
#1
Posté 06 avril 2011 - 07:06
1. Explain why some mods are installed to the Override folder and some to the AddIns folder.
2. Better explanation of exactly what the TLKeditor is and what it does.
3. I would really like to know how editing items in a save game differs
from how to create items to be placed into the Override/AddItem folders.
These are just some things I am fuzzy on and would greatly appreciate clarification.
#2
Posté 06 avril 2011 - 10:15
cochran.191 wrote...
I have couple questions about modding I need answered to clarify somethings.
1. Explain why some mods are installed to the Override folder and some to the AddIns folder.
Some modders follow habits formed from modding either previous Bioware/Obsidian games where the only way to add or replace content in the game was to put it in the Override folder, whereas others have adopted the system that Bioware now uses itself for DLC (the AddIns folder).
2. Better explanation of exactly what the TLKeditor is and what it does.
If you're talking about TlkEdit (the java-based editor) it's used to edit item properties that can't otherwise be edited without the toolset, because it's the only tool that some people that have DA2 can use if they don't own DAO. There is also a tool that can be used to convert the talk tables (tlk files) from their normal format to text and back so people can read and edit the DA2 talk tables, if needed.
3. I would really like to know how editing items in a save game differs
from how to create items to be placed into the Override/AddItem folders.
These are just some things I am fuzzy on and would greatly appreciate clarification.
Savegame editing is used primarily on PS3 and XBox 360 to enable certain things that could not otherwise be done on the consoles; it can also be done on PC (Windows/Mac) to help override/addin mods function properly.
Hope these things help; if you have other questions, feel free to post them and I (or someone else) will do what we can to answer them.
#3
Posté 07 avril 2011 - 02:59
2. So the TLKedit is used only if you don't have access to the Origins Toolkit or is there more to it? I have the TLK Converter.
3.Is there a tutorial on how to create mods? I know it sounds weird but I don't need to know how to change anything in particular just what files are extracted from where, changed, and repacked for the different types of mods and the tools used to do it.
#4
Posté 07 avril 2011 - 05:30
2) The toolset cannot properly edit DA2 versions of .uti (items) and probably other .ut_ files iirc. So people use TLKedit which can.
#5
Posté 07 avril 2011 - 06:37
#6
Posté 07 avril 2011 - 03:54
xatmos2 wrote...
1) No, AddIns must be placed in the AddIns folder in the game install path or the game's MyDocuments path. Overrides can be placed in several different places, but for best organization they are usually placed under packages/core/overrides.
AddIns also have an Override folder, don't forget; that's how the DA Toolset knows where to place exported files.
For someone modding for the first time, it is easier to understand how overrides fit into the game, so my suggestion is to start there and worry about how AddIns work a little later.
I'm going to have to disagree here; my reasoning is that if they get started doing it that way (using the override), they probably won't change later on. Also, using an AddIn gives the end user an idea of how many mods they are using and, if Bioware adds the functionality back in, gives them a way to disable mods without having to remove them completely.
#7
Posté 07 avril 2011 - 06:44
#8
Posté 07 avril 2011 - 07:09
#9
Posté 08 avril 2011 - 12:00
xatmos2 wrote...
I think we agree in spirit. It's unfortunate that the game doesn't properly support AddIns at the moment -- I've gotten a bit of grief for insisting on them.
Don't change how you do it just to please people. I recall at least one DAO modder that quit after repeatedly telling people to clear their override folder when playing his stand alone module or his module wouldn't work properly. Using the override was fine when there was no other way to mod the official campaigns without breaking patches, but now that there is, it's probably on it's way out; I suspect that's why only certain files work in the packages\\core\\override now, unless they are wrapped in an erf.
#10
Posté 08 avril 2011 - 10:41
For example if I want to edit the Staff of Parthalan, I will need the uti file for that item. Where do I get it? I know modders have posted this file on the forums, but how do I get it out from the source? Where is the source?
Thanks.
Update: I found the answer.
Modifié par McAdams, 08 avril 2011 - 11:13 .





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