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Awakening/DLC resources?


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17 réponses à ce sujet

#1
Tpiom

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Hi,

As the toolset hasn't been updated to get the expansion pack's and DLC's resources in it, I'm wondering if there any manual solution or workaround to edit them?

There are a few cool creatures and elements that the original game don't have... :crying:

- Tpiom

#2
Anadra Jadin

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There's a good post here I found on how to add Awakenings models and stuff into the toolset, but for creating mods, that's a little trickier. The basics of modding Awakenings or any of the DLC campaigns is by creating a fake module for that campaign in the toolset that you can use extend a new module to, create a seperate module for each campaign you want to mod, then work in your content with the same scripts and workarounds you would for the Origins campaign. More guesswork is involved in detemining where to put things as you're flying blind, and will require you to rifle through the Awakenings ERFs to what you need to add stuff in.

There are a few "tutorials" on it here, here, here and here, although I have a few bones to pick with people about those, as some of it looks sloppy and a lot of it is badly explained. Particulary when it comes to module hierarchies and resource assignment, there's a lot of conflicting information as well as a lot of stuff that makes no sense.

The first one says to essentially create a seperate module for each campaign you're modifing and have them all as module resouces that extend that specific campaign, which is very elegant compatibility wise but can take up a lot of space.
The second one (and the third one, as they're the same writer) seems to have no understanding of resource assignment or module hierarchies, extending the Awakenings mod into the Single Player hierachy (meaning the game will load the Awakenings mod resources in Origins), some waffle about Content Module (a field only used by Bioware to offer Official DLC modules) and asking you to create all resources in the Awakenings mod as core resources and then take extra measures to ensure that the Awakenings scripts don't interfere with Origins... instead of just extending Awakenings only (both in properties (extended module only) and in hierarchy) and having a seperate set of scripts that don't conflict at all because they're module resources which will only be active when the relevant campaign is.
The last one is a scribbling on module priority which may or not be useful/important, I can't tell.

I don't mean to insult the people who wrote these, good work on finding the information and I admit that my assumptions might be completely wrong as I haven't tried modding Awakenings yet. Still, would it be possible to get a little clarity?

#3
Obadiah

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I'm trying create a stand-alone adventure that will allow players to use their Awakenings talents if they have them. Can I do that without creating multiple versions of the module? I was planning on sticking to the standard Single Player resource otherwise (even though I really would like to use the Awakenings cottages if I could figure out how).

#4
Anadra Jadin

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Creating a standalone adventure has nothing to do with anything I wrote above, that's for expanding awakenings/dlc campaigns. I'm not sure how to do what you want for the abilities, but the first link will get you the cottages (the first link, right at the top on it's own) to use in the level editor

#5
Obadiah

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Anadra Jadin wrote...
...
I'm not sure how to do what you want for the abilities
...

Hmm, well GoA and WH seemed to be able to do that. Wonder if I can figure out how to inspect those.

Anadra Jadin wrote...
...
but the first link will get you the cottages (the first link, right at the top on it's own) to use in the level editor

Thanks!

Modifié par Obadiah, 12 avril 2011 - 04:59 .


#6
Anadra Jadin

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Yeah, Golems and Witch Hunt did, but the ERFs are encrypted so reading their resources isn't possible. I have had an idea but this is all I got for you

Origins scripts use the function:
IsUsingEP1Resources() [returns TRUE or FALSE]
to differentiate between campaign resources, as Bioware was planning an expansion. All the resources for the Awakenings abilities are in the install directory in \\packages\\core_ep1 and I'm guessing the game has a way of differentiating when to call those resources, as they're not active in origins despite being in core game resources. There may be a way to tell your module to use EP1Resources (Awakenings resources) but I don't know how. At a guess. creating the fake modules won't help, there's probably a function you need to add to your campaign module's core script to load EP1Resources.

Like I said, that is entirely guesswork, based on a function found in the scripts by someone else, I may be entirely wrong.

#7
Obadiah

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Well, it's a start.

#8
Anadra Jadin

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Aye, it is, and happy hunting to you, just don't get too hung up on my total guess is what I'm saying :P

#9
Proleric

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Useful thread!

I'm cautious about including Awakening resources in my standalone campaign, though.

Presumably, distributing those resources to players who haven't purchased Awakening would be unethical.

It would be good to know definitively whether players who own Awakening can play custom campaigns that merely refer to Awakening core resources.

In that event, using Awakening resources would limit the audience for the campaign - by a little? By a lot?

As hope of a toolset update, content drop or EULA clarification from Bioware begins to fade, I guess we must use our own best judgement.

#10
Anadra Jadin

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Discovered something more useful:
Extending to any of the fake modules in the module hierarchy seems to cause the toolset to add in your fake module to Addins.xml as well as the mod that you extend it too, replacing ALL DATA about the DLC with your fake module's.

In my case this corrupted all the DLC, they all disappeared and it looked as if I hadn't bought any of them according to the game. Tonight is going to be an interesting trial to see if I can find a way around that happening but I have a suspicion that the solution will involve copious backups of Docs\\Bioware\\Dragon Age\\Settings :(

#11
daywalker03

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All you need to do is remove the directory from the AddIns folder that is created when exporting and your game will be back to normal. I had it happen once, and that fixed it.

#12
Anadra Jadin

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Um... no, not in this case. That's for if you open the fake Awakenings module in the toolset, this was something entirely different. I was trying to mod Golems of Amgarrak and whatever I did broke the DLC content offers entirely. I accidentally played with it after a full reinstall and the toolset added both my mod and the fake golems module to Addins.XML (the file which tell the games which modules are installed), which overwrote the the existing data for the offical Bioware module. Extending to the fake mods in the module hierarchy breaks the addins file and your DLC.

#13
Proleric

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Proleric1 wrote...

...It would be good to know definitively whether players who own Awakening can play custom campaigns that merely refer to Awakening core resources...


A simple test suggests this doesn't work.

I made Awakening models available to the toolset, made a level with them (which looks fine in the area editor), then removed the override. In game, only DAO models are visible, even though Awakening is installed and enabled.

Presumably, the fake module approach can't be used for a standalone module, either, since by definition it isn't an extension of Awakening.

Unless there's another ethical solution, I don't think I'll be using Awakening resources.

#14
Anadra Jadin

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Interesting... Well that does suck...
Sorry that link wasn't much help, clearly Awakenings has some way of accessing the Core_EP1 directory in a way that we don't fully understand, leaving it inaccessible to other modules. Don't give up hope, maybe with a little digging you could find an answer, as there must be a way of accessing the Core_EP1 directory as well as setting something to make the IsUsingEP1Resources function return a 'true' value.

You're right about the fake module approach, that won't do anything but can I ask you, where do you stand ethically on the Awakenings Abilities mod for DAO? That repackages official content that, to be fair, is accessible to anyone with the toolset. Ethically I think it's fine to repackage Awakenings resources as we've been given access to them, if Bioware didn't want that then they should have locked it like the DLC. The problem comes down to space more than anything, as you'll have to add all the things you want into your module (unless you find a way to access Core_EP1, in which case you might have access to all awakenings resources whether you want them or not), meaning your mod could end up being huge.

Stay tuned though, I have an idea...

#15
Proleric

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Anadra Jadin wrote...

...where do you stand ethically on the Awakenings Abilities mod for DAO?

Fairly neutral, I guess.

Heathy sales are good for everyone, but it's a marginal situation.

#16
ChewyGumball

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I do believe you can just ask Bioware if you can distribute them with your mod. BGR did so. As long as you aren't remaking the awakening campaign or the DLC, I don't see any reason to say no.

#17
Elvhen Veluthil

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When it comes to art as a form of expression, the ethical/unethical line is very slim for me, lets not forget that the Dragon Age world itself is using many elements from the existing fantasy lore. As long as someone is not profiting from it, I don't see a problem with it. Bioware should release the resources itself, they aren't doing so imo because they aren't told to do so by whoever decides such things. People that wants/intend to illegally make use of the game can do so by other ways, I think we should rely on good faith and not get in such conversations.

#18
Obadiah

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Proleric1 wrote...
...
I made Awakening models available to the toolset, made a level with them (which looks fine in the area editor), then removed the override. In game, only DAO models are visible, even though Awakening is installed and enabled.
...

Guess that makes sense for the the abilities as well since they don't show up in Origins just because Awakenings is installed.

Proleric1 wrote...

Anadra Jadin wrote...

...where do you stand ethically on the Awakenings Abilities mod for DAO?

Fairly neutral, I guess.

Heathy sales are good for everyone, but it's a marginal situation.

Whoa! Didn't even see that project. Great! Aw, but it looks like it has issues with the latest patch though.

Modifié par Obadiah, 15 avril 2011 - 06:22 .