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/override folder and Awakening


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#1
AlphaMagnum

AlphaMagnum
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I've made some modifications to several files used ingame by creating my own versions and tossing them into the /override folder of my DAO My Documents directory (not the Program Files one).

Examples include single-target spells and abilities, modal abilities, and Chain Lightning, to name a few, mostly to tweak the damage/effects to my liking.

How are these files affected by Awakening?  Are there entirely new script files holding *only* the Awakening abilities, or will the existing script files be modified to include the new abilities?

ie....will my override files become useless upon installing the expansion or will they still have their desired effects?

Thanks in advance,

AlphaMagnum

#2
sami jo

sami jo
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The answer is...it depends. As an expansion to Origins that requires the original game and not a new game entirely, Awakening calls many of the same game files and uses the same override folder. If Awakening is calling the same file (i.e. the exact same ability, not a new or upgraded version specific to Awakening), then your files in the override folder will still be called. The vast majority of Origins skills and spells seem to be untouched (it's hard to tell for certain without the resources being released for the toolset); but some of the new abilities interact with, bolster or require the lower level abilities to be active for them to work, so you might get some odd effects.

#3
AlphaMagnum

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Fair point. I'm guessing Chain Lightning won't get touched too much, since it actually has its own script. Spell_singletarget and Talent_singletarget, on the other hand, contain many more spells and thus may pose more problems, as would the script file containing modal abilities.

My greatest worry is that Awakening works by using a modified version of say....spell_singletarget.ncs/nss, containing both the Origins single target spells along with the Awakening single target spells.

Thus, if a spell_singletarget file from Origins is located in the override folder, then when Awakening tries to call up the script, it'll try to access code that doesn't exist in the older file.

I'm guessing this is unlikely, however, since I did the same sort of thing to Neverwinter Nights 2. Without any modification of my modification, everything worked, because the Mask of the Betrayer expansion simply added a new script file with a name like expansion_abilities or something, meaning mods to the older scripts from the original game had no effect on expansion abilities.