i made an addon for the game, it is a few pieces of mage gear. the staff seems to be overwriting a Collector's Edition staff called "The Final Reason" on a user who wants to use my package.
the file name of MY staff is mras_staff.uti
my first assumption is that the Collector's Edition staff called "The Final Reason" must have the same file name as my staff (mras_staff.uti). but what are the chances of that?
does anybody have any idea what else might be causing this to happen?
How toolset savvy are you? think you can answer this?
Débuté par
KirbySkywalker
, nov. 20 2009 12:53
#1
Posté 20 novembre 2009 - 12:53
#2
Posté 20 novembre 2009 - 01:04
It is likey the ID value you chose for your 2da files, did you choose a high one, or just the next one in the sequence? (that is, assuming you did 2da edting)
Modifié par Nodrak, 20 novembre 2009 - 01:05 .
#3
Posté 20 novembre 2009 - 01:22
What does your addin actually do? You sure it actually overwrites The Final Reason or you simply have not bought it from the vendor yet?
#4
Posté 20 novembre 2009 - 01:27
it is a player who downloaded my mod, i actually used a script created by you weriKK!!! however, instead selecting "core_game_resources" as one of the properties i selected the name of the current mod (i had troubles where an item would not show up if i used the "core_game_resources") ---i actually just sent you a message about that---
also, I did not do any 2da editing. i have no clue how to do that...
also, I did not do any 2da editing. i have no clue how to do that...
#5
Posté 20 novembre 2009 - 01:32
Oh it was about that! Man...I look but I can't see sometimes. Did you use the old or the new tutorial?
#6
Posté 20 novembre 2009 - 01:34
the old one, but i have discovered the new one and i am transitioning all of my packages to the new one with the plot flags
is 2da editing important? should i be looking into it if i am going to keep packaging mods for players?
is 2da editing important? should i be looking into it if i am going to keep packaging mods for players?
#7
Posté 20 novembre 2009 - 01:37
Sure, it's important 
It all comes down to how deeply you want to modify the game. The deeper you go the more need you will have for them.
It all comes down to how deeply you want to modify the game. The deeper you go the more need you will have for them.
#8
Posté 20 novembre 2009 - 01:48
yeah, i would like to learn as much as possible, i would LOVE to make playable mods. it is tough at this time now as i am balancing school, a job, and trying to learn this toolset, i bought nwn2 a few months ago and i was loving the toolset. i didnt even need a wiki of faq to make playable mods. im totally lost with this one...
#9
Posté 20 novembre 2009 - 10:07
The resource name must be unique. Otherwise your add-in will overwrite a resource of the base module (the OC, in this case).
I'm planning to give all my resource names a unique prefix, to reduce the risk of conflict.
I'm planning to give all my resource names a unique prefix, to reduce the risk of conflict.
#10
Posté 20 novembre 2009 - 05:59
yeah, i was thinking of adding "ks_" to the beginning of all of my resource names.
#11
Posté 22 novembre 2009 - 02:19
yeah that's what the devs suggest, picking some acronym of your name etc to make a unique identifier to ensure lack of conflict. certainly sounds like conflicting resource IDs
#12
Posté 22 novembre 2009 - 03:29
What 3rd party apps does the toolset use? I ask cause my toolset is not working at all - i get the "dragon age toolset has stopped working message" before it loads. Whats 3rd party apps should I check?





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