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Problem with creating custom backgrounds


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#1
Ethan12357

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Hi! I've started using the DA toolset recently and came up with a ton of issues and problems. For the most I've found a solution or a improvisation. However, for this one, I just have no idea how to fix!

So, here's the deal:
I'm making a standalone module with a single background, avalable for all races and all classes.
So, I edited my backgrounds.xls following this tutorial: social.bioware.com/wiki/datoolset/backgrounds_tutorial, however, as I mentioned above, I edited in a way that there is only one background named 'Noble' and all the other ones are named 'Unused 1', 'Unused2', 'Unused3', 'Unused4'. I also changed all the numbers under noble to '1' as far as classes and races go. I also created some strings to edit the background name and it's description and put them all in their appropriate spots.

I will also mention that they were above 109 912 680 but I downloaded and applied the community fix to my module (as suggested in the tutorial). 

I edited the icon (just copied over the dwarf noble icon).

I edited the background_defaults sheet similarly to the way it is done in the tutorial except I changed all cells in the 'Template String' column to 'default_player.utc'. Another thing I did was I edited all the last names to the one I wanted. 

For the final sheet, I just copied my numbers from the previous sheet for the first column and filled the other one with 'default_player.utc'.

I saved compiled the xls and put the GDAs to my \\core\\override of my module.

So, I start up my module and I get the biggest WTF of my life:
http://imageshack.us...7/screen1dd.png
And, of course, who could forget:
http://imageshack.us...10/screen2c.png

Also, I am willing to include my backgrounds.xls file:
www.2shared.com/document/sGRNeM1G/background.html

Now, I am quite aware that on the tutorial there were certain custom scripts made. However, those refered strictly to his backgrounds. So, if those scripts are the problem, i would ask you to tell me exactly what it's supposed to look like for one background. 

Thank you for you patience. Please respond if you know what the problem is. And if not, I guess I'll just give up the toolset. 

Modifié par Ethan12357, 16 juillet 2011 - 03:33 .


#2
Ethan12357

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Oh, nevermind. I figured out that the community fix was the problem.

#3
FollowTheGourd

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The problem was using it with what's certain to be an older patch version of the game. It's meant for v1.03+.

Otherwise just using the string ID workaround for both versions is the easier way rather than bothering with two UIs.

Modifié par FollowTheGourd, 18 juillet 2011 - 11:44 .


#4
Ethan12357

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Thanks for the reply. Funny thing is, I'm running on patch 1.03 and it still didn't work right. But, yes, I simply put the workaround in and now it works like a charm.

#5
FollowTheGourd

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Hm. I don't know what to say, but that "issue" is because of the texture atlases being different in the later patch versions. Since Awakening (patch v1.03), a lot of those resources changed, but not really between v1.03 and v1.04. The UI files reference a DDS texture, and that DDS is basically carved out of a texture atlas DDS file according to an XML file. If the UI, DDS, or XML files are out of sync, you get messed up results.

I had one person show me things like that with my other UI mod ages ago, but I don't know if they had conflicting mods or cracked DLC or what (not accusing you or anything, but they had a "DLC" folder in their override when I asked to see a screenshot of what they had installed, but it only worked for them using the older mod version for patch v1.02. Weird since they were complaining about Leliana's Song which is for patch v1.03+.)

Anyway, it's just the v1.02 vs 1.03 split made it harder to diagnose problems, since a lot of people probably still won't even update past v1.02 because of the issues v1.03 apparently introduced.

Modifié par FollowTheGourd, 26 juillet 2011 - 02:14 .


#6
Ethan12357

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I see, thanks for the response. I think I've gotten the hang of this toolset....