I have been trying to overwrite the background for the characters. (complete new ones)
adding a bunch of string, exporting the talktable.
used the ExcelProcessor to generate the 2da..
copied them to Dragon Age\\core\\overwrite\\somefolder
fixed all the stringID's with the GDApp (http://social.bioware.com/project/755/)
but somehow the background_des.GDA keeps on crashing DA...
all the other files seems to be fine..
when i delete the background_des.GDA the module loads up..
I am kinda wondering now if it is a bug in the background_des overwrite, or you simply can not replace ALL the backgrounds.
hope some one can shed some light on this
overwriting the Background 2da
Débuté par
Rigortauri
, nov. 21 2009 09:48
#1
Posté 21 novembre 2009 - 09:48
#2
Posté 21 novembre 2009 - 09:50
I know it's tedious but test one change at a time to narrow the crash reason down.
#3
Posté 21 novembre 2009 - 09:55
did that... i removed all the backgrounds but one (dalish)
but when replacing that one by a custom (and custom string references) it crashes..
but when replacing that one by a custom (and custom string references) it crashes..
#4
Posté 22 novembre 2009 - 06:07
ok, i am back to square one...
rewriting the background 2da file
editing the background 2da is fine, exporting it to GDA works as well.
added constants to 2da_constants_h, modified sys_chargen_h and gen00pt_backgrounds..
all files compile fine, no errors..
BUT, DA keeps crashing... somehow it doesnt like the modified background_desc file...
When i remove it, all the changes i made are visible (also in game .. even the background name)
So I went back to the basic 6 backgrounds and thought, ok lets just keep the table of 6 backgrounds, but just change the description reference for the description of just one background..
Added a string in the talk table (rules) with just a bogus description and replaced the dalish description...
(removed all the other GDA files btw.. so just have the background_desc.GDA in the overwrite.
enfin... it crashes right away
any of you have a clue? is there some silly reason/rule like the background_defaults/chargen_preload (race + class + background)?
since i looked up the dalish entry in the core talk table, and its ID is 125, while the 2da says 238918?
anyway, after 3 days of fiddling with this, i am really out of options and confused..
hope some one can help
cheers
rewriting the background 2da file
editing the background 2da is fine, exporting it to GDA works as well.
added constants to 2da_constants_h, modified sys_chargen_h and gen00pt_backgrounds..
all files compile fine, no errors..
BUT, DA keeps crashing... somehow it doesnt like the modified background_desc file...
When i remove it, all the changes i made are visible (also in game .. even the background name)
So I went back to the basic 6 backgrounds and thought, ok lets just keep the table of 6 backgrounds, but just change the description reference for the description of just one background..
Added a string in the talk table (rules) with just a bogus description and replaced the dalish description...
(removed all the other GDA files btw.. so just have the background_desc.GDA in the overwrite.
enfin... it crashes right away
any of you have a clue? is there some silly reason/rule like the background_defaults/chargen_preload (race + class + background)?
since i looked up the dalish entry in the core talk table, and its ID is 125, while the 2da says 238918?
anyway, after 3 days of fiddling with this, i am really out of options and confused..
hope some one can help
cheers
#5
Posté 25 novembre 2009 - 11:41
As mentioned in my PM to you - check my tutorial at social.bioware.com/wiki/datoolset/backgrounds_tutorial.
I also started a thread on this but had no interest: social.bioware.com/forum/1/topic/72/index/260345.
I also started a thread on this but had no interest: social.bioware.com/forum/1/topic/72/index/260345.
#6
Posté 25 novembre 2009 - 11:49
Also the string refs in the toolset talk table don't match the ones in the game. Bioware know this and are going to fix it in the next patch hopefully. There is also a bug where the GDA conversion doesn't work properly - Bioware have also said they will fix this. For now you have to manually edit the GDAs to make sure the strings are right.





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