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Custom Content not showing up after following standard procedure. Can someone inspect my mod to see what I did wrong?


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6 réponses à ce sujet

#1
ZDPhoenix

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Ok. I have absolutely no clue what I am doing wrong, but for 4 hours now, I've been repeating the same steps over and over again. I really need someone to look at my DAZIP file(s) and tell me what I'm doing wrong.

http://dragonagenexu...file.php?id=158

Two attempts at the same thing.

I follow the tutorial here: http://social.biowar.../5339/blog/576/


Here's what I'm trying to do, I'm just adding custom armor (gloves, boots, etc.) to the game, using no new resources. I DID add it originally just fine, but something happened. I wanted to add more to the mod after playing it and couldn't figure out how to do so.

So I started a new one. I can't figure out how to delete it from my toolset, or the DLC tab in game.

So I went into the AddIns.xml file and manually deleted the file name. Now I think I've done something completely rash and can't get the new mod to show up in my DLC tab. The reason for that is because whenever I try to use DAUPDATER.EXE for either of the two files in the link above... it crashes.

Can anyone help me understand what's going on, so that I can rectify it and keep learning about the toolset?

I use the TESCS for Oblivion and Morrowind, but that is VERY, vastly different than this toolset is.

Modifié par ZDPhoenix, 24 novembre 2009 - 05:33 .


#2
KirbySkywalker

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the tutorial you followed (weriKK's) is just about as perfect as it gets. you just made and error on something.



have some patience, go through it step by step, and you will get it right. take some time to make sure you read everything and do as the tutorial says.



it might take you 30-45 minutes to get your first one done correctly, but this is how i started making gear for my games and now i can make a whole new set of armor, weapons and some other junk in 10-20 minutes.



weriKK spent a lot of time and patience to put this tutorial up for us, and made quite a few revisions to get it to the superb state it is in now. i can only imagine they HOURS he must have spent to bring us this gem.



practice some patience and take advantage of this wonderful resource.

#3
AND04

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ZDPhoenix wrote...

Ok. I have absolutely no clue what I am doing wrong, but for 4 hours now, I've been repeating the same steps over and over again. I really need someone to look at my DAZIP file(s) and tell me what I'm doing wrong.

http://dragonagenexu...file.php?id=158

Two attempts at the same thing.

I follow the tutorial here: http://social.biowar.../5339/blog/576/


Here's what I'm trying to do, I'm just adding custom armor (gloves, boots, etc.) to the game, using no new resources. I DID add it originally just fine, but something happened. I wanted to add more to the mod after playing it and couldn't figure out how to do so.

So I started a new one. I can't figure out how to delete it from my toolset, or the DLC tab in game.

So I went into the AddIns.xml file and manually deleted the file name. Now I think I've done something completely rash and can't get the new mod to show up in my DLC tab. The reason for that is because whenever I try to use DAUPDATER.EXE for either of the two files in the link above... it crashes.

Can anyone help me understand what's going on, so that I can rectify it and keep learning about the toolset?

I use the TESCS for Oblivion and Morrowind, but that is VERY, vastly different than this toolset is.


ok, manually editing the addins.xml is about the worst thing you can do - if your not perfectly aware of what ure doing - try to move it somewhere and start the daupdater.exe again - it should try to rebuild it if its not there the next time you install something - and atm you can't remove any Module you created with the toolset - at least not without the possibility of something happening like you descriped.

another thing - if your looking for a easy way to add custom items to the game:

here's a lil Mod i made that reduces that to writing a M2DA (no writing of code needed at all):

http://social.bioware.com/project/883/
and here's a more detailed description:
http://social.biowar...75/index/288414

ahh and its a "Bag of Holding" as well ;)

#4
ZDPhoenix

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If I knew what an M2DA file was, or how to make one... I'm sure this would be helpful. Unfortunately, my skills have been in reskinning stuff, never the backbone of modding.

#5
KirbySkywalker

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dont worry about 2da stuff, i never touched it. i have an idea of what it might be!!! you know the inventory group #? maybe its called sub-inventory group number or something like that - its the one right under where you select the icon for your item, well did you put the correct number in in that area? if you dont put the correct number for your item it wont show up.

#6
AND04

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ZDPhoenix wrote...

If I knew what an M2DA file was, or
how to make one... I'm sure this would be helpful. Unfortunately, my
skills have been in reskinning stuff, never the backbone of
modding.


a M2DA is a simple Excel File (some examples are in the dl) that the excelprocessor (provided with the toolset) converts into a GDA-File that can be read by the game.

KirbySkywalker wrote...

dont worry about 2da stuff, i never touched it. i have an idea of what it might be!!! you know the inventory group #? maybe its called sub-inventory group number or something like that - its the one right under where you select the icon for your item, well did you put the correct number in in that area? if you dont put the correct number for your item it wont show up.


thats a good idea to check too - if the Subgroup isn't set correctly a item won't show up - here's a overview of some of the Groups: http://social.biowar...x.php/Inventory

#7
KirbySkywalker

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awesome! i was looking for a list like this, i hate having to search for and open an item just to see the subgroup #. thanks!



also, this mod here might solve your problems http://social.bioware.com/project/672/ i havent tried it personally, but apparently it adds a smith in your camp who will make you an item with whatever look and stats you want.