Aller au contenu

Photo

New tutorial on how to modify character backgrounds


  • Veuillez vous connecter pour répondre
12 réponses à ce sujet

#1
stuntpope

stuntpope
  • Members
  • 112 messages
I have just posted this tutorial on the wiki: social.bioware.com/wiki/datoolset/index.php/Backgrounds_tutorial.

It is aimed at people with a reasonable understanding of how the toolset works and who have some background in coding / scripting.

A significant feature of this tutorial is that it is done without modifying any of the core resources. As such it provides a good general tutorial on how to change the game behaviour without directly editing the core scripts in the database.
The ability to modify character backgrounds will be of most use to those creating their own stand alone modules.

Modifié par stuntpope, 25 novembre 2009 - 06:24 .


#2
Challseus

Challseus
  • Members
  • 1 032 messages
Just finished reading it. Well done, especially the emphasis on not modifying the core resources.

#3
Idabrius

Idabrius
  • Members
  • 25 messages
I cannot seem to get new backgrounds to start in different areas. Has anyone solved this riddle yet? The starting area strings in the 2da don't appear to have any effect on where one actually starts.

#4
Qutayba

Qutayba
  • Members
  • 1 295 messages
Thanks for the tutorial. It was very easy to follow and well-illustrated. However, my efforts cause my game to crash before the chargen screen shows up. The fact that other people have gotten it working means I probably messed up somewhere.

So far, I've eliminated some of the following:

2DA's: I originally started with six distinct backgrounds, though I scaled it back to five to see if the extra line in the 2da was causing the issue.  I would think errors in the string id's would simply cause garbled text rather than a complete crash, am I right?

Scripts: I used my own nomenclature, but followed the scripts in the tutorial very closely. Am I right that include scripts won't compile on their own (because they have no main or conditional: I get a failed compile message with the include scripts.)? If so, can I be confident that they compiled if their parent script compiled successfully and exported successfully with dependent resources?

Any way to narrow down where the problem is coming from by the fact that it's crashing before the chargen screen even comes up?

Modifié par Qutayba, 26 février 2010 - 08:16 .


#5
Qutayba

Qutayba
  • Members
  • 1 295 messages
Guess what? And I quote:



IMPORTANT! There is currently a bug in the game that causes it to crash if a background description ID has a value greater than 109 912 680. To get around this you can go into your module’s properties and change the start and end IDs for strings to be less than that. After that the string editor will generate IDs in a range that won’t crash. You can always put those values back again after you create the background descriptions (that way you have less to alter once Bioware fix this). Hopefully Bioware will fix this bug soon as the official string range for non-Bioware / certified modules is over 610 000 000.



Problem solved. :P Or at least worked around . . .

#6
tarvs

tarvs
  • Members
  • 4 messages
Need some help please.  I followed every step in the backgrounds tutorial even naming files and backgrounds the same.  Everything seems to be working but when I load up the module I can only see the icon for the first background. I can select gender, race and class with no problems, no missing models, no grey squares, just a void where the other selectable backgrounds should be.

#7
TimelordDC

TimelordDC
  • Members
  • 923 messages
Can you post your 2da files some place so I can take a look?

#8
tarvs

tarvs
  • Members
  • 4 messages
Thanks for the response, here are the 2das:
http://i882.photobuc...backgrounds.jpg
http://i882.photobuc...ground_desc.jpg
http://i882.photobuc...round_names.jpg
http://i882.photobuc...round_icons.jpg
http://i882.photobuc...nd_defaults.jpg
http://i882.photobuc...gen_preload.jpg
http://i882.photobuc..._screenshot.jpg

These are my most recent ones where I tested it without having any strings but the results were the same.
I have also tried changing the order of the backgrounds, but whatever background is listed first in the 2da is the only one i ever see.

#9
ladydesire

ladydesire
  • Members
  • 1 928 messages
This may sound odd, but only use Backgrounds, backgrounds_default and chargen_preload this time; let us know if that does anything different.

#10
tarvs

tarvs
  • Members
  • 4 messages

ladydesire wrote...

This may sound odd, but only use Backgrounds, backgrounds_default and chargen_preload this time; let us know if that does anything different.


This is what I see now:
http://i882.photobuc...creenshotv2.jpg

And it gets even more odd:
Human warrior / rogue can select the first background (grey box)
Human mage can select third background (grey box)
Elf warrior / rogue - dalish / city elf selectable
Elf mage and any dwarf have no background selectable
The backgrounds with the dalish and city icons are the OC backgrounds, complete with text strings.
I double checked dragon age-packages-core-overide-toolsetexport and it is empty.

#11
Proleric

Proleric
  • Members
  • 2 343 messages
My working example has explicit entries (rather than ****) in the desc, name and icon tables.

#12
Thuriel

Thuriel
  • Members
  • 2 messages
 I had the same problem, with just the first icon showing up. I also noticed that the name and description didn't match; after double-checking the strings and the .xls to make sure everything was how it was supposed to, I got GDApp to check the .GDAs themselves--sure enough, the strings were wrong. 

The tutorial says: There used to be a bug that prevented large string IDs from compiling correctly. This is now fixed. For the record, the old workaround was to edit the GDA files in the toolset to correct the string IDs manually, but you should now see that the string IDs are correct.
...But that sounds like exactly what happened to me. I downloaded the toolset today, did all this today, so... maybe not fixed?

In any case, after manually fixing the strings in the .GDAs, all of the icons were there properly and character gen continued perfectly.

#13
LukaCrosszeria

LukaCrosszeria
  • Members
  • 1 304 messages
Snip - solved the scripting problem.

Modifié par LukaCrosszeria, 20 septembre 2011 - 11:21 .