We have come to accept that exporting a module can break the Dragon Age: Origins official campaign however it seems the reverse may also be true.
Prior to installing Dragon Age: Origins I had almost finished fixing the Little Red Riding Hood Redux challenge module (social.bioware.com/project/334/). All I had to do was recreate the VO/FaceFX and, once the light mapper was fixed, finalise the lighting. With the new light mapper script becoming available this week I managed to finish up these remainig tasks and I set about testing.
I was somewhat surprised and more than a little dismayed to discover that the plot would no longer progress. Once the player had found three items the plot should progress to the next step. This functionality had been working prior to 8 Novemember when I had replaced the beta toolset and client with the gold toolset and client. Now, for some unknown reason, the script refused to fire when the player acquired an item (despite the fact the items were correctly set up).
After hours of debugging and testing I couldn't find anything wrong with my module (except a typo in a line of dialogue). However I recalled that one way to avoid breaking DA:O was to package your mod into a DAZIP file. With nothing to lose I did just that and lo and behold the plot started working.
It would appear that the problem goes both ways: exporting a module can break DA:O but DA:O can also break an exported module. In both cases (until the issue is resolved) the fix appears to be to pack up the custom module/add-on as a Builder-to-Player (DAZIP) file.
[BUG] Dragon Age: Origins Broke My Module
Débuté par
Sunjammer
, nov. 29 2009 09:08
#1
Posté 29 novembre 2009 - 09:08





Retour en haut






