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builder to builder help


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15 réponses à ce sujet

#1
georage

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how, exactly, should i pack up the module and ship to another builder?

i see two options -- builder to builder create and builder to builder load.

which should I use?

load seems to need me to provide it a file ... i am not sure which one. but i am allowed to browse my filesystem.

create does not seem to use any of my mod's custom content? all i see is core stuff, no custom stuff.

anyone had any luck sharing their content with other builders?

#2
Lady of Lore

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I'd like to know this too. I think it's builder to builder create. You can sort the stuff by "Owner Module" by clicking on that tab. I gave my module a specific name in this field so it was easy to find and pull the files I needed. After choosing my files I hit ok and I'm just waiting now to see what the program does. Its been a few minutes and I believe that its processing or doing something. (I'm sending my work to another builder in our project)



I'll let you know if it works.



Ah, now I had told it to put the finished file on the desktop and it gave me a file with the extension .dadbdata



I'm going to send that to my project partner and see if she can open it.

#3
Proleric

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You're doing the right thing - see http://social.biowar...lder_to_builder.

#4
Lady of Lore

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Thanks, it did seem to work but my partner can only see the 4 files I send and can't open it as a module. When she tried to open the files it messed up an existing module she was working on.



Could this be an error in how I sent it or...?



Thanks for the help!

#5
Proleric

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Your partner needs to create a module in the toolset first. With that module open, Builder-to-Builder load can be used to import your design resources. As the wiki says, if you also need to share art resources, those files need to be sent separately.

#6
DLAN_Immortality

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No, I don't think that's how it works.



When you create a module it gives you random ID strings. If Lady of Lore has done one already with several dlgs in it, each dlg string will have their own ID. If that's sent to me, all kinds of breakings can happen because my module will have different ID numbers.

#7
Proleric

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:P I think you'll find it works as I described. Have a look at what I wrote in the wiki - you have the option to retain Lady of Lore's string numbers during the load, so that nothing gets broken.

#8
DLAN_Immortality

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But but but. Why is it not working theeeeeen (whiny voice) :-(



Thing is, I did that (before that string id number thing came to mind) and what was super weird is that instead of only importing 4 files, it imported 4 files and modified kazillion other stuff from the singleplayer????



Wth ? :-/

#9
Proleric

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You have the option (both on export and import) to select resources. Did you restrict the selection to the 4 files which belong to the custom mod? If not, you might simply be over-writing some Bioware resources with copies from Lady of Lore's installation, which would typically be identical.

#10
Avaraen

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When I loaded a b2b, it also checked out a whole lot of unrelated files that were not even included in the b2b, so there is definitely something hardcoded in the toolset causing that issue. Loading a b2b shouldn't cause the line IDs for vanilla dialogue to change, as long as you are doing a direct write and not making a duplicate to work with (duplicates always assign new IDs). The only b2b load I've done did not contain any custom NPC dialogue, so I can't comment on what happens with custom dialogue line IDs from other builders.

#11
Proleric

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You say "checked out"? What is being reported, exactly? I've used B2B quite a lot, but I haven't seen this. Might it be specific to modifying the Single Player campaign?

#12
FalloutBoy

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If you guys are working on a module together, you should coordinate your string ID range so that you don't have string collisions when you ship resources back and forth. Easiest way I can think of to fix it would be have one person delete their entire module (backup your db first!), then recreate the module setting the correct string ID range. Have the other person to a b2b export with every new resource you have made in it (and nothing else!), and import it in to the first guy's module keeping the same string IDs.


#13
Avaraen

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Proleric1 wrote...

You say "checked out"? What is being reported, exactly? I've used B2B quite a lot, but I haven't seen this. Might it be specific to modifying the Single Player campaign?


Nothing specific was reported, as I recall, but several completely unrelated resources (which were not included in the b2b) were marked as checked out in the toolset after loading a b2b from another modder (I was creating a compatibility release for two mods which affected the same vanilla dialogue).

#14
Proleric

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Well, I guess that's a bug, though checking out doesn't actually do any harm.



@FalloutBoy - good suggestion. The "don't renumber" option on the B2B import also works, as far as I can see.

#15
Avaraen

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Proleric1 wrote...

Well, I guess that's a bug, though checking out doesn't actually do any harm.

No, but we haven't any way of knowing if anything was changed with the resource data, so it's something to be aware of.

#16
DLAN_Immortality

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Avaraen wrote...

Proleric1 wrote...

You say "checked out"? What is being reported, exactly? I've used B2B quite a lot, but I haven't seen this. Might it be specific to modifying the Single Player campaign?


Nothing specific was reported, as I recall, but several completely unrelated resources (which were not included in the b2b) were marked as checked out in the toolset after loading a b2b from another modder (I was creating a compatibility release for two mods which affected the same vanilla dialogue).


This is exactly what's happening to me too.

The thing is, I dn't know if they're just checked out, but also modified, and honestly, I don't want to risk it. ¬_¬