I've looked through the toolset for an hour and Googled my eyeballs out and I can't find any mention of this anywhere. Is it possible to modify areas in the single player campaign? I want to create a mod that adds various secrets throughout the campaign, but I can't figure out how to open the campaign areas in the toolset. The only tutorials I've found are for creating new areas.
Possible to edit areas in the single player campaign?
Débuté par
Rehevkor
, déc. 02 2009 02:05
#1
Posté 02 décembre 2009 - 02:05
#2
Posté 02 décembre 2009 - 02:24
Only references to such a thing I've seen are via scripts...where you need to know the exact location of where you want to place some object and then spawn it there, all run from a script when the player enters the zone.
http://social.biowar...n_existing_area
But you can always take the first approach it discusses, which is to duplicate the area, then modify it to your wishes and get people to put the finished product in the \\override folder, but this could cause problems with other mods which choose to do the same thing.
Not sure how you load up the single player areas, though. The files are probably in Dragon Age\\\\Modules\\\\Single Player somewhere
http://social.biowar...n_existing_area
But you can always take the first approach it discusses, which is to duplicate the area, then modify it to your wishes and get people to put the finished product in the \\override folder, but this could cause problems with other mods which choose to do the same thing.
Not sure how you load up the single player areas, though. The files are probably in Dragon Age\\\\Modules\\\\Single Player somewhere
Modifié par Bibdy, 02 décembre 2009 - 02:24 .
#3
Posté 02 décembre 2009 - 02:34
I'm pretty sure campaign areas (or levels, or so forth) can't be modified directly, as the database resources for the main campaign have not been included in the toolset, for now. However, the devs have promised to release them some time in the future. So you'll just have to wait a little while for this.
Just like the last poster said, inserting some new content is possible even now, but limited and very awkward, or at least I think so. Bidby gave a good link to the wikipage, and you might also want to check the following page out:
http://dragonagemodd...rs-camp-part-1/
Just like the last poster said, inserting some new content is possible even now, but limited and very awkward, or at least I think so. Bidby gave a good link to the wikipage, and you might also want to check the following page out:
http://dragonagemodd...rs-camp-part-1/
#4
Posté 02 décembre 2009 - 03:04
Thanks! Adding new objects via script looks like the way to go. My initial plan is to add new items in out of the way places. Later on, as I get more familiar with scripting, I'll use this to set up new puzzles and mini-quests in the SP campaign. I'll release these as "booster packs" to add something new to keep the game from becoming stale during multiple playthroughs.
#5
Posté 03 décembre 2009 - 01:16
Ugh. I don't know if it's just me or if this editor is really this obscure. I can't figure out how to copy an existing area to open it. That guide says I have to create "a local copy of the area" but doesn't say a word about how to do that. Yet again the toolset itself is no help here; I opened designerareas.erf, extracted an are file, and tried to open it with the toolset. It just comes up as a list of values, like a spreadsheet.
I don't see any way to open these files so that I can actually see the area rendered in 3D so I can create a waypoint and get coordinates to use in the script. Anyone have any idea how to do this?
I don't see any way to open these files so that I can actually see the area rendered in 3D so I can create a waypoint and get coordinates to use in the script. Anyone have any idea how to do this?
#6
Posté 03 décembre 2009 - 01:42
I haven't toyed with inserting custom content into the existing campaign that much, but it just might work that you just create a new area in the toolset ([File] -> [New Area]), then set its [Area layout] to the same one as the campaign area you want to edit has. After that, place a waypoint where you want, select it and note down its position & orientation. Now you can probably use these values to store as a vector for a location in a script.
Anyone with more experience on editing the main campaign, please feel to correct me. None of my current projects involve editing the OC, so this is just my untested guess on how it probably works.
Anyone with more experience on editing the main campaign, please feel to correct me. None of my current projects involve editing the OC, so this is just my untested guess on how it probably works.
Modifié par Darkflow, 03 décembre 2009 - 01:43 .
#7
Posté 03 décembre 2009 - 03:23
Ahh, thanks, it looks like that will work. Now I just need to figure out which of these uninformative layout names corresponds to the areas I want. Looks like trial and error is the only way, unless there is a list somewhere that matches them up.
#8
Posté 04 décembre 2009 - 12:37
I've looked through them myself and there's some method to the naming of layouts.
First three characters is a signifier for the region:
brc = Brecilian Forest
den = Denerim
lak = Lake Calenhad + Redcliffe
ost = Ostagar + Korcari Wilds
orz = Orzammar + Deep Roads
hrt = Human Rural Towns? Not sure but first one is Lothering
oth = Other? Otherworld? It looks like the fade.
For the end of the filenames:
den400d
The 4 from 400 means it's a different section from say the den300 files. D stands for day, N for night. This should allow you to filter out the areas a bit better to find the one you want. Maybe a wiki article on this would be useful as people could fill in which area is which as they find them.
First three characters is a signifier for the region:
brc = Brecilian Forest
den = Denerim
lak = Lake Calenhad + Redcliffe
ost = Ostagar + Korcari Wilds
orz = Orzammar + Deep Roads
hrt = Human Rural Towns? Not sure but first one is Lothering
oth = Other? Otherworld? It looks like the fade.
For the end of the filenames:
den400d
The 4 from 400 means it's a different section from say the den300 files. D stands for day, N for night. This should allow you to filter out the areas a bit better to find the one you want. Maybe a wiki article on this would be useful as people could fill in which area is which as they find them.
Modifié par Ashmaran, 04 décembre 2009 - 12:41 .
#9
Posté 04 décembre 2009 - 06:46
It's easy to find the area descriptions.
The OC resources are in Program Files > Dragon Age > Modules > Single Player > Data.
You can use the toolset to open the file designerareas.erf, which contains one .are file for each area.
The OC resources are in Program Files > Dragon Age > Modules > Single Player > Data.
You can use the toolset to open the file designerareas.erf, which contains one .are file for each area.
Modifié par Proleric1, 04 décembre 2009 - 06:58 .





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