Not a full answer, just a few hints:
- you shouldn't really do a full export. I'd rather say do an "Export without dependent resources" on your module's folder (assuming you have created a separate folder for that). If not - select all the files you have created for your mod and then do the export.
- you should always manually check things on the Builder-to-player export list. Include only files that are really needed. Most important thing: DO NOT INCLUDE /packages/core/override unless your mod intentionally places files in there. Another example: you don't have to include the *.nss files - these are noncompiled scripts. The player needs only the compiled version - *.ncs. After you've selected your files you can save the list as a manifest list and use it in the future to speed things up.
- before doing the builder-to-player export, but after doing the "export without dependent resources" you should clear the /packages/core/override/toolsetexport directory - not doing that will cause troubles - like characters being naked
I haven't tried exporting with big modules, just one-two areas, sample creatures, conversations, triggers, area transitions - everything works ok.
EDIT: to check if your mod works ok, you should delete your module folder from AddIns directory (or move it somewhere, doesn't matter) so that any stuff exported from the toolset by "export without dependent resources" is removed. After that just install the dazip file using DAUpdater. It will create a new folder with your module in the AddIns directory - but this time it will contain only the files your PLAYER will see.
Modifié par Gocek, 11 décembre 2009 - 10:19 .