Okay, so I make a mod separate from the OC and everything seems to work ok.
Then I try to put the new NPC in Lothering (doing all the .m2da, PRCSCR shabang).
I'll start the OC with the mod activated and go to character creation (to start the game from scratch and make my way to Lothering to meet the new NPC).
And I see that when I start to put my new char's attributes, they raise by 2. Instead of going Str 16, 17, 18, 19 they go Str 16, 18, 20...
I deactivate the mod and the attributes raise as they should (one by one). So yep, my mod is breaking things in places I didn't even touch! :-D
So my question is... when something breaks badly and you have NO idea what it could be... what do you do, aside of shooting yourself in the head? :-)
Thanks :-)
What's the best way to troubleshoot your own mod?
Débuté par
DLAN_Immortality
, déc. 11 2009 10:39
#1
Posté 11 décembre 2009 - 10:39
#2
Posté 11 décembre 2009 - 10:49
maybe try clearing /your_home_directory/Documents/Dragon Age/packages/override/toolsetexport directory
It might help, but maybe you've already done that.
In that case I'd definitely try clearing all the export places (Tools->Export->Empty export directories) and then exporting your files by "export without dependent resources", checking in the log what exactly gets exported.
one more things, but I have no idea if it makes any sense: if everything fails - try going to "Manage Modules" -> "Properties", "Script" and set it to (none) or your own script, if you use any.
In that case I'd definitely try clearing all the export places (Tools->Export->Empty export directories) and then exporting your files by "export without dependent resources", checking in the log what exactly gets exported.
one more things, but I have no idea if it makes any sense: if everything fails - try going to "Manage Modules" -> "Properties", "Script" and set it to (none) or your own script, if you use any.
Modifié par Gocek, 11 décembre 2009 - 10:51 .
#3
Posté 11 décembre 2009 - 10:56
Oh. Okay... mmm the script right now is "module_core" I wonder if I'm duplicating everything :-D
Will try! Brb :-p
OMG IT WORKS. Okay, thanks for that. Much obliged! :-)
Will try! Brb :-p
OMG IT WORKS. Okay, thanks for that. Much obliged! :-)
Modifié par DLAN_Immortality, 11 décembre 2009 - 10:59 .
#4
Posté 11 décembre 2009 - 11:11
Glad I could help
I think there are other places where those generic scripts might cause trouble, but I'm not 100% sure about that...
For example, I'm not sure if leaving area_core script (area properties) causes any trouble. But I know that you can replace that script with your own event handler and as long as you end your script with "HandleEvent(ev, RESOURCE_SCRIPT_AREA_CORE);" everything will be ok, because every event will be forwarded to the default area event handler...
For example, I'm not sure if leaving area_core script (area properties) causes any trouble. But I know that you can replace that script with your own event handler and as long as you end your script with "HandleEvent(ev, RESOURCE_SCRIPT_AREA_CORE);" everything will be ok, because every event will be forwarded to the default area event handler...
Modifié par Gocek, 11 décembre 2009 - 11:12 .
#5
Posté 11 décembre 2009 - 11:15
This will also happen if your sys_chargen or sys_chargen_h was modified and not exported properly.
#6
Posté 11 décembre 2009 - 11:26
Thanks, guys. :-D I'll go play nao :-D





Retour en haut







