BIOWARE YOUR NEW TOOLKIT SUCKS
#1
Posté 12 décembre 2009 - 05:03
Loaded ny stuff back in and tried an export - seamed to work fine - Altered some stuff and tried again - Alterations didn't take.
Checke out the modules - It hadn't created a module name.
Re istalled the toolkit agian - Created an empty module (deleted file in addins) - and imported stuff again
Checked all module settings in Resourses - All OK - Tried export - and nothing gets copied to the adin directories
All the stuff is dumped in the core\\overrides\\Toolset (As before) but is not accessed by the game.
How do I fix it!
#2
Posté 12 décembre 2009 - 09:26
What I did was delete the Addon directory - Make sure no entry in the panel then re export the module - Still put two entries in the download section (but one is disabled) - When I loaded up a game it asked to Force Load (for the old module) - Did it and seams to work.
Will this old module disapear if I delete all games that reference this?
What ever way, it isn't particulary pretty
NN
#3
Posté 09 janvier 2010 - 03:10
#4
Posté 09 janvier 2010 - 03:24
That does not mean that the Toolset is not powerful, but it's not just end user friendly. It's more like a Development tools made by developpers to be used by developpers.
Many modders deals with it, taking time to learn it step by step.
But sincerly, if you can't even success to install the toolset by yourself, I highly doubt you will enjoy or a be able to manipulate the toolset once installed.
PS: Don't see anything personal about my answer. I'm just trying to be objective so you won't eventually get crazy to get the thing to run, to then be disappointed furthermore.
Modifié par elys, 09 janvier 2010 - 03:27 .
#5
Posté 09 janvier 2010 - 03:37
Is your game updated to 1.02? Not sure if this is important but I have mine updated to 1.02
Try this
1. Uninstall the toolset and uninstall ANYTHING related to SQL from your programs list.
2. Reinstall the toolset and reinstall the database.
3. Open up the toolset and do File ---> Manage Modules ---> Open Single Player Campaign.
Now you should have access to everything for the single player campaign. Now export something like a modified conversation file and see if it works in game. If that works, you've proven that the toolset works properly.
#6
Posté 09 janvier 2010 - 08:59
My only beef with the toolset is that there are some pretty big bugs with it (luckily they have minorly complicated work-arounds) but it is very early. Also, the GUI could use a little work, it would be nice to preview textures and meshes before you use them, say for the terrain editor... as well as the trees and shrubs for the tree placement. But I have no doubt that either Bioware or modders will work this out in time..
It's still early yet, and Bioware is being pretty helpful so far so I'd say give it a while and see what happens.
#7
Posté 09 janvier 2010 - 10:02
/facepalmJackFuzz wrote...
Fortunately I have about 15 years IT experience. The common user doesn't stand a chance. My best advice is to GO slow, google is your best friend.
Is your game updated to 1.02? Not sure if this is important but I have mine updated to 1.02
Try this
1. Uninstall the toolset and uninstall ANYTHING related to SQL from your programs list.
2. Reinstall the toolset and reinstall the database.
3. Open up the toolset and do File ---> Manage Modules ---> Open Single Player Campaign.
Now you should have access to everything for the single player campaign. Now export something like a modified conversation file and see if it works in game. If that works, you've proven that the toolset works properly.
You really don't want them mucking around with the Single Player Campaign directly, especially if they can't get the toolset working "following [the] instructions to the letter."
The best is to create a new module that extends the SPC. Changes made to original SPC resources can be managed, but the check-in/check-out version control system is likely to be confusing to the computer-illiterate.
#8
Posté 13 janvier 2010 - 08:13
#9
Posté 13 janvier 2010 - 01:26
Having some computer literacy is only needed if the installer fails to set everything up correctly. Otherwise it's just double clicking an installer and then clicking next a few times.
#10
Posté 13 janvier 2010 - 01:33
Modifié par jsachun, 13 janvier 2010 - 01:36 .
#11
Posté 13 janvier 2010 - 01:37
By better, you mean different.jsachun wrote...
I agree, Betheseda's G.E.C.K is much better modding tool. Just have a look at the number of Modders out there for Fallout 3. I'm still trying to figure out how to get access to contents within DLC & not just the main game.
#12
Posté 13 janvier 2010 - 01:42
#13
Posté 13 janvier 2010 - 03:05
More does not equal better.jsachun wrote...
I agree, Betheseda's G.E.C.K is much better modding tool. Just have a look at the number of Modders out there for Fallout 3. I'm still trying to figure out how to get access to contents within DLC & not just the main game.
Easier does not equal better.
How long has Fallout 3 been out compared to DA:O? Yeah. Also, Fallout 3 may appeal to a different audience than DA:O, so you shouldn't expect the same modding community to address both games.
For all you know, there simply aren't as many people interested in releasing mods for DA:O as there are for Fallout 3. That, or possibly the DA:O modders are feverishly working on epic new campaigns that require months of real work in creating new voiceovers, models, and scripts before they are ready to be released.
A drag-and-drop level editor like the one for LittleBigPlanet may offer quick turnout of mods, but they're not going to be of the same potential complexity as ones for DA:O.
#14
Posté 13 janvier 2010 - 05:23
jsachun wrote...
I'm still trying to figure out how to get access to contents within DLC & not just the main game.
right now that simply aint possible! if you're able to access this content, than nothing could stop you from compiling and sharing them. perhaps in the near future bioware will release SOME of the ressources like models, textures and levels, but not the whole package
#15
Posté 13 janvier 2010 - 07:24
Well...-Semper- wrote...
jsachun wrote...
I'm still trying to figure out how to get access to contents within DLC & not just the main game.
right now that simply aint possible! if you're able to access this content, than nothing could stop you from compiling and sharing them. perhaps in the near future bioware will release SOME of the ressources like models, textures and levels, but not the whole package
According to Bioware, they're working on it.EJ42 wrote...
Is there any way a new version of the toolset could somehow segregate original campaign and expansion/DLC content so that anything exported with premium content could be encrypted in a way that it would require authentication of the prerequisite expansion(s)/DLC that are used in the new module?
I know that's probably a lot to digest, but I'm basically asking if we can be allowed to continue to use the toolset with post-release content without undermining your efforts.
Fernando Melo wrote...
We're looking at someting along these lines - not only for our content but that created by modders.
#16
Posté 13 janvier 2010 - 07:32
dragonagemodding.wordpress.com/2009/11/11/a-start-creating-a-module-to-give-your-player-an-item/
social.bioware.com/project/422/discussion/166/&p=11
dragonagemodding.wordpress.com/2009/11/24/packaging-your-mod-for-release/
social.bioware.com/wiki/datoolset/index.php/CreateItemOnObject
#17
Posté 13 janvier 2010 - 07:35
#18
Posté 14 janvier 2010 - 08:31
Why have a modding community at all if you don't allow sharing of free information & content? Attitude like this will keep Bioware small for ever. I hope your are aware Beth is in the top ten game developer list in the world and Bioware isn't. Ofcourse it's not to say that Bioware doesn't produce fantastic games.-Semper- wrote...
jsachun wrote...
I'm still trying to figure out how to get access to contents within DLC & not just the main game.
right now that simply aint possible! if you're able to access this content, than nothing could stop you from compiling and sharing them. perhaps in the near future bioware will release SOME of the ressources like models, textures and levels, but not the whole package
#19
Posté 14 janvier 2010 - 08:34
They sold $400 million worth of Fallout 3 copies in the first week it was released. I hope you know your gaming facts.EJ42 wrote...
More does not equal better.jsachun wrote...
I agree, Betheseda's G.E.C.K is much better modding tool. Just have a look at the number of Modders out there for Fallout 3. I'm still trying to figure out how to get access to contents within DLC & not just the main game.
Easier does not equal better.
How long has Fallout 3 been out compared to DA:O? Yeah. Also, Fallout 3 may appeal to a different audience than DA:O, so you shouldn't expect the same modding community to address both games.
For all you know, there simply aren't as many people interested in releasing mods for DA:O as there are for Fallout 3. That, or possibly the DA:O modders are feverishly working on epic new campaigns that require months of real work in creating new voiceovers, models, and scripts before they are ready to be released.
A drag-and-drop level editor like the one for LittleBigPlanet may offer quick turnout of mods, but they're not going to be of the same potential complexity as ones for DA:O.
Modifié par jsachun, 14 janvier 2010 - 08:39 .
#20
Posté 14 janvier 2010 - 04:32
It was advertised as part of the game, so it very well should be user-friendly, and it is not.fanman72 wrote...
It's not meant to be user-friendly. This is very similar to the tool the DA developers used to make the game so don't expect to make a kickass module in a few hours like NWN. Powerful though.....
#21
Posté 14 janvier 2010 - 07:57
So...what are you trying to say there? Are you agreeing with my suggestion that the reason there are more Fallout 3 mods out there is because there are probably more people who have been working on Fallout 3 mods?jsachun wrote...
They sold $400 million worth of Fallout 3 copies in the first week it was released. I hope you know your gaming facts.EJ42 wrote...
More does not equal better.jsachun wrote...
I agree, Betheseda's G.E.C.K is much better modding tool. Just have a look at the number of Modders out there for Fallout 3. I'm still trying to figure out how to get access to contents within DLC & not just the main game.
Easier does not equal better.
How long has Fallout 3 been out compared to DA:O? Yeah. Also, Fallout 3 may appeal to a different audience than DA:O, so you shouldn't expect the same modding community to address both games.
For all you know, there simply aren't as many people interested in releasing mods for DA:O as there are for Fallout 3. That, or possibly the DA:O modders are feverishly working on epic new campaigns that require months of real work in creating new voiceovers, models, and scripts before they are ready to be released.
A drag-and-drop level editor like the one for LittleBigPlanet may offer quick turnout of mods, but they're not going to be of the same potential complexity as ones for DA:O.
Your response doesn't make any sense in context.
#22
Posté 14 janvier 2010 - 08:01
No. It was not.Obadiah wrote...
It was advertised as part of the game, so it very well should be user-friendly, and it is not.fanman72 wrote...
It's not meant to be user-friendly. This is very similar to the tool the DA developers used to make the game so don't expect to make a kickass module in a few hours like NWN. Powerful though.....
It was most definitely not advertised as "part of the game" in any respect. That would be false advertising to the console community.
All of the material I've seen has been showing off the toolset itself as a separate package, which is an added bonus for PC gamers to play with. Your misinterpretation of their information releases is not their fault.
#23
Guest_Genxer21_*
Posté 15 janvier 2010 - 10:54
Guest_Genxer21_*
Learn
Read tutorials on how to install and use !!!
Less complainingabout somthing which is obviously human error.
#24
Posté 15 janvier 2010 - 11:07
#25
Posté 15 janvier 2010 - 11:31
Anyhow, luckily my bf is epic and he fixed it in 30 min, maker bless his heart. I believe he found what he needed on the internet and it ended in him having to set the entire toolset folder to "run as administrator" i think, as part of it.
Anyhow, i dont really know what my point is as this doesn't help you one bit, but i guess i just wanted to say you are not alone! And that there is hope! xD
That said, there are many nice tutorials for the toolset, and it really isnt too difficult to handle. I have never used a toolset in my entire life, and i am coming along quite well =P The only problem is remembering everything >.<





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