Creating DAZIP files - what am I missing?
#26
Posté 16 décembre 2009 - 01:01
#27
Posté 16 décembre 2009 - 01:04
When installing a mod you're only copying files into folders, nothing goes back into the database.
#28
Posté 16 décembre 2009 - 01:10
#29
Posté 16 décembre 2009 - 01:45
For the custom modules you create for your own game, the files are all exported to the module's override folders, and disabling the AddIn through the game disables those override files. I don't see why it shouldn't work for the script.
Modifié par Sensory, 16 décembre 2009 - 01:50 .
#30
Posté 16 décembre 2009 - 01:48
The key difference is that you are overriding events in a new script called at_rules_core. In my mod I'm actually replacing (overriding) the original rules_core with my modified one, which is still called rules_core.
Your way is probably the better way to do it, but that does explain why mine (and other people's) won't override while yours will. So it does seem that overriding an actual script (as opposed to an event using a new script) will not work properly with dazip files unless you change the structure to put the erf in the override folder.
Now I need to work out how to do it properly and override events instead of the whole script.
Modifié par Emmental, 16 décembre 2009 - 01:49 .
#31
Posté 16 décembre 2009 - 02:17
I said my mod was overriding rules_core from 1.0 to 2.0. My mod is now 2.4.
I just uploaded the old 2.0 for you to see that my rules_core is under data folder.
#32
Posté 16 décembre 2009 - 02:23
All this post to says the same things : there is more things to do to delete a toolset created module than just delete the module folder.
Modifié par anakin5, 16 décembre 2009 - 02:33 .
#33
Posté 16 décembre 2009 - 02:36
anakin5 wrote...
plz, read my posts. I am trying to help you.
I said my mod was overriding rules_core from 1.0 to 2.0. My mod is now 2.4.
I just uploaded the old 2.0 for you to see that my rules_core is under data folder.
Ah sorry, I misunderstood that, I didn't catch that you'd changed the way it worked.
Thanks, I'll check out the old version and addins.xml, though I'm now back to being confused again as I thought it was because of the different ways we were doing things.
Modifié par Emmental, 16 décembre 2009 - 03:11 .
#34
Posté 16 décembre 2009 - 03:06
I've checked addins.xml and there's nothing referencing the mod in there as it was removed last time I uninstalled it using DAModder.
I've also looked over the directory structure and files in both of our dazips and they appear to be the same. I'm currently doing a text search on every file in my DA folder to look for traces of my mod name. At the moment I'm at a complete loss as to why one would work and one wouldn't. The only difference, as you say, is that mine was created in the toolset here, but I can see no references to it anywhere.
Edit: The text search has finished and the only references to my mod are in log files.
The only thing I'm sure of in all this (which is what's confusing me) is that if I move the erf from core/data to core/override then it works. If I leave it in core/data, it doesn't.
Modifié par Emmental, 16 décembre 2009 - 03:15 .
#35
Posté 16 décembre 2009 - 10:00
- Module configuration screen
- Builder to Player package export screen
- Content of folders data and override in :
Documents\\BioWare\\Dragon Age\\packages\\core
Documents\\BioWare\\Dragon Age\\modules\\Single Player
Documents\\BioWare\\Dragon Age\\AddIns\\<your mod>\\core
Documents\\BioWare\\Dragon Age\\AddIns\\<your mod>\\module
Program Files\\Dragon Age\\packages\\core
Program Files\\Dragon Age\\modules\\single player
#36
Posté 16 décembre 2009 - 10:00
Modifié par anakin5, 16 décembre 2009 - 10:01 .
#37
Posté 16 décembre 2009 - 11:33
anakin5 wrote...
Can you post various screenshot of you export process ?
I'm currently in the process of completely removing and re-installing both DA and the toolset. I encountered another odd problem (here) which seems similar to this in that the game seems to be randomly ignoring files/folders (unless I did have something wrong there but I'd tried pretty much every combination of things to get it working again).
I don't know if that is what is happening but I'm trying the re-install and then I shall try installing the mod from my dazip again. If re-installing doesn't fix it, then I'll post those things you listed. Though even if re-installing does work, I'd still like to find out why it started doing this.
Having said that, both versions of your mod (rules_core and event override) did still work when installed so I'm inclined to think the fault lies with the toolset, or with my process of doing things in it.
Modifié par Emmental, 16 décembre 2009 - 11:37 .
#38
Posté 16 décembre 2009 - 12:38
I'll work on that list of steps.
#39
Posté 16 décembre 2009 - 01:09
- Module configuration screen
Link
- Builder to Player package export screen
Link
- Content of folders data and override in :
Documents/BioWare/Dragon Age/packages/core
data: bring_a_friend_package.erf <-- if I move this to override it works
override: (nothing - deleted everything in toolsetexport)
Documents/BioWare/Dragon Age/modules/Single Player
(no modules folder there)
Documents/BioWare/Dragon Age/AddIns/bring_a_friend/core
data: bring_a_friend_modcore.erf
override: (no override folder)
Documents/BioWare/Dragon Age/AddIns/bring_a_friend/module
data: bring_a_friend_module.erf
override: (no override folder)
Program Files/Dragon Age/packages/core
data: (lots of game files, none with the timestamp from this compile)
override: (nothing)
Program Files/Dragon Age/modules/single player
data: (lots of game files, none with the timestamp from this compile)
override: (no override folder)
Edit: I've worked out what the problem was in my other thread, but that setting has no impact on this problem. Now that I've sorted the other one, I'm going to do it that way, using event overrides, so working this one out isn't so important. It's still a complete mystery to me though.
Modifié par Emmental, 16 décembre 2009 - 02:17 .
#40
Posté 16 décembre 2009 - 03:01
#41
Posté 16 décembre 2009 - 04:27
Anyways, it is hard to follow you emental, you are moving files from folders to folders, changing every things trying to fix your problem. And really, and don't know half of what I need.
Lets say you start from scratch and forget bad habits
You create your new module like my screenshot in your other post (whithout the module script). You open it. You checked "Single Player" in "Hierrachy" screen of the module.
Then you open a local copy of rules_core, make your changes, save it, compile it. (It creates a lot of files in packages/core/override). Your delete all files except rules_core.ncs which stay here.
Your export Module.xml and Manifest.Xml.
Your click on create player package and it shows you the file list. There is few files in this list : the rules_core.ncs and probably a .cif file and the Manifest.xml.
You choose all of them and create the package.
Modifié par anakin5, 16 décembre 2009 - 04:34 .
#42
Posté 16 décembre 2009 - 10:33
anakin5 wrote...
Anyways, it is hard to follow you emental, you are moving files from folders to folders, changing every things trying to fix your problem. And really, and don't know half of what I need.
In my last test I wasn't moving anything. I simply created the script changes and exported it. The file I pointed out is the one that makes it work if I do move it.
I admit though I've tried so many things I'm losing track of what's going on.
anakin5 wrote...
You create your new module like my screenshot in your other post (whithout the module script). You open it. You checked "Single Player" in "Hierrachy" screen of the module.
OK that's new. I've never done anything with the Heirarchy screen.
anakin5 wrote...
Then you open a local copy of rules_core, make your changes, save it, compile it. (It creates a lot of files in packages/core/override). Your delete all files except rules_core.ncs which stay here.
Yep, did all that.
anakin5 wrote...
Your export Module.xml and Manifest.Xml.
Didn't do that this time.
anakin5 wrote...
Your click on create player package and it shows you the file list. There is few files in this list : the rules_core.ncs and probably a .cif file and the Manifest.xml.
You choose all of them and create the package.
And all that was the same.
I'll do another test with those steps again, making sure I do the Heirarchy bit and the xml files. I'll post back with my exact steps.
#43
Posté 16 décembre 2009 - 11:02
- Module script: none
- Extended Module: Single Player
- Module Heirarchy: Single Player selected
- Open local copy of rules_core and make changes
- Save & compile
- Remove all files except rules_core.ncs from packages/core/override/toolsetexport
- Generate module and manifest XML
- Do builder to player export - ncs, xml and cif file (3 files, everything selected)
- Close toolset
In order to test this I also have to remove the existing stuff from AddIns that the toolset created
- Use DAModder to uninstall the module (this removes the folders and removes reference from addins.xml)
- Delete rules_core.ncs from packages/core/override/toolsetexport (otherwise the game will just use this one)
- Install mod from dazip
- Run game and confirm module is enabled
I have tried the install process both with DAModder and DAUpdater.
Modifié par Emmental, 16 décembre 2009 - 11:05 .
#44
Posté 17 décembre 2009 - 12:42
#45
Posté 17 décembre 2009 - 02:35
So in this case it's very easy for me to determine if it's working or not using a saved game with an archer and a pack of enemies. When installed from the dazip no other creatures are ever alerted.
Though I have now re-written this using event overrides (which more relates to the other thread), so I'm not too bothered about why this happens, and if I had to I could use the workaround of moving the files (although others do seem to have the same problem as well).
I don't want to waste any more of your time trying to work this out, but I thank you for your efforts so far. I've certainly now got a much better understanding of the workings of the toolset and game folders after these discussions.
Modifié par Emmental, 17 décembre 2009 - 02:41 .





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