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My module don't start


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8 réponses à ce sujet

#1
ladyofpayne

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When I trying to start my module system just kick me out.
Yesterday I played in it but now I can't.
Also I have an error in toolset when I try to cure cutscene.
Could not get the name for the appearance: Resource "dunc.utc", Tag "dunc".
Dunc- name resourse (chartacter) in game. 

#2
pizzapicante

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Your own module? have you already set your module to export without dependant resources upon saving on: Tools->Options->General->Auto-Export on Save. Are you sure you exported all your resources?

Have you generated the Module XML and Manifest XML, have you put a valid module-script so the module can start?

In the cutscene thing is the dunc resource, is it Checked out? or is it a Duplicate?

#3
ladyofpayne

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My own module, yes.
"Have you generated the Module XML and Manifest XML, have you put a valid module-script so the module can start?"
How I can create the Module XML and Manifest XML?

#4
pizzapicante

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Tools->Export

#5
ladyofpayne

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Thank you. I can testing my module.
But one question- defaul hero tester was beheaded. Why?
Image IPB

Modifié par ladyofpayne, 19 juillet 2012 - 12:45 .


#6
Firky

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Hee hee. He looks like my protagonist, who was headless for ages.

I had no problems with testing mine from the basic export. But when I made a builder to player package, my female templar had no head.

It looks to me like you're using a custom .utc protagonist and a builder to player package. (But correct me if I'm wrong.)

So, you simply have to find the player's head file in the tree in the manifest. (Simply not necessarily being simple.) If you made a head morph for this character yourself, it should be a .mor file? If you picked a default one, you can still find it, but I can't recall where. I'm away from my PC.)

I think (I was using a default head) that I searched the name of the head's file on my PC, to find it's location, which then helped with finding it in the manifest. I think. :P

(Edit: Actually. Your protagonist looks like Jaden. Default, human, male. Do you have to check his head in B2P package? I have no ieda.)

Modifié par Firky, 21 juillet 2012 - 12:10 .


#7
Firky

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PS. To be more explicit. There are one of two ways you're testing it. Either,

1. You're simply exporting all of the files you've created in the toolset.

OR

2. You've made a builder to player package, which involves selecting what's included from the manifest tree thing and then loading a .dazip into your Origins game.

I ran into the headless problem when I was doing number 2. If you are just exporting at the moment (no 1) my advice is useless.

#8
ladyofpayne

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"It looks to me like you're using a custom .utc protagonist and a builder to player package. (But correct me if I'm wrong.)"
No- it was default tester hero- Jaider. Also he can't move right-  animation didn't played so he slides.

Modifié par ladyofpayne, 21 juillet 2012 - 03:07 .


#9
Firky

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Hmm. I don't think my headless protagonist was doing that.

If it's an issue with Jaden, I wouldn't know how to fix it.

But, you could create your own custom protagonist to test it with? Or just run the script for character generation, so you get the male/female, human/elf/dwarf etc choices at the start of the module.

(I could write down steps if you like, or look for character generation on the wiki.)