I have what appears to be a pretty simple problem...
I am writing a mod that overrides the standard drop tables. Now, I would like to be able to treat them as M2DA's - but unfortunately the hokey treasure system isn't set up for that kind of support (at least not that I can tell, primarily because the default Generate Items routine demands a resource entry be in sequential order...)
Anyway.... that being said I just intend for the time being to create my own 2da copies for this mod that extends the SP campaign. The thing is this however -
The modifications I make only seem to register if the GDA files I create reside in this directory:
Documents\\BioWare\\Dragon Age\\packages\\core\\override\\
Now... I am just wondering, if this is the case, how can I package my module up for players to enjoy? If I put my new 2da files in my modules module/override or core/override they don't actually seem to do anything... Is this normal?
Any answers would be greatly appreciated! Thanks!
Question about overriding TS_* loot tables.
Débuté par
JJM152
, déc. 20 2009 11:15
#1
Posté 20 décembre 2009 - 11:15
#2
Posté 20 décembre 2009 - 09:05
bump.... I really need an answer to this
#3
Posté 21 décembre 2009 - 06:43
It was my understanding (without having tested it yet) that when you do a player export of your mod, it will determine all of the resources required as well as where they are located, then package them up. The installer will unpackage and copy the files to the right places. As least I hope that is how it works because I have a lot of override files.
I intend to test this on a fresh install on a different machine one of these days.
I intend to test this on a fresh install on a different machine one of these days.
#4
Posté 21 décembre 2009 - 07:52
FalloutBoy wrote...
It was my understanding (without having tested it yet) that when you do a player export of your mod, it will determine all of the resources required as well as where they are located, then package them up. The installer will unpackage and copy the files to the right places. As least I hope that is how it works because I have a lot of override files.
I intend to test this on a fresh install on a different machine one of these days.
I'll probably have to test this myself unless someone gives me a definitive answer. My mod is basically done except for these 2da modifications. If I find out an answer I'll post it here for others who are curious to find with the search tool...
#5
Posté 21 décembre 2009 - 12:30
Adding them to the core/overrides directory in module path and then making a dazip out of it, removing the addin and installing it from the zip didn't seem to work. 
#6
Posté 21 décembre 2009 - 01:23
So yet another update...
Putting my GDA's in the Bioware/packages/core/toolsetexport/ folder and then building my DAZIP from there does work.
Now the problem I am having is that it seems that the DLC that is installed is taking precident over my loot tables (Stone Prisoner one).
The problem is that as far as I can tell from looking at the sys_treasure and sys_treasure_h files that I have in my toolset is that items are generated by selecting an ID from the appropriate treasure spreadsheet on random, then retrieving the resource on the line number that is the same as that ID.
Because of this, I cannot make my own treasure drops begin with a very high ID like 5000001 or something, because the loot system will select that ID, then look for line 5000001... which doesn't exist in the array.
If anyone knows how Bioware adjusted the loot tables for the Stone Prisoner DLC, please let me know... or any kind of suggestion at all really.
Thanks
Putting my GDA's in the Bioware/packages/core/toolsetexport/ folder and then building my DAZIP from there does work.
Now the problem I am having is that it seems that the DLC that is installed is taking precident over my loot tables (Stone Prisoner one).
The problem is that as far as I can tell from looking at the sys_treasure and sys_treasure_h files that I have in my toolset is that items are generated by selecting an ID from the appropriate treasure spreadsheet on random, then retrieving the resource on the line number that is the same as that ID.
Because of this, I cannot make my own treasure drops begin with a very high ID like 5000001 or something, because the loot system will select that ID, then look for line 5000001... which doesn't exist in the array.
If anyone knows how Bioware adjusted the loot tables for the Stone Prisoner DLC, please let me know... or any kind of suggestion at all really.
Thanks
#7
Posté 21 décembre 2009 - 01:57
Okay... so evidently you can make an MDA out of this because I just tried it and it seems like it's working flawlessly in game.
Obviously I need to do more testing, and also I would have sworn that the code I read in sys_treasure_h made it appear like you couldn't do this
/facepalm
Obviously I need to do more testing, and also I would have sworn that the code I read in sys_treasure_h made it appear like you couldn't do this
/facepalm
#8
Posté 22 décembre 2009 - 07:50
Further investigation has revealed the following issues:
1) You can't turn the treasure spread sheets into MDA's. They don't seem to merge with the base files.
2) Even if you add a Prefix into the M2DA_base for the particular table, it still doesn't work.
3) Packing up your Treasure GDA's into your DAZIP file by placing them in your core/override/toolset will package them up, turn them into an erf... but they don't get registered by the game.
4) Dropping them directly into the core/override/ directory WILL cause them to get picked up by the game, but see #1 for the problem this causes...
I really wish someone from BioWare would explain how they managed to get the shale specific drops to appear in the global treasure tables. Even if it was just "we added to the default and overwrote it", I would at least know that there wasn't some mystical way of easily adding to the tables that I just didn't know about...
1) You can't turn the treasure spread sheets into MDA's. They don't seem to merge with the base files.
2) Even if you add a Prefix into the M2DA_base for the particular table, it still doesn't work.
3) Packing up your Treasure GDA's into your DAZIP file by placing them in your core/override/toolset will package them up, turn them into an erf... but they don't get registered by the game.
4) Dropping them directly into the core/override/ directory WILL cause them to get picked up by the game, but see #1 for the problem this causes...
I really wish someone from BioWare would explain how they managed to get the shale specific drops to appear in the global treasure tables. Even if it was just "we added to the default and overwrote it", I would at least know that there wasn't some mystical way of easily adding to the tables that I just didn't know about...





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