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gda files only work in packages\\core\\override?


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#1
SamVitas

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Why can't my custom gda files work in AddIns\\godmode\\core\\override or in AddIns\\godmode\\module\\override? They only work in packages\\core\\override. I can't build a player package in this situation, so to speak.
I'm totally confused. Anyone know why?  Thanks.

#2
JJM152

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It appears to me that SOME files will work just fine in your own module space, while others will not. Generally speaking I've found that the ones listed in M2DA_base will work if you dump them just in your module override.


#3
TimelordDC

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If you are creating new 2DAs, create a new M2DA_Base entry and generate a GDA file for M2DA_Base too and put it into module/override.



That said, what GDA files are you using that are not working from module/override?

#4
elys

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You can also drop your *.gda in Addins/YourModuleName/core/override/toolsetexport/.



Then if you start the toolset, they will be automatically loaded, and also automatically added to the file list when you build the player package.

#5
SamVitas

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You never gonna believe this, I can hardly believe this too. You know what, it's all because my custom talent's IDs are the same as Shale's talent's ID, from 300301 to 300306, which means, they got conflicts. What a coincidence! Now I've changed my custom talent's IDs, and my abi_base_xxx.gda files are working as fine as I live and breathe. Why can't I get this kind of luck in lotteries?

Anyway, thanks guys :)

#6
ladydesire

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Thanks for letting us know what the issue was.

#7
FollowTheGourd

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SamVitas wrote...

You never gonna believe this, I can hardly believe this too. You know what, it's all because my custom talent's IDs are the same as Shale's talent's ID, from 300301 to 300306, which means, they got conflicts. What a coincidence! Now I've changed my custom talent's IDs, and my abi_base_xxx.gda files are working as fine as I live and breathe. Why can't I get this kind of luck in lotteries?
Anyway, thanks guys :)


You might want to lessen their chance of conflicting again the future: social.bioware.com/wiki/datoolset/index.php/2DA_ranges_in_use#ABI_base

Craig Graff at BioWare reserved up to 1,000,000. I'm sure that's a high estimate, but just the same, choosing something like 300307 would be asking for trouble. You might also want to keep a buffer of another million or so between that for other stand-alone mods.

If you're going to publish your mod, you might also want to mention which 2DA range you're taking. If you don't want to edit the table in the wiki, leaving a note in the talk section might be the way to go: social.bioware.com/wiki/datoolset/index.php

While I doubt everybody is going to use that, it's something to strive for. Another option, as I've heard suggested, is use a hash function to map into the 2DA space... not totally ideal if everybody is choosing their own hash function and doesn't bother dealing with potential collisions.

Modifié par FollowTheGourd, 23 décembre 2009 - 08:02 .


#8
elys

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SamVitas wrote...

You might want to lessen their chance of conflicting again the future: social.bioware.com/wiki/datoolset/index.php/2DA_ranges_in_use#ABI_base


Good idea. Posted Image