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Why not post all mods as a .DAZIP?


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48 réponses à ce sujet

#1
Vansen Elamber

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I don't understand why modders have to make the intallation of these mods more difficult then they have to be by not providing the files in .dazip format? If there is a reason for this please enlighten me, as of now I can't see why its done....

#2
DarthParametric

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Because dazips are used for addins and most mods are designed to be tossed into the override folder. It's likely that things will become less hands-on in the future with the further development of DAModder and community adoption of it.

#3
anakin5

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Second time I heard about a problem with mod that use override folder.



What is exactly the problem with this kind of mod ?

I did a mod that overrides a script file and placed it in override folder. My mod was released in a dazip and it was working. Does it only concern other ressources or something ?

#4
Trampzabout

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Dont you need to manually add extra art resources, like custom level layouts,head morphs and audio, to dazips ?(I think I read it somehwere, could have been these forums or the wiki but im not sure) If so that could be why people dont use them more, makes mods easier to install, but more painful to create correctly.

#5
FollowTheGourd

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Even though DAUpdater probably works with core override mods, I don't *think* the game lets you show any information to the user through the in-game addons page for said core override mods. Maybe you'd just want to create a dummy addon section to get around that, but then you'd probably run into the apparent issue of your core override becoming a save game dependency (and requiring force loads if you uninstall) even if it should have no effect on the save game.

It's just DAZIP might as well be a black box for players, even though it's just a renamed ZIP file.

Modifié par FollowTheGourd, 23 décembre 2009 - 10:25 .


#6
ChickenDownUnder

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That, and it is out of habit. In past games all you had to do was drop some files in the override folder and then you were done.

#7
Vansen Elamber

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I was only curious and from the responses I can see the limitations of the updater. However all the mods, or addins as someone in this thread called them, show up in the installed content in the games interface and I have not installed any yet that are not dazip, except for the DLC mods provided from Bioware. All the mods I have all show up in the installed content and I can enable or disable them.

#8
FollowTheGourd

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Still not sure if in-game info works for core mods... I definitely need to take another look at it in any event.

Modifié par FollowTheGourd, 23 décembre 2009 - 11:00 .


#9
Tirigon

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I know that many modders consider the Addins-system of DAO with the dazips as terrible and buggy.

Personally, I prefer the classical installation with override anyways.

#10
TimelordDC

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Actually, the biggest problem with DAUpdater is there is no way to uninstall mods completely. Given that there are some problems with the game now that require some mods to override core scripts directly, an uninstall option is required. Also, we don't yet know what works from module/override vs what should be in module/core/override. So, unless those things are clarified and DAUpdater comes with a more robust interface, DAModder will likely be the tool for community mods.


#11
ladydesire

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Tirigon wrote...

Personally, I prefer the classical installation with override anyways.


I don't, and I'm a modder that uses it in NWN2, mainly because it usually works for a number of things; I much prefer the current system in DA to anything we have seen in the NWN games, even though it has some issues at the present time. The reason I don't like using overrides is that there as instances where content installed there does not work properly due to variations in module scripts used. As for why there is no uninstall feature for DAUpdater, it's probably because we can disable the mods if they don't seem to be working without seriously impacting the main game client.

#12
Tirigon

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you know that you can always use DAmodder? And I think, though I´m not sure, that there are even more tools already, if you dont like this one

#13
Phaenan

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Well, for what my view on DAModder is worth, it may very well become a commonly used tool, and become well known amongst the player-base, but at the moment I'll wait until it gains more penetration before I start packing core stuff for DAModder.
I mean, I still got people asking where is the DAUpdater.exe, or how to drag & drop stuff on it. And I'm only exagerating a bit here... So I don't see myself telling players to use DAModder if they want to install my stuff. Not yet, at least. Especially when it's not available on the official site (that'd be this one), unless I got tricked by the search engine.

Modifié par Phaenan, 24 décembre 2009 - 12:33 .


#14
ladydesire

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Phaenan wrote...

Well, for what my view on DAModder is worth, it may very well become a commonly used tool, and become well known amongst the player-base, but at the moment I'll wait until it gains more penetration before I start packing core stuff for DAModder.
I mean, I still got people asking where is the DAUpdater.exe, or how to drag & drop stuff on it. And I'm only exagerating a bit here... So I don't see myself telling players to use DAModder if they want to install my stuff. Not yet, at least. Especially when it's not available on the official site (that'd be this one), unless I got tricked by the search engine.


You won't see it here, as the developer won't register on this site, and since it's not going to be posted here, I won't use it.

#15
ITSSEXYTIME

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Trampzabout wrote...

Dont you need to manually add extra art resources, like custom level layouts,head morphs and audio, to dazips ?(I think I read it somehwere, could have been these forums or the wiki but im not sure) If so that could be why people dont use them more, makes mods easier to install, but more painful to create correctly.


Yes, but it's not as hard as you think.  If you know what you're doing it's a very simple drag & drop.

ladydesire wrote...

Phaenan wrote...

Well, for what my view on DAModder is worth, it may very well become a commonly used tool, and become well known amongst the player-base, but at the moment I'll wait until it gains more penetration before I start packing core stuff for DAModder.
I mean, I still got people asking where is the DAUpdater.exe, or how to drag & drop stuff on it. And I'm only exagerating a bit here... So I don't see myself telling players to use DAModder if they want to install my stuff. Not yet, at least. Especially when it's not available on the official site (that'd be this one), unless I got tricked by the search engine.


You won't see it here, as the developer won't register on this site, and since it's not going to be posted here, I won't use it.


This modding community can be incredibly immature sometimes.  Refusing to register on a website for asinine reasons, limiting mod exposure.  At this rate the community is going to be fully segregated by next spring.

Modifié par ITSSEXYTIME, 24 décembre 2009 - 02:49 .


#16
FollowTheGourd

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I guess... but it's not hard to support DAModder, even without trying to go out of your way. At least, it's worth a quick check to see if your mod has any issues with it as some other people will be using it and may come to you for issues. It's easy enough to just say "don't use it" as it is for them not to bother using your mod. My point is that it's probably here to stay for the time being.

#17
Proleric

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As someone familiar with earlier Bioware games like NWN, I shudder at the mention of override folders. DAUpdater is provided to manage installation integrity. If there are minor issues with it, let's ask Bioware for a fix. Once we start to publish larger standalone modules, players will have a shedload of problems if their override folders are full of manual hacks.

#18
Phaenan

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Which brings a question to my mind, is there a proper or official way of reporting "builders" issues such as the DAUpdater lacks in the package/core department ?

#19
DarthParametric

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Proleric1 wrote...

DAUpdater is provided to manage installation integrity.


DAUpdater is provided to install Bioware DLC. That's it. It's not suited to handling 3rd party mods.

#20
SilentCid

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I know that before v1.0.1 when people where having corrupted GUID Plots. There were numerous suggestions to use the DAUpdater to export your module. That was a way to prevent the corrupted GUID Plots from corrupting the main campaign. My experience with dazips and the DAUpdater it seems to just do the same thing as if you where dropping your module into the addins folder.

Now that will work if most modules but some projects that have custom work like the HD Textures project. Those would have to be added manually.

Modifié par SilentCid, 24 décembre 2009 - 09:04 .


#21
Proleric

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DarthParametric wrote...

Proleric1 wrote...

DAUpdater is provided to manage installation integrity.


DAUpdater is provided to install Bioware DLC. That's it. It's not suited to handling 3rd party mods.

Bioware provides it for installing 3rd party modules, too. See wiki. If there are issues with it, I'm sure Bioware will listen to comments from the community, as they always do.

#22
ladydesire

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DarthParametric wrote...

Proleric1 wrote...

DAUpdater is provided to manage installation integrity.


DAUpdater is provided to install Bioware DLC. That's it. It's not suited to handling 3rd party mods.


Bioware DLC is packaged as a dazip, just like third party mods can be; they just have a way to encrypt the erf files so we can't open some of them in our version of the toolset.

#23
DarthParametric

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The way it's packed has nothing to do with the installer. It can't do uninstalls, it can't file handle conflicts - it's not a mod installer. Hopefully DAModder will mature into something akin to TSLPatcher, which is the sort of installer the mod community requires.

#24
FollowTheGourd

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Either that or they improve DAUpdater a bit - at least it comes with the game, so that's a huge plus.

#25
ITSSEXYTIME

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Uninstallation isn't that difficult. You open the AddIns folder and delete the one with the name corresponding to the mod you want to delete.



Way easier than sorting through a messy override folder.