Why not post all mods as a .DAZIP?
#1
Posté 23 décembre 2009 - 04:13
#2
Posté 23 décembre 2009 - 04:25
#3
Posté 23 décembre 2009 - 04:30
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
Posté 23 décembre 2009 - 05:20
#5
Posté 23 décembre 2009 - 10:23
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
Posté 23 décembre 2009 - 10:33
#7
Posté 23 décembre 2009 - 10:45
#8
Posté 23 décembre 2009 - 10:55
Modifié par FollowTheGourd, 23 décembre 2009 - 11:00 .
#9
Posté 23 décembre 2009 - 11:07
Personally, I prefer the classical installation with override anyways.
#10
Posté 23 décembre 2009 - 11:18
#11
Posté 23 décembre 2009 - 11:35
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
Posté 23 décembre 2009 - 11:49
#13
Posté 24 décembre 2009 - 12:31
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
Posté 24 décembre 2009 - 01:00
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
Posté 24 décembre 2009 - 02:46
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
Posté 24 décembre 2009 - 05:40
#17
Posté 24 décembre 2009 - 07:45
#18
Posté 24 décembre 2009 - 07:55
#19
Posté 24 décembre 2009 - 08:47
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
Posté 24 décembre 2009 - 09:03
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
Posté 24 décembre 2009 - 10:18
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.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.
#22
Posté 24 décembre 2009 - 04:40
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
Posté 24 décembre 2009 - 05:48
#24
Posté 24 décembre 2009 - 05:59
#25
Posté 24 décembre 2009 - 06:31
Way easier than sorting through a messy override folder.





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