Aller au contenu

Photo

How can I open one of the official modules?


  • Veuillez vous connecter pour répondre
7 réponses à ce sujet

#1
Femlob

Femlob
  • Members
  • 1 643 messages
Hiya,

I'm trying to track down some Item IDs using the toolset, but I can't seem to be able to open any of the official modules (Leliana's Song, Witch Hunt, etc.). Could someone explain to me how to access them?

Thanks.

#2
DarthParametric

DarthParametric
  • Members
  • 1 409 messages
DLC is encrypted to prevent access. As you might imagine, discussing how to circumvent DRM is not really a subject that is likely to be looked on favourably by moderators.

#3
Femlob

Femlob
  • Members
  • 1 643 messages
Ah. Odd, considering the base game can be edited. Oh, well.

I managed to grab the item names from the compiled scripts, so all is well.

#4
DarthParametric

DarthParametric
  • Members
  • 1 409 messages
There were requests made to provide the source files for Awakening and the DLC in the same manner as the single player assets, but nothing ever came of it. Origins was ditched in fairly short order in favour of milking DA2.

#5
Femlob

Femlob
  • Members
  • 1 643 messages
I see. A pity, really.

#6
sea-

sea-
  • Members
  • 264 messages
Awakening files can be partially accessed by copying the file archives in the install directory and extracting the raw files within to a custom module folder, from what I have heard.  You could then, in theory, open scripts, areas, that sort of thing.  I think this also works for the DLC areas, but I have only ever done it with Awakening, and even then only briefly (wanted to use some of its terrain textures, decided against it to improve mod compatibility).  The raw files are still basically intact, just archived and made inaccessible.

See here for more detailed discussions and directions:

http://social.biowar...-1800482-1.html

It's not really circumventing DRM in my opinion, because DRM is meant to prevent piracy of the content.  If you are using it for modding then you should already own it.  Of course, I can't endorse illegal use of the DLC files, but that is a whole different issue from "I wanna make changes to DLC that I own for non-profit reasons".  And that is also different from distributing the raw files themselves to other users - but any modder should know they should make their mod dependent on the core resources, and not include the core resources in their mod directly, anyway.

DarthParametric wrote...

There were requests made to provide the source files for Awakening and the DLC in the same manner as the single player assets, but nothing ever came of it. Origins was ditched in fairly short order in favour of milking DA2.

Funny considering they never made a Toolset for that one...

In any case I highly, highly doubt we will ever see mod tools from BioWare ever again.  They take time to develop and support, draw attention away from yearly sequels by extending the lifespan of games, don't make money directly, and of course make it harder to justify official DLC.  Basically all of these conflict with any goals EA have, and by extension BioWare.

Modifié par sea-, 29 décembre 2012 - 03:00 .


#7
DarthParametric

DarthParametric
  • Members
  • 1 409 messages
Awakening archives are not encrypted, and its resources can be used in the toolset with some fiddling as per the link above. However, there are no database entries for it, nor are there any source files, such as levels.

DLC archives are encrypted, and in order to use their resources in the toolset the archives must first have their encryption stripped out, which is indeed circumventing DRM as I said above. It is possible (as evidenced by mods for DLC content, like Blood Dragon armour), but talking about it will likely be a bannable offence. As with Awakening, there were never any source files made available.

#8
Femlob

Femlob
  • Members
  • 1 643 messages
Thanks for that link, it's a good read.

I'm not really planning on doing any serious modding, but I've found myself forced to dig into the toolset just to ensure compatibility between the various bug-fixing mods I'm running. I have to say that this is one of the more unintuitive editors I've worked with; and I've cut my teeth on disasters like the GECK.