- Will the GUI be made more "mod-friendly"? Will restrictions on the number of races, classes and origins in character generation or on the number of available specialisations in the character sheet be lifted? Will we get an new "generic" GUI elements like a NWN style conversation box?
- Will we get access to new resources? We know there are new creatures so will they be available? If so when and by what method? What else, if anything, will we get access to? New textures, tilesets, placeables, items, etc.?
- Will dascript be expanded with new native functions? While new systems and libraries are always welcome only additions to script.ldf actually increase what we can do in real terms.
- Requirements flagging? Assuming we get some or all of the above will modules and add-ons made with these resources be flagged as requiring these DA:O-A?
What will Awakening mean for modders?
#1
Posté 14 janvier 2010 - 09:40
#2
Posté 14 janvier 2010 - 10:05
#3
Posté 14 janvier 2010 - 10:36
#4
Posté 14 janvier 2010 - 11:51
#5
Posté 15 janvier 2010 - 12:33
gg
#6
Posté 15 janvier 2010 - 12:48
And here I thought you were going to say something vague and obnoxious!georage wrote...
And will the builder-to-player export method become non-retarded?
#7
Posté 15 janvier 2010 - 05:51
1 - the broken m2da process (ever since the last toolset patch it won't let you use any id numbers that aren't reserved by Bioware - they work in the toolset but not in the game)
2 - the messed up memory management where the toolset can't use more than 3 gigs of ram
3 - the fact that DAUpdater can't process any files with more than 1 dot - like .gpu.rim or .cess.ani - even though the toolset generates a whole bunch of multidot files that are required for things like seeing the ground in exterior levels in the game.
4 - Broken light probes - only one will work per level. If you put more than one they all show the same reflection map
5 - Why make all clothing 1 piece? Why not make pants and shirts separate items? It's a pain to mod or recolor all this one piece armor and clothing. I realize this one is not really a toolset complaint.
And a bunch of other little annoyances
#8
Posté 26 janvier 2010 - 03:38
#9
Posté 26 janvier 2010 - 04:15
I think your question would have better answers as well as discussion in this threadsDannyJohn wrote...
Are you able to use your character in Awakening if they chose death at the end of Dragon Age? There has been no mention about the sacrifical character and maybe it is obvious but with Bioware who knows..
1. social.bioware.com/forum/1/topic/9/index/546072
2. social.bioware.com/forum/1/topic/47/index/762140
#10
Posté 27 janvier 2010 - 04:51
#11
Posté 22 février 2010 - 03:08
#12
Posté 25 février 2010 - 08:50
Craig Graff (in social.bioware.com/forum/1/topic/71/index/1359533) wrote...
GetAbilityList should work for you.
Lots of new props and textures:
Andrew Farrell (in social.bioware.com/forum/1/topic/127/index/1428681) wrote...
There are new tile-sets and some new models added to existing tile-sets, we also have allot of new terrain textures.
Modifié par Sunjammer, 25 février 2010 - 08:51 .
#13
Posté 28 février 2010 - 06:11
#14
Guest_imported_beer_*
Posté 28 février 2010 - 06:26
Guest_imported_beer_*
I is disappoint.
#15
Posté 28 février 2010 - 08:06
#16
Posté 28 février 2010 - 09:12
My current workaround entails adding a dummy gender, race and class, but that is hardly a desirable solution.
#17
Posté 09 mars 2010 - 08:09
Sunjammer wrote...
Will the GUI be made more "mod-friendly"? Will restrictions on the number of races, classes and origins in character generation or on the number of available specialisations in the character sheet be lifted?
Now that patch 1.03 is out, maybe somebody can confirm that it's still mostly as restricted as before? Patch 1.03 updated a *lot* of the UI files in ways that look like it's for Awakening. Beyond a new specialization page which could be flexible for all I know right now (but also seems to have a hardcoded module-name check for Awakening in chargen, but the level-up UI seems to have more space but it's probably still fixed), it seems like there's still that limit for races, classes, and origins (probably still just run out of buttons, but I haven't tested that assumption). At least it seems that way looking at the UI in the game and then looking through the UI scripts and a bit at the SWF structure.
Some other changes I noticed in the script - not exhaustive and not necessarily of any particular importance - are these:
You'll only see the initial chargen popup message if the module is the OC. I.e., this message:
"The background you select will determine which of six distinct opening stories you play through. It also affects how characters respond to you throughout the game."
Unless you're in the OC, you won't get a popup if you try to make a Dwarf Commoner without selecting a tattoo. I.e., this message: "Although few would call the casteless dwarves of Dust Town famous, they are well known for a few common traits: Lawlessness, poverty, and the brands on their faces. For the full experience of playing a dwarf commoner, we recommend that you select a facial tattoo."
There's some "filter classes by race" UI-script thing for Awakening going on, which I haven't really traced through - but it only happens when it has the Awakening module name... plus something to do with whatever 2DA is listed in row #20035 of M2DA_base, which we probably don't have the XLS for yet, but you could probably look at in the toolset.
Plus some other minor chargen UI changes.
Modifié par FollowTheGourd, 09 mars 2010 - 02:20 .





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