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34 réponses à ce sujet

#1
tansyuduri

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 I can't seem to figure out how to change the actual single player game itself! All I want to do really is add a few items to a prexisting chest. I know I'll want to do more later but for now simply being able to do that would be wonderful. Does anyone know what the heck I'm supposed to do?:crying:

#2
MerAnne

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Unfortunately, I have to advise that you start at the beginning.... Sure, there are probably 'quick and dirty' ways to do it, but if you want to 'do more later' it is best (in my opinion) to start at the beginning.

http://social.biowar...eating_a_module

#3
tansyuduri

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MerAnne wrote...

Unfortunately, I have to advise that you start at the beginning.... Sure, there are probably 'quick and dirty' ways to do it, but if you want to 'do more later' it is best (in my opinion) to start at the beginning.

http://social.biowar...eating_a_module


Yes I've been working on that but they all seem dedicated to mods that are independent of the single player mod. I'm finding it rather confusing

#4
DarthParametric

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Just make sure your module extends the single player module, as described explicitly in the wiki page MerAnne linked to. That will make the SP resources show up in your module in the toolset, and allow your module to add content to the main campaign.

#5
MerAnne

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tansyuduri, It is confusing at first, you just have to take it in small manageable pieces. Getting the first change to happen always seems to be the most challenging.

DarthParametric. I've been trying to learn to do 'new stuff' recently and have seen a LOT of your comments/input. Thank you. Comments that you (and others) made 3 years ago or more are still helping others!

#6
tansyuduri

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DarthParametric wrote...

Just make sure your module extends the single player module, as described explicitly in the wiki page MerAnne linked to. That will make the SP resources show up in your module in the toolset, and allow your module to add content to the main campaign.


I'm not stupid. Whenever I try the hierarchy thing everything is greyed out If I ignore hierarchy and just go with making single player the active mod it opens everything in read only.

#7
MerAnne

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Alrighty then.

You might want to create your own scripts rather than altering the core game scripts. But if you want to alter core game files, then you need to check the asset out first - then you can edit it.

#8
tansyuduri

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Right... I guess I am stupid in this I have no clue what you just said. I'm sorry but can you explain a bit. I'm rather new to modding and I am learning... I've been able to figure out some things but I can't seem to edit the actual game

#9
MerAnne

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My suggestion? Read the tutorial starting with creating a module and follow the steps. There are a LOT of tutorials available, find one that is something simple that you want to do and start with it - after you have created a module. Start simple. I started with head morphs which I never uploaded because they weren't that good. But I learned a LITTLE about the toolset so that I could move on to more complex projects. You don't even have to create a module to work on head morphs.

What I said in 'non-programmer' was.... Create your own scripts, dlg files, utc files etc that are specific to your module. If you alter the core game resources and make a mistake, you might have to uninstall everything and start over just to get the game to work again.

If you right click on a file that already exists, you have the option to 'check out' a file. Checking it out makes it editable. I STRONGLY suggest that you don't alter ANY files this way until you have a thorough understanding of the toolset.

Having read your bio on Nexus, please apologize to DarthParametric. He is one of the best. His statement wasn't to say that you are 'stupid' simply 'uneducated'. Uneducated can be corrected; stupid is a way of life.

#10
DarthParametric

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No need to apologise. For the record, I wasn't implying stupidity, just an apparent lack of willingness to read. Possibly it was a tad unfair on my part. At this juncture there is info available on just about everything that is possible with the toolset, but it's easy to forget sometimes that for those just starting out it can be somewhat impenetrable.

As MerAnne alluded to, creating your own module as an addin to the SP campaign rather than using the SP module and avoiding modifying core content directly is really something of an imperative. Bad things can happen otherwise. The first step then is to set up a new module. You indicated issues getting that to work. Perhaps start by recounting your steps so we can identify the problem.

#11
DahliaLynn

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I think the confusion here is that you may be thinking that by creating a new module you won't be able to affect the single player game which isn't true. When you create a new module, add single player in the hierarchy and extend the module to single player, what ever you create/export will affect the Single player campaign itself without actually changing the original (core) item. This "override" gives modders the ability to try various things without it being destructive.

So the general idea is if you want to modify something in the game, you find the SP item you wish to modify, make the changes and export it. It will then override the game's original item.

Modifié par DahliaLynn, 31 juillet 2013 - 06:27 .


#12
tansyuduri

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DahliaLynn wrote...

I think the confusion here is that you may be thinking that by creating a new module you won't be able to affect the single player game which isn't true. When you create a new module, add single player in the hierarchy and extend the module to single player, what ever you create/export will affect the Single player campaign itself without actually changing the original (core) item. This "override" gives modders the ability to try various things without it being destructive.

So the general idea is if you want to modify something in the game, you find the SP item you wish to modify, make the changes and export it. It will then override the game's original item.


The issue is that I can't seem to add single player in the heirarchy. It's all greyed out i40.tinypic.com/2mzdzqd.jpg

#13
DarthParametric

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The single player module is open in that image, hence why the hierarchy is greyed out. You need to create a new module, which it seems you have already done, judging by the list. Switch to one of those (or create a new one) by selecting it in the Manage Module window and clicking Open.

#14
DahliaLynn

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Because you're new to all this, I'll add a tiny clarification on what Darth suggested. Go to File>Manage modules and open the module you created. You'll then be able to do what you need, etc. From that point on only use your module.

Modifié par DahliaLynn, 01 août 2013 - 08:41 .


#15
tansyuduri

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So make my own little mini module and add it to the overallgame? I can try that. And thanks for the help

#16
DahliaLynn

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Think of the module you're creating as your unique "working environment" which when correctly set up will allow you to create assets that can be added on to Single Player. Keep in mind that you don't need to create a new module for every item you create/modify a single item (at this stage).

As you start working with the toolset these things will become clearer.

#17
tansyuduri

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DahliaLynn wrote...

Think of the module you're creating as your unique "working environment" which when correctly set up will allow you to create assets that can be added on to Single Player. Keep in mind that you don't need to create a new module for every item you create/modify a single item (at this stage).

As you start working with the toolset these things will become clearer.


Ok um... what do I do when lightmaping won't work.

#18
DahliaLynn

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Need more info. Are you creating a new level? What errors are you getting?

#19
tansyuduri

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http://i39.tinypic.com/2ajzv50.jpg Thats what I'm getting I'm trying to edit a copy of an official level I downloaded the files and saved the one I wanted under a new name then edited it and redid the lighting.

#20
tansyuduri

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oh, and thank you for all the help

#21
tansyuduri

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Oh Great I think it's an issue with getting the lightmap tools installed. The link on the wiki isnt working so I looked it up myself but it does not seem to have the one element that I need in order not to get the error I'm getting python25.dll could someone just email me a copy of that file?

#22
DarthParametric

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You need to have Python installed on your system - http://social.biowar...set#Lightmapper

You need the 32bit version, even if you are running a 64bit version of Windows.

#23
tansyuduri

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I did that. The issue is the link to the active state one doiesnt work and I have no idea where to put the win 32 extentions after I've instaled python. I tried looking up active state, found it, and installed the 32 version. I'm getting the -1073741515 error code. It says to "try copying the python25.dll (from your python installation directory) into the <dragon age install directory>\\tools\\lightmapper folder and restarting the toolset." However I do not see any Python25.dll Should I uninstall active python and do it the slow way with manually installing the win 32 extensions? If so where do I put those files?

#24
DarthParametric

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I think ActiveState installs that DLL in the Win system dir, not the Python install dir, but either way you shouldn't need to put a copy in the toolset dir. The issue is likely a missing or incorrect Windows environment variable. There should be a system variable named

PYTHONPATH

with a value of

C:\\Python25\\;C:\\Python25\\DLLs\\;C:\\Python25\\Lib\\;C:\\Python25\\Lib\\lib-tk;

assuming Python installed in the default location.

#25
tansyuduri

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I have python 27 and that address says c drive 4 times. what does that mean?

Perhaps I should just uninstall active state then re install the simple python? but where do I put the win 32 extensions?