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[help] Making an Addon out of just xml files


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#1
fluffyamoeba

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Yes I know I can just throw files in the override and they'll work. But what I want to do is put an xml file into an addon so that I can enable and disable it in the game. There are only XML files in this addon and the toolset doesn't treat them as resources. So I can't figure out how to get the toolset to:

1. make a .cif file so that it works as an addon
2. make a dazip out of that addon using the toolset.

#2 is less important as I can hand make the dazip file.

The thing is, I've no idea if it's even possible. I did try searching the wiki, but I couldn't find anything. I noticed the .cif files for the free dlc items don't have a module script or starting area set so I sort of assumed I didn't need to do that.

#2
FollowTheGourd

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What I did to get my non-toolset resources into a DAZIP was first create an empty module with the appropriate description/fields, did a full export on the _Global/char_stage area (because it's there and you need to export on something), put my files into the toolset's addins override directory, generated the XML files, and then weeded out the files under "packages" during the B2P process, as well as the core TLK generated, but kept the manifests, CIF, and non-core TLK (for the module description).

I think Proleric1 updated the wiki, but you'll probably want to make sure your client script is set to (None)  and extended module is set to Core Game Resources (so it doesn't show up under the campaigns menu.)

Modifié par FollowTheGourd, 20 janvier 2010 - 07:33 .


#3
fluffyamoeba

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Thanks for the help.



So the only way to do it is:

1. Export stuff you dont need

2. Manually modify the DAZIP



That kinda sucks. Also, where is it on the wiki as I couldn't find it?



Did you get the B2P process to pick up your xml files ok?

#4
FollowTheGourd

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The wiki part I'm referring to is here http://social.biowar...eating_a_module, but a lot of that information was scattered about elsewhere, too.

The way I got external resources into the DAZIP wasn't mentioned in any wiki article that I'm aware of, but it seemed like the only way to do it and while I didn't package XML files, my files are picked up just fine... it's for this project (mirrored here on the BioWare site) if you want to rip apart and look at the DAZIP it came in.

Just to clarify, I didn't alter the DAZIP that the toolset packaged - I just copy in my files and then do a B2P, pruning the manifest from inside the toolset when it presents you with a checkable filesystem tree. I did the export so I could get some of the other files out, like the CIF - maybe it wasn't necessary, but I don't see how else you'd do it.

Modifié par FollowTheGourd, 20 janvier 2010 - 02:44 .


#5
fluffyamoeba

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Yeah, I found that one before making the OP, but your post had a lot more information in so I wondered if it was elsewhere on the wiki. It was really only so I could add in morrigan's hair at character creation, but then it occurred to me that it maybe was worth doing properly so that 1. I could disable and enable it as many other mods change that one file and 2. so that when I get round to it I could attempt a tutorial/wiki update. Oh and because it seems like a sensible feature request for the toolset to let you do "post to local" on those files.