Hello all,
So, I'm in the process of creating a builder to player package for a BETA test, and I'm running into some issues with 2 files. Some background...
I need to override the event, EVENT_TYPE_COMMAND_PENDING in the script, ability_core.nss. Due to the nature of this script, the engine fires off the events, so I would need to extend engineevents in events.2da. However, this is not one of the events supported. It's been years (i.e. 3-4), but when developers from Bioware still came to the forums, someone (Craig Welburn?) told me as such. But that's neither here nor there.
After many years of avoiding the issue and finishing up the game, I can no longer avoid it. I made the decision that I would simply override Bioware's core script, and be done with it... Except for some weird issue with my toolset, where I cannot check out the file (it has a red dot next to it). Many of their core files are like that, and, well, it's a mess. I ended up following the advice of Proleric (is he still around) and creating my own version of the script, roe_ability_core.nss, doing an export, renaming them to ability_core.nss, then dropping them into packages/core/override/toolsetexport (maybe it should go in override, not toolsetexport?). Here is the original thread from way back when discussing the issue: http://social.biowar...8/index/6094990 This has worked just fine for my own development and testing.
Now we come to today, and after building my package, deploying it to my test computer, and running the game, it's not picking up the changes ![]()
After some messing around, I found that if I explicitly place the files in packages/core/override on the computer where the package is deployed, the game picks it up no problem. And now, I finally get to the point...
If that is the only and only true way to get it to work, is this the proper way to deploy? I'm way out of the loop with all things Dragon Age related, especially with this new site and all, so I need the help of the gurus on this one. My main worry is that since I'm overriding a core script, what if someone has another mod that does the same thing? Which one will get precedent over the other? What are the best practices for this?
Or is this one of those things where I have to tell downloaders to disable all other mods and clean out their override directory? Nasty business, that...
Thanks in advance for any/all help.





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