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Custom 2DAs


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#1
Magic

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I seem to be unable to understand the tutorial on custom 2DAs, so I'll just ask here I guess.

My main question is, can I create a new 2DA and use its content ingame without overriding ANY existing 2DA? I'm referring to 2DA_base.xls mainly.

So I do the following. I copy, for example, ALAlistair.xls to ALBundy.xls and optionally rename the worksheet, too. In 2DA_base, I expand the 2DA worksheet by a new line, entering a new ID, correct gda name and worksheet. Using ExcelProcessor.exe I get the corresponding GDA files. Then I move the GDA file to the override directory. Should be probably the add-in's module\\override, but I tried other directories as well.

Now, how do I use the data? The tutorial mentions Get2DAInt() but unfortunately, I don't have such a function. Only GetM2DA*() functions are available. GetM2DAString(-1,"TalentLabel",2,"ALBundy"), for example, would then return nothing. I assume I could also enter the new GDA's ID from 2DA_base as first paremeter instead of -1 but that doesn't help either. Is GetM2DAString() actually correct here?

social.bioware.com/wiki/datoolset/index.php/2DA

#2
FollowTheGourd

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Are you changing the 2DA_base or M2DA_base worksheet in the 2DA_base.xls file? You only need to add a new row to M2DA_base, and M2DA_base is itself an M2DA file so you can actually create a new worksheet M2DA_base_SOMETHING to extend it that way as well.

#3
Magic

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Thanks but the M2DAs are doing fine actually. I guess it's just another case where I expect some functionality which doesn't exist. :(

In the "Simple Follower Creation" part of the Follower Tutorial social.bioware.com/wiki/datoolset/index.php/Follower_tutorial, there's no change to 2DA_base.xls mentioned, so I was hoping to be able to use new 2DAs without overriding 2DA_base.xls. In the end, I couldn't use 2DAs without M2DAs at all.