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Need help reverse engineering an old unfinished mod


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#1
Qutayba

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I have an DA:O stand-alone add-in that I haven't touched in about four years, but I was interested in taking a look at it - it was playable, if unbalanced and unpolished.  I have since changed computers, but I made a back up of the add-in folder that had the unfinished module and all its loose pieces-parts in it.  However, neither the game nor the toolset are recognizing its existence even though I've placed it in the Add-in folder and all the hierarchies seem to match those of the official dlc, which makes me think I need more than just the pieces in the add-in file.

 

Any ideas on where to start reconstructing it as a recognizable module?  I'm hoping it's just a matter of adding a line in the right config text file.  What does the game or toolset look for when populating what goes in the "Manage Modules" list?



#2
luna1124

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You either need a B2B of the files or a database backup file to get the stuff into the toolset. Did you save any backups or B2B's of your work on disk? :(



#3
MerAnne

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First  question - standalone or add-on?  Yes, you said 'standalone', but I'm confirming. :) (would it be the Wild Hunt?)

 

You will have to create the Module to start the folder structure, but from there.... I don't know. Did you also make a copy/backup of the database?

 

This is a question for Sunjammer.  I could slog my way through some of it if I had it on my desktop, but I don't understand the toolset and modules as well as Sunjammer does.


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#4
Truckee_Earl

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I surmise that you can create a module, then create a script or something else, export it (the script)  and then create a .dazip.  Install the dazip and then copy all the files from the old folder into the new add-on folder:  Dragon Age/addins/your module here\module\override. 


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#5
MerAnne

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My main worry - unless there is a copy of the previous database - would be that the indices within the database would no longer  sync with the indices of the new module.  That would definitely impact all dlg files and probably the plo files (but they are .... strange so maybe not)


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#6
luna1124

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^^The way I did mine was to put the add-ins back in my documents folder, then restored the database I had saved and everything synced up, then exported something into each module. Can't you add the module to the AddIns.xml to make it playable even if it is not available to be edited in the toolset any longer?

If I am being dumb, please ignore me. LOL



#7
MerAnne

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.....then restored the database I had saved ....

 

That is the key phrase - in my opinion.  If the database was saved, then the chances of a full recovery are 'better'.

 

Without the database, the "unfinished module and all its loose pieces-parts" can - potentially - be recreated, but it will (probably) be a lot more work.

 

Qutayba, you probably need to create a module with the same name in the toolset.  Just creating the Addins folder won't identify it as a 'module' to the toolset.  From there... I would prefer that you wait for Sunjammer (or someone else who is really really knowledgeable) to provide their opinion. 


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#8
Qutayba

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Hmm, I think a missing database file is the problem since from the wiki it seems that file would be buried deep deep in the SQL folder, as opposed to any BioWare or MyDocuments folders.  I doubt it occurred to me to back that up in the midst of switching computers.  This was a couple years ago, so that CPU is long gone.

 

Luna, your suggestion has gotten me fairly far.  It shows up in "Other Campaigns" in the game, and I can start up the character generation, which had my custom text show up (The Wild Hunt is set on Earth, so race and class descriptions are different), although the custom stage was pitch black (Except for the eye sockets, my gods, the EYES ARE WATCHING!).  However, after chargen, it didn't proceed to the starting area.  I suspect it's because although I created a new module file, I'm unable to assign the module script and starting area since it's only allowing me to start the default ones.  Fortunately, I used a fairly descriptive nomenclature for my resources, so I identified which files are which.  But I just can't get the game or toolset to recognize that they exist - which is probably because of the missing database file.  The fact that my custom chargen came up, albeit wonkily, gives me some hope that it can be salvaged.

 

It's unlikely I'll finish it, given that the new game is coming out soon (although no word on whether there will be a toolset - I suspect not, though since the engine belongs to EA, they wouldn't have to get the rights from elsewhere (EA is stingy though)).  But I was hoping to give it a view and reminisce about what might have been :P  Hearing that Sunjammer is still around warms my heart.  I remember the help he provided when I was originally working on it.


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#9
luna1124

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Glad you got a bit of it working. So many people I have talked to lost all their source files... I was very retentive this time around and put everything on DVD-RW discs (before upgrading my OS).



#10
Sunjammer

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Unfortunately your design resources (module, creature, conversations, etc.) have to exist in the database in order to you to edit and export them. Some could easily be recreated in a new module, for example, scripts (the .nss file is exported at the same as the .ncs file is created) and plot flags (the values are exported to a .nss file named plt_<plotname>). Others would require a bunch (technical term) of code and SQL to extract properties from the compiled resources and inject them into the database.

For art resources (levels, morphs, etc.) and external files (2da, etc.) you would need the original files if you wanted to edit them however so long as you had the compiled version (from the dazip or your override) you could still use them in the toolset with your design resources (areas, creatures, etc.) much as we do with the Awakening resource.

Basically without your original database, backup of it, or a pet code monkey I'm afraid you are probably out of luck.
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#11
luna1124

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Basically without your original database, backup of it, or a pet code monkey I'm afraid you are probably out of luck.

LOL.. A pet code monkey :P



#12
Sunjammer

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I missed one potential solution (I thought I had edited it in but I was on the train at the time): obviously having a B2B of your old module would work too and avoid the need to purchase large quantities bananas.


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#13
luna1124

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If you download mods off Nexus, you will see that so many people lost their files... or never saved their files.. It is a shame they cannot be added to the toolset in another way. :(



#14
Qutayba

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Sad Panda.  I did save some of the art resources and pre-2da-converted Excel files, even the mixed soundtrack for the opening cutscene (which I didn't even remember learning how to do!) - I wish I had made a fraps, so I could at least appreciate it as a 3-min machinima.  Unfortunately, I'm not a trained programmer, so I teach myself what I want to do in a mod by relying on the wikis and wisdom of forumites. Unfortunately, I don't think I ever fully grasped the function of the SQL Server in the whole affair, since generally speaking you don't need to do anything with it directly even if you're making a fairly complex module.  Still, I'm actually fairly impressed with what I was able to learn to do - the toolset was a really powerful instrument.  Well, at least I have a NWN module and a Skyrim house to my name.  If there's one lesson I've learned, it's not to plan a trilogy :P

 

Thanks for all your help.


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#15
Tchos

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This thread made me finally get around to making a builder-to-builder copy of my module.  (That's all I need, right?)


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#16
luna1124

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^^You can also make a database backup^^ Quick Backup & Restore towards bottom of page



#17
MerAnne

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OK, the word 'paranoid' is in my job description.  So I prefer a full backup of the database, a full copy/backup of the folders associated with the mods, and a B2B file.   All stored on an external device that is not connected to any network. 

 

Is that overkill?  Very likely.  But it protects from acts of nature (lighting strike for example), malware, etc.   As I said - I'm paranoid! :ph34r:


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#18
luna1124

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^^Me too, better to be safe than sorry^^ I have discs full of back-up stuff for all programs/games/pictures/etc..... :D



#19
Tchos

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So I prefer a full backup of the database, a full copy/backup of the folders associated with the mods, and a B2B file.

 

Well, it's been so long, I've forgotten what folders are associated with my module.  Does the backup or B2B include files like the custom tree textures I added to my module?


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#20
luna1124

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I would think if the toolset database has all your stuff in it.. that backup would restore all of the content for you. Sunjammer always emphasized checking everything IN before backing it up.. that way if you restore on another computer.. (or update your OS) the files won't be checked out in red to your old computer (if you rename it).... like I did... :mellow:



#21
Sunjammer

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This thread made me finally get around to making a builder-to-builder copy of my module.  (That's all I need, right?)

 

Well, it's been so long, I've forgotten what folders are associated with my module.  Does the backup or B2B include files like the custom tree textures I added to my module?

 

Whether you created a database backup or a B2B file it would only contain your module's design resources. Design resources are the ones displayed in the toolset's resource palette (along with sounds files and models which are something else). In other words areas, area lists, characters, conversations, creatures, etc. It also includes the strings that may have been created for these resources.

 

WARNING: It is important that you CHECK IN all your resources before making the B2B or backup in case you end up trying to recreate your mod on a different computer or as different user.

 

(It appears I'm becoming predictable in my old age or Luna knows me too well! Probably both!)

 

However neither includes any art resources you might have created. Art resources the rest of the things you can create in the toolset. In other words levels, morphs, materials, visual effects, etc. These are file based so you should have an editable source file (that can be loaded into and saved from the toolset) and a compiled version (that the toolset and the game use). The source file will be wherever you saved it (I typically save mine in my mod's assets\art folder), while the compiled version should be in your mod's core\override folder.

 

External files, such as the XLS spreadsheets used to create 2DA files or the WAV files used to create voice overs, are very similar to art resources in that there is an editable source file (albeit you must use a third party program rather than the toolset) and a compiled version (that the toolset and the game use). Again the source file will be wherever you saved it and the compiled version should be in your mod's core\override folder.

 

However I suspect your tree textures are slightly different again insofar as (I'm guessing) they are DDS files used to override one of the existing tree textures. If this is the case I would expect them to be in either your mod's core\override folder folder or the [My Documents]\BioWare\Dragon Age\Packages\core\ folder (if you wanted to override them in all modules).

 

Therefore if you backup the database or make a B2B and backup your mod's sub-folder in the [My Documents]\BioWare\Dragon Age\AddIns\ folder you should be able to rebuild and extend your mod albeit if that didn't include the source files you wouldn't be able to modify the art resources or external files.

 

As it may be relevant to people trying to restore old projects on new computers I made a couple of posts in this thread regarding backing/restoring and some solutions to problems I encountered. And I made a post in this thread that mentions (unfortunately no more than that) some ways to resolve the "red dot" issue (resources checked out to another account).


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#22
Tchos

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Okay, I've made a new B2B backup after checking in all of the resources (I had not checked them in before), and backed up the entire module subfolder bearing my module's name within the [My Documents]\BioWare\Dragon Age\AddIns\ folder, as directed.  I didn't have any wav files, as my module is not voice acted, and I'm pretty sure I never edited any 2DA files until my next module, so all should be secure now, or at least will be once I save it all to optical media.  Thanks for the help!