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Toolset ONLY for other campaigns?


15 réponses à ce sujet

#1
Zihlur

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I was hoping the toolset could be used to balance the main story of the game, or help to add higher mana regeneration, higher level enemies, faster attack speeds, create items, etc.

The more I look around this forum and looking at Bioware posts, it seems that it is only for creating new campaigns... is this true?  My search skills are rather terrible, and of course would love to be told otherwise.

#2
Morcprominum

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I want to know the answer to this also, I want to make an incredibly over powered weapon and put it in the main story...CAN I DO THAT?!

#3
DaZZle

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You can create add ins!



look here: http://social.biowar..._of_the_toolset


#4
Zihlur

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The way I understand that page just says that I can create an instance/quest/campaign etc, using an already created area from the game... hence "adding in" my own script, animations, etc.



Doesn't sound like I can add anything that will change anything within the actual campaign itself.

#5
CID-78

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you can certainly change any of the core script in the add in. and in that way effect the main campaign. I don't know any way of opening up the OC however unless bioware gives us the source. you will encounter the same problem with custom modules that doesn't have builder to builder files.

#6
Zihlur

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I'm no designer or scripter by any means at all. I was hoping this would be simplified a bit more the way it was presented.



If anyone could give details whereabout to find these OC files for weapons, spells, stats, etc... I would greatly appreciate it.



All I want to do is access files and change them, export them to a mod folder, and have the ability to turn the mod on and off... maybe I'm asking too much? Or maybe this isn't even possible... who knows.



This is just another thing to be disheartened by... now I just have to wait and see if people create things that I can't so I can use them.

#7
Morcprominum

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So basically, I can't do what I just mentioned. I can't just open one of the maps in the main story and drop in a killer weapon like you can with the elder scrolls creation kit?

#8
Twitchmonkey

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Perhaps this question is related, perhaps not, but is it possibly to open existing creatures in writable mode so I can edit them? Also, completely not related, but how would I go about finding the textures so I can edit them in Photoshop?

#9
Zihlur

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It seems I have figured out how to create new items. You just have to create a new folder under the 'Items' area of the toolset, and you can then right click and say new, item, then place it in that folder.



It is now just a matter of implementing them, or 'mass change', so I can apply stats or new rules to items/stats/creatures etc.

#10
Ambaryerno

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Zihlur,



Let me know what you figure out, as A&A will make HEAVY use of this.

#11
Zihlur

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Yeah the only weapons I can find seem to be those used in cutscenes and are 'unwritable', at least the ones given under the Items tab of the editor.

I'm not sure if the editor would allow the creation of an applicable option to be applied to a set of existing information... and all these things I'm saying are completely alien to me. I'm sure that if one could find the 'Item Variation - Longsword' file, for example (if there is one), and edited it to apply faster or slower attack animations... then it would be possible to apply a mass change... but I still don't know if it's possible to do for stats (I want to add a mana/stamina regenerating factor in for Willpower).

Edit* I also don't know anything about SQL or exporting/creating mods of ANY sort... so help from anyone experienced would be greatly appreciated.

Modifié par Zihlur, 06 novembre 2009 - 09:02 .


#12
BryanDerksen

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The database resources for the main campaign are not currently included with the toolset install, so it's not going to be easy right off the bat. But once those resources are available it should be quite possible and relatively straightforward for end users to make use of the same system that we do internally to "patch in" new content to the main campaign. It basically consists of a 2DA that causes a script you've written to be run whenever the player enters a specified area, and then using that script to insert new creatures or placeables into the area.



http://social.biowar...n_existing_area gives an overview of how this works in a bit more detail.

#13
Jalida

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So out of curiosity, if I create my own campaign but don't include "builder" files, then the campaign that I create and give to others is locked and they won't be able to alter it, is this correct? A nice way to keep people from messing with a campaign I might create and want nobody making it easier, or harder or whatever.

#14
Zihlur

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Is there any plan to include these files into the toolset, or anyway to import them ourselves? I was hoping for more or less just editing things that were already implemented to editt items, potions, spells, etc.



I definitely do not have the talent it takes to create cutscenes and VO for characters/environments I create.

#15
Spidergod

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Downloading right now, I stopped playing around 10 hours into my game because I'm hoping to find a way to edit my spells. Right now I would like to modify the spell Animate Dead so I can play a necromancer with a party of skeletons complete with warriors, rogues and mages.

#16
BryanDerksen

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Jalida wrote...

So out of curiosity, if I create my own campaign but don't include "builder" files, then the campaign that I create and give to others is locked and they won't be able to alter it, is this correct? A nice way to keep people from messing with a campaign I might create and want nobody making it easier, or harder or whatever.


This is so. There's a system called "builder to player" packaging that will bundle up all your exported binaries into ERFs, and then bundle those ERFs into one file with the "dazip" extension that the game's updater can use to install the adventure.

Note that the binary files are just packaged up, not encrypted or anything fancy like that, so I suppose it's still possible to pry them apart and create overrides for them. But it'll take a lot more effort than simply popping the thing open in the toolset and messing around willy-nilly.