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Help - Resources not included in DAZIP


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5 réponses à ce sujet

#1
Freely

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Hi all,

I'm trying to use the "builder to player" function to create a DAZIP for my mods.

The mods themselves add new items with new textures into the game. I've followed the below guides to help do this:

weriKK: http://social.biowar.../5339/blog/576/
Adinos: http://social.biowar...75/index/301264
Krayzie_3334: http://social.bioware.com/11689/blog/

I've followed everything to the letter and the add-ins work fine in my game. Based off the guides, my files are in the following locations:

My 2da's, mmh's, phy's and mao's are in AddIns\\[Mod]\\core\\data\\
My textures are in AddIns\\[Mod]\\core\\textures\\high\\ & AddIns\\[Mod]\\core\\textures\\high\\
The nss, plo & uti's were automatically placed in AddIns\\[Mod]\\core\\override\\

The cif is in AddIns\\[Mod]\\module\\
The manifest and hander files are in AddIns\\[Mod]\\module\\override\\

When I come to use the "builder to player" I can only see the items within the override folders and only these are created into erf's in the DAZIP file.

If I move all the files into the override files one erf is created containing everything. I've notice other mods still retain the right folder structures and create files such as texturepack.erf, 2da.erf etc, but whenever I do this none of these files exist.

Can anyone point out where I'm going wrong?

Thanks in advance.

#2
Adonnay

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I am also still in the process of figuring out the file structure of add-ins.



What I learned to far is that the Builder to Player package function is only drawing files from three different locations:

1. .../AddIns/MyMod/core/override/toolsetexport

2. .../AddIns/MyMod/module/override/toolsetexport

3. .../package/core/override



I can only assume that people manually created the .dazip files with the respective folder and file structure, the toolset does not seem to support this.

#3
Freely

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Hi Adonnay,



Thanks for the response. Based on this, I'm going to use a bit of trial and error to find out how to created erf files. If I have any joy I'll let you know the outcome.

#4
Phaenan

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Well. Actually that's simple. In the toolset one can create new ERF file (file -> new -> encapsuyada) and modify these files by adding / removing resources included. To add a resource to an ERF, simply drag & drop a file on the editor, and tchak : one "custom" ERFs. ^_^

Modifié par Phaenan, 16 février 2010 - 04:17 .


#5
Freely

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Perfect, thanks Phaenan.

#6
nezroy

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Just to chime in, I always just create my ERFs with the toolset for things like textures, 2das, etc., and then manually add them to the .dazip. If there's a more automated way to do this, I don't know of it. I actually kind of prefer this though as it keeps logically separate those things that are exported from the toolset vs. all the things that I have to manage manually anyway.