Click Here if the Toolset Broke your DA:Origins Game
#26
Posté 07 novembre 2009 - 08:41
#27
Posté 07 novembre 2009 - 08:55
I should also note that modified core resources will affect the main campaign too, BTW. So check the core/override directories for stray exports as well.
#28
Posté 07 novembre 2009 - 09:01
Well that, and the fact that My codex reset itself, and I have the feeling that it keeps getting reset every time I enter the game (I'm not entirely sure about this though).
Modifié par Dwelp, 07 novembre 2009 - 09:04 .
#29
Posté 07 novembre 2009 - 09:07
Twitchmonkey wrote...
I've just been playing with the editor, never loading or saving any modules, any now I'm getting game breaking bugs like not being able to level, my party members respawning in combat and not following many of their tactics, and my party entering discussions with me in the middle of combat.
YES, THIS IS WHAT HAPPENED TO ME. AND ALL I DID WAS MAKE SOME HEADS IN THE TOOLSET.
BryanDerksen wrote...
There's a command under the "Tools"
menu called "Empty Export Directories" that might be useful for
un-breaking it without having to manually delete directories, it
removes exported things from the override directories.
NO, IT DID NOT HELP.
JasonNH wrote...
I think the only way to prevent the
toolset from continuously creating a Single Player module directory is
by never opening it up in the toolset anymore.
For instance,
once the toolset starts up, click File -> Manage Modules. Then
select "New". Create a new module (if you have not already done so
before). After you are done creating it, you can now open it from the
same window. Everytime you start the toolset, it will open the last
module you had open when closing the toolset. Simply work within this
new module and don't open the Single Player module again. Once you have
done this, you can delete the Single Player folder in your documents
directory and the toolset should not create another one as long as you
never open it back up.
THIS SOLUTION WORKED FOR ME. AT LEAST NOW I CAN LEVEL UP.
BryanDerksen wrote...
The toolset allows people to modify the main campaign, so unfortunately
that also means the toolset allows people to break the main campaign.
SHOULDN'T YOU HAVE WARNED PEOPLE ABOUT ALL THE GAMEBREAKING POTENTIAL BEFORE GIVING THEM THE TOOLSET?
Ah well. Back to the game.
#30
Posté 07 novembre 2009 - 09:07
Twitchmonkey wrote...
I've just been playing with the editor, never loading or saving any modules, any now I'm getting game breaking bugs like not being able to level, my party members respawning in combat and not following many of their tactics, and my party entering discussions with me in the middle of combat.
YES, THIS IS WHAT HAPPENED TO ME. AND ALL I DID WAS MAKE SOME HEADS IN THE TOOLSET.
BryanDerksen wrote...
There's a command under the "Tools"
menu called "Empty Export Directories" that might be useful for
un-breaking it without having to manually delete directories, it
removes exported things from the override directories.
NO, IT DID NOT HELP.
JasonNH wrote...
I think the only way to prevent the
toolset from continuously creating a Single Player module directory is
by never opening it up in the toolset anymore.
For instance,
once the toolset starts up, click File -> Manage Modules. Then
select "New". Create a new module (if you have not already done so
before). After you are done creating it, you can now open it from the
same window. Everytime you start the toolset, it will open the last
module you had open when closing the toolset. Simply work within this
new module and don't open the Single Player module again. Once you have
done this, you can delete the Single Player folder in your documents
directory and the toolset should not create another one as long as you
never open it back up.
THIS SOLUTION WORKED FOR ME. AT LEAST NOW I CAN LEVEL UP.
BryanDerksen wrote...
The toolset allows people to modify the main campaign, so unfortunately
that also means the toolset allows people to break the main campaign.
SHOULDN'T YOU HAVE WARNED PEOPLE ABOUT ALL THE GAMEBREAKING POTENTIAL BEFORE GIVING THEM THE TOOLSET?
Ah well. Back to the game.
#31
Posté 07 novembre 2009 - 10:33
#32
Posté 08 novembre 2009 - 01:01
None of the suggestions in this thread seem to work. The only thing that had resulted in any success is backing up my character folder (with the save games) and then uninstalling the game and the toolset. After re-installing the game and copying my character folder back, I can load saved games from BEFORE I had installed the toolset and everything works fine.
The saves from after I started using the toolset will state that they need the two modules that I had created in the toolset. I've tried reinstalling the toolset and creating new modules with nothing in them which allows the game to load but it has the same problems. I've tried numerous other similar things to try and "trick" the game into working but it seems that my saved games are simply corrupt.
I have no idea what I could have done with the toolset to cause the problem - I didn't touch the main campaign at all (unless it's somehow possible to do that without even realizing it). Oh well, I've got a few hours of game play to do over...
#33
Posté 08 novembre 2009 - 01:20
Will there be an update to the toolset, to make it usable If we wish to edit things in the single player campaign?
Or a workaround that stops this... bug?
Has anyone found the solution yet?
#34
Posté 08 novembre 2009 - 02:29

I don't see anything in the modules/single player(renamed one player)/override or the packages/core/override. I also clicked the "Empty Export Directories" to see if that would help.
#35
Posté 08 novembre 2009 - 03:00
#36
Posté 08 novembre 2009 - 03:18
#37
Posté 08 novembre 2009 - 10:10
Tried to play the game in this state, but it's impossilbe since some characters Act like they never met the main character and I talk to them, the whole game bugs out like i would have acitvated some kinf of no-clipping mode and pass through bugged mountains.
Modifié par Dwelp, 08 novembre 2009 - 10:26 .
#38
Posté 08 novembre 2009 - 10:59
Now, the way I see it, the main issue isn't that, with the toolset, we can break the single player campaign, but that simply installing it breaks the thing automatically. That right there is the problem. It shouldn't be necessary for everyone to jump through hoops in order to play the game we paid for.
If someone installs the toolset and screws something up through changes they make? That's their problem. They need to undo any changes they made and be more careful in the future. What bothers me is that, as I stated above and others have pointed out as well, simply installing the thing screws up so much stuff.
I was getting some of the same errors others have asked for help with. I can still load a previous game save but can't start a new one. Deleting the module folder in "My Documents\\BioWare\\Dragon Age\\Modules\\Single Player" did fix the not being able to load module error but now I'm getting CTD's when I try to start a new game after that quote shows up in the beginning.
Hah! Got all of your errors beat. CTD FTW!
#39
Posté 08 novembre 2009 - 11:03
I think Bioware accidently handed a stick of TNT to the Dragon Age community. People just aren't aware of the power of the toolset and how bad you can blow up your game if you just start wailing away at it without being careful.
For anyone who is going to download the toolset/start using it, the simple solution for this is the following:
1. Download and install the toolset.
2. Start the toolset.
3. Follow the next sequence exactly: File -> Manage Modules -> New... -> (Enter a module name, I named mine "crazy_test_thing").
4. Proceed to fool around to your heart's content, without breaking your Single Player game.
5. DO NOT EVER load that "Single Player" module (at least until you really know what you're doing).
Just follow those steps and you won't run into problems with your Official Campaign again.
Oh, and Dwelp, in the wiki tutorial to make a new area they explicitly state at the top:
"...Once you have created a new module (see creating a module)...".
Please be careful with your toolsets guys. I'm excited that lots of people want to find out about the toolset and maybe helping us with mods in the future, but I beg you to make sure you know what you're doing. I'm sad all your campaigns broke, and I'm hoping people read this thread so it doesn't happen anymore.
Modifié par danien.grey, 08 novembre 2009 - 11:09 .
#40
Posté 08 novembre 2009 - 11:37
#41
Posté 08 novembre 2009 - 12:55
#42
Posté 08 novembre 2009 - 01:02
Part of this may be that there isn't really any warnings. There are no warnings in the toolset for the most part. Opening the Single Player campaign is not difficult, no warning is given about opening it, or any other module at that. Hitting Open is as transparent as can be, with no confirmation window. I personally hit Open by mistake and since there is no confirmation notice, that was all it took. I am very well aware that you can break a game beyond repair if you're not careful with the tools.
Players need to understand they need to be careful. Because it's called a module does not mean anything is really modular. One small change in one spot can have a direct impact on a lot of the game, as all of this has shown people.
NWN was a very beginner friendly toolset in that you could make a module as a sandbox without any real worry. The danger of giving a professional toolset to the masses is there really needs to be safeguards in place, even if they are just message box warnings. Some extra work in making the system a bit safer will ultimately make the experience better for everybody, as well as slimming down the support requirements later (as seem by the influx of "it broke everything" threads).
Have fun with the tools, everyone, but be mindful of the potential they have, across the board.
#43
Posté 08 novembre 2009 - 02:28
Eizneckam
5:52 AM 11/8/2009
OK, so SAVEGAME_PLOT_LIST has one entry for each plot resource in the game. Each plot has a unique ID, which is stored in the SAVEGAME_PLOT_GUID. To change the flags, you need to find the right entry (the one with the ID I posted) and edit the FLAGS_1 value. For me, that was entry 788 in the list, but I don't know if they are always saved in the same order. If the GUID does not match, you will need to find the right entry.
To actually get the right value for FLAGS_1 you need to do a bit of bitwise arithmetic. Each flag defined in the plot resource is 1 bit in the flags value, starting from the least significant digit. So, for example, the value for FLAGS_1 in my broken save is 545669120. In binary, that's:
0010 0000 1000 0110 0100 0000 0000 0000
So, I want to add GEN_ALISTAIR_RECRUITED, GEN_DOG_RECRUITED, GEN_LELIANA_RECRUITED, and GEN_MORRIGAN_RECRUITED. Those are flags 0, 1, 4, and 5 respectively. Since we count flags from 0 from right to left, that gives:
0010 0000 1000 0110 0100 0000 0011 0011
Converting back to decimal gives 545669171. Set that as your FLAGS_1, and the game will recognize those characters as having been recruited again. The next time you add/remove them from your party, their camp status will update, so you shouldn't need to worry about the _IN_CAMP flags.
Eizneckam
6:23 AM 11/8/2009
Looks like it does in fact move around, and it doesn't get saved at all while you have the 'bad' files in your BioWare\\\\Dragon Age\\\\Modules (and packages) directory. So you need to wipe those files out first, save again, and then run this utility: https://e7m.org/~eiz...tyFlagIndex.zip
That'll give you the right list index to edit.
Modifié par Eizneckam, 08 novembre 2009 - 07:06 .
#44
Posté 08 novembre 2009 - 02:44
I had the same problem as you, Joel Overbeck. In particular, Leilana and the Dog started their intro convos when I talked to them. This also led them to teleport me underground (whether it was the 0,0 coords or the coords where they were meant to first talk, I didn't pay attention). I had to quick travel out of there.
After that, they were still at the correct dialogue - that is, all the talks I had prior to the mess up were considered done. The elven rogue will no longer talk to me at all. I can still force him in my party, but he is neither at the camp nor will he speak with me (unless I add him to the party at the camp, which he then ends up following me around - as do any other members of the party).
My codex was also 'reset' (as in, I get the entries as if they are new, but they are still all currently in my codex - not as though they were erased).
As for my dabblings in the toolset - I did a little. I did NOT open the main campaign (as I did not want to risk spoiling anything). I have had previous experience with the NWN / NWN 2 toolsets (as well as other games and their modding tools). I just followed a couple of the tutorials on the wiki to see the differences, and only did so in an entirely seperate module (making transitions, NPCs, a couple items, a simple quest, and started doing a cutscene).
I have tried renaming the Single Player folder, manually deleting the toolset-created files in the core / override folders, and used the toolset to empty out the sub directories. None of these things, however, have fixed the problem.
All that said, it is still my fault for being too eager to tinker with the toolset. I can't see where anything I did should have affected the single player game, and none of the fixes so far worked, but it is still likely *something* I have done (and if so, then I assume I either made a boo-boo, or the incomplete tutorials on the wiki have led to something). On the bright side, I don't use the rogue in my current play through, so it isn't completely game breaking (though it does seem to boot my rogue out of my selected party at the camp each time [and may do it to the dog as well], but I can easily reselect her).
I guess that is what I get for allowing my creative drive and eagerness to get the better of me. I shall wait for a short time until I finish and then go back to tinkering. =)
Edit: Sorry for the length, but one other minor detail I forgot - the game also seems to forget I am a mage. When getting the power for Arcane Warrior, it made mention that I could not use it, but if I had a mage that they might. Another NPC also made mention of 'if I were a mage' or some such. Not 100% sure it's related, but I imagine so.
Modifié par Smakit, 08 novembre 2009 - 03:04 .
#45
Posté 08 novembre 2009 - 03:24
#46
Posté 08 novembre 2009 - 06:03
So, don't think you are safe just because you're not editing the single player module. If you are using the toolset export function rather than building a DAZIP (which works fine), you are vulnerable to this problem.
If you're feeling brave and you want to use the export function safely, you can run this SQL script to update the plot GUIDs in the toolset database to match those in the game files (you should back up your DB first, obviously...):
UPDATE t_Plot SET GUID = '1c5a23c1-30e5-488a-bc18-a4163ebab35b' WHERE GUID = '1d9f7c93-cd25-4d2b-ad40-570702940982'
UPDATE t_Plot SET GUID = 'c9736a91-f424-4075-8e57-0d9ecd796597' WHERE GUID = '4f2c2ef2-3f00-4c4a-a0d1-d89f60f17e76'
UPDATE t_Plot SET GUID = '64f06db1-ed4b-49f1-8df3-26a0b1c2d06c' WHERE GUID = '244aa66e-e965-4340-9a92-247e46aaa0de'
UPDATE t_Plot SET GUID = '25bc6f5e-8da8-4793-8245-071233433332' WHERE GUID = '2aa159b2-a22e-4efa-aa25-590fa07e7a02'
UPDATE t_Plot SET GUID = '840c666e-a1fe-48cb-a260-ab1fe42fcfa7' WHERE GUID = 'caab223e-bb42-4b97-b984-0e619079470c'
UPDATE t_Plot SET GUID = 'be2ab95b-dd97-4d14-8907-4134675ebbbd' WHERE GUID = '0d7bc736-4f62-40bb-9559-ceab38410f67'
UPDATE t_Plot SET GUID = 'e8cebfa6-eb23-45eb-b704-df06d794c803' WHERE GUID = '10b213fb-92a5-4b52-bd1c-5f630a3499d5'
UPDATE t_Plot SET GUID = '1fd3a44c-147d-4af3-b5ee-7f62707359ff' WHERE GUID = '6195c7c8-385f-415a-beec-3a642a8900ab'
UPDATE t_Plot SET GUID = 'e8e833ac-06c0-4bf2-a326-1a7937542d75' WHERE GUID = 'b02a8c69-1126-43c9-af5f-0274b28ae773'
UPDATE t_Plot SET GUID = '02f47300-3c81-44d0-83b7-69186b7d6813' WHERE GUID = 'bf9a4701-e284-4a4b-bc14-32b4ce46753d'
UPDATE t_Plot SET GUID = 'b0b1de08-0c77-4706-bb5e-c49fa70756b5' WHERE GUID = '7783c5ca-49bf-4fa0-9dde-c696a6e1cde3'
UPDATE t_Plot SET GUID = '52901f57-0994-4f2f-86fd-b61793ba6b14' WHERE GUID = 'e41b7996-49bb-4a69-9f89-ea48049d4015'
UPDATE t_Plot SET GUID = 'ee97cff0-12d3-4c49-a774-13140d991475' WHERE GUID = 'c6fd6f4e-f99f-488f-b5e6-9bc2e92b2634'
UPDATE t_Plot SET GUID = '68f1b23e-b3ea-42f5-b363-abe7feb86a50' WHERE GUID = '83147f27-9833-42c1-b59f-95c232575c91'
UPDATE t_Plot SET GUID = '69fa27e2-5b81-420a-b040-f7885531a408' WHERE GUID = 'a16ccbd9-4842-4eae-be75-166a26e8c1c2'
UPDATE t_Plot SET GUID = 'f2ebb79c-8ef1-42ad-91dc-9e2d1bea74e2' WHERE GUID = '621e860f-c6c7-4659-b5ad-790071651593'
UPDATE t_Plot SET GUID = '296ed10d-de48-4602-b19f-9c6c3fc30611' WHERE GUID = '3201f04f-842a-4dba-b04c-6eda959db514'
UPDATE t_Plot SET GUID = '1820f284-3fc3-4b59-97a8-8f0113161f6c' WHERE GUID = 'ebb20b7c-9274-4cb1-af76-5a8abbf06b68'
UPDATE t_Plot SET GUID = 'f1722d10-291a-4474-bbd2-613033c343fd' WHERE GUID = '3f3ad0ce-6808-4cf9-9b6c-4c185eb93099'
UPDATE t_Plot SET GUID = '1c8fb9a0-415d-477b-b7ec-ae455efcd403' WHERE GUID = '0df43f85-e145-417c-9eba-f6d27399aed7'
UPDATE t_Plot SET GUID = '7d6c7fa8-d644-4111-a4c5-ce642e01e7f0' WHERE GUID = '29a292ca-f492-40cf-9e88-e09acb6f66f5'
#47
Posté 08 novembre 2009 - 06:18
Eizneckam wrote...
After even further investigation, the problem is that there's a mismatch between the bits in the toolset database and what's actually shipped with the game -- specifically, some of the core plot resources like gen00pt_party have different GUIDs in the toolset database than the original resources.
You would think that BioWare would check something like that before the release of the toolset ?
#48
Posté 08 novembre 2009 - 06:49
Modifié par Draghkar Noir, 08 novembre 2009 - 06:55 .
#49
Posté 08 novembre 2009 - 06:53
Eizneckam wrote...
After even further investigation, the problem is that there's a mismatch between the bits in the toolset database and what's actually shipped with the game -- specifically, some of the core plot resources like gen00pt_party have different GUIDs in the toolset database than the original resources. When you do an 'export with dependent resources', the bad GUIDs get sucked into your local packages\\core\\override\\toolsetexport directory and the original plot flags get discarded.
So, don't think you are safe just because you're not editing the single player module. If you are using the toolset export function rather than building a DAZIP (which works fine), you are vulnerable to this problem.
Ahhh, nice work! This explains why not everyone is having the problems and also why we our game is getting messed up without us touching the game's single player campaign. Thank you.
danien.grey wrote...
I think Bioware accidently handed a
stick of TNT to the Dragon Age community. People just aren't aware of
the power of the toolset and how bad you can blow up your game if you
just start wailing away at it without being careful.
I have some experience with the NWN 1 & 2 toolsets. Not a lot but enough to know not to mess with the single player campaign. I will point to Eizneckam's post that I quoted above as vindication.
EDIT: The formatting of these forum posts seems to be a bit messed up...
Modifié par Draghkar Noir, 08 novembre 2009 - 06:54 .
#50
Posté 08 novembre 2009 - 08:54





Retour en haut






