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Click Here if the Toolset Broke your DA:Origins Game


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#51
Cador

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Eizneckam wrote...

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'
....


what is a DAZIP?

how to run a sql script?

does it help to delete the override folders, or is it still broken after deleting?

#52
emosicknesscom

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A DAZIP is a redistributable file for modules. You can make one by choosing Tools->Builder->Builder to Player Package. From there you can install it using daupdater.exe.
As for the SQL script, I'm not sure how to run it but would like to know. I tried installing the SQL Server Express Management Studio but do not have access to that database to even run a query against it.

EDIT: Whoops, I forgot to run the Management Studio as Administrator. Discovered my error when I tried just using 'sqlcmd' and it complained about elevation.


The first thing you should do is backup the database just in case. Read here for instructions on that. After you install SQL Server 2005 Management Studio, run it (as admin, if you are on Vista or Windows 7) accept the default login (should be Windows Login and have your computer name/user name) right click on the database and select New Query. Paste in the updates that Eizneckam posted a few posts ago. Now for the bad-ish news.


The Updates that Eizneckam posted mostly worked for me. I can add characters into my party once again! Thank you! The part that isn't working is they still don't show up in camp where they should. Instead the current party will follow me around while in camp. It would be nice if this was fixed, but I was still able to have a triggered conversation with some empty space that had one of the character's voice so it isn't completely game breaking.

Modifié par emosicknesscom, 09 novembre 2009 - 12:42 .


#53
Smakit

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Eizneckam wrote...

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.


(Sorry for no response for so long on my part - seems some real life stuff cropped up =P)

So, if I don't feel like running that through to fix the database, I can simply always use the DAZIP method and avoid problems with the mods messing up the OC? It isn't that I can't run that through pretty simply and change the database - but if there is no adverse side effects with simply using the DAZIP, I might as well just use that.

All I saw on the wiki was:
Certain types of file are not packaged into ERFs and may be omitted
from the DAZIP file by the current builder-to-player packaging process.
Known examples include TGA files and BIK files. If you're using these
sorts of resources you can manually insert them into the DAZIP file
using any standard ZIP-editing program.


Anyhow, now that I have a bit - not a lot, but a bit ;) - of free time, I planned on jumping back and messing with the toolset, so just thought I would confirm.

#54
Minejumper

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I really hope someone at Bioware saw Eizneckam's post in this thread. Seems like a pretty serious issue especially considering that neither workaround is all that appealing if it's true that DAZIP doesn't actually package up everything.

#55
Narial

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well i've got a problem now but it's not what is listed here

firstly, no files in my override directory (the directory does exist however)

after playing in the toolset a bit i played the game with no problems. took a break then restarted the game..and now all the game text is gone

i get icons and buttons to push and can see them when i mouse over, but no visible text. for example on the main menu i see a little box in the bottom right where log in would be, but no actual 'log in' text. on the right none of the 'resume game' and what not are visibile, but i can mouse over and have their coressponding buttons light up (but still no text visible)

in game, all text on icons like when you open up the character screen: the level up icon is there, but no text on the icon. and mousing over abilities doesnt show any text.


any ideas? is this related to the toolset and if i uninstall and reinstall the game will that fix it without borking the toolset?

#56
Koreos

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Well it sounds like it isn't a good idea to fool around with the toolset for now.



Bioware, should we expect a toolset patch or new release?

#57
Arkenor Oakshadow

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Ha! It managed to thoroughly break me too. If this mismatch issue mentioned by Eizneckam is true, then I'm not going to touch the toolset again til it is fixed. While following the advice here has gotten my game working again, I think, if there's a mismatch between our source files, and what the game is expecting then any mods we create with the toolset run a risk of breaking the game.

Until the toolset and the live game are brought into alignment, the toolset is essentially a weird bug-generator. Trying to debug a mod can be tricky enough without the toolset throwing a few extra in. Given that, because of the mismatch, using the toolset in an entirely innocent and sensible manner can break your game, I'd be inclined to remove the current toolset from being available for download. Or at least post a really large warning on it.

Modifié par Arkenor Oakshadow, 10 novembre 2009 - 04:02 .


#58
AlphaMagnum

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My party camp is broken and the utility Eizneckam posted didn't seem to work.



Ran it, selected a save file, and got a "....has stopped working" message for the utility. Running Windows Vista 64-bit if that means anything.



Any help with the issue would be appreciated.

#59
Arkenor Oakshadow

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What fixed me was running the toolset and using the "Empty Export Directories" in the tool menu. And then never opening the toolset again. Not a very satisfying solution, I'll grant you, but I expect they'll sort out a fixed toolset soonish.

Modifié par Arkenor Oakshadow, 10 novembre 2009 - 04:05 .


#60
AlphaMagnum

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Arkenor, did you have the same issue as me? (or a different, equally irritating one?)

EDIT: I uninstalled both the toolset and the game, deleted *everything* except pre-release characters from the My Docs/Bioware/Dragon Age folder, then reinstalled *only* the game and the 1.01 patch.

I'd backed up my save file, which I reintroduced into the My Docs/Bioware/Dragon Age folder after reinstalling the game, and the bug is still present.

However, making another game seems to work, and the spell mods (mostly to damage, some to duration) work just fine in my new Mage character.  It looks like the problem with my original character is located within his save file, somewhere, which I have no idea how to modify.

Help?

Modifié par AlphaMagnum, 10 novembre 2009 - 04:13 .


#61
Arkenor Oakshadow

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I had a vast collection of weirdness. It seemed to reset all my plot, my party stopped following me. Talking to my dog teleported me into some sort of netherworld.

It breaks a whole lot of stuff. Like me, you probably just noticed the first outrageous thing.

Do you have that camp storage chest mod installed? I have a feeling there was an early version of it that did something weird to your camp, but the current version works well.

Modifié par Arkenor Oakshadow, 10 novembre 2009 - 04:13 .


#62
AlphaMagnum

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...ugh.



I have no idea what to do, edited my original post for more information, and here I am.



The only remaining bug is the party camp one, *I think.*

#63
Arkenor Oakshadow

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What's wrong with your party camp, exactly?

#64
AlphaMagnum

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If I go there, all my recruited party members are missing and whoever I was traveling with out of camp continues to follow me around as if we're not in camp.

#65
Arkenor Oakshadow

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That does sound a bit like a bug with the early version of the camp storage mod. Are you using that?

#66
AlphaMagnum

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Using no mods whatsoever, except slightly modified versions of the following files:

spell_constants_h.nss
spell_modal.ncs
spell_modal.nss
spell_singletarget.ncs
spell_singletarget.nss
spell_stingingswarm.ncs
spell_stingingswarm.nss

The files are basically modded with an if/then before the damage or statbonus scripts, so if the event creator is identified as my player character, the effects are different.

EDIT:  The modded files are the only things present in my packages/core/override folder.

Modifié par AlphaMagnum, 10 novembre 2009 - 04:29 .


#67
Arkenor Oakshadow

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Hmm. If you reinstalled and cleaned out all the old folders in both the main game directory and My Documents, then it seems likely that somehow that spell modification managed to change more than intended. Like I wrote earlier, I won't trust the toolset right now to generate bug-free mods.

#68
Arkenor Oakshadow

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Do you have a Single Player Folder in your "My Documents/Bioware/Dragon Age/Modules" folder?

If so, rename it and see if that helps. That and the Empty Export Directories command in the toolset is all I did to sort myself out.

Also make sure that whatever saved game you're loading is from before you started having issues.

Modifié par Arkenor Oakshadow, 10 novembre 2009 - 04:32 .


#69
Eizneckam

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Exporting virtually anything from the unmodified toolset database and continuing your game while the files are still in your toolsetexport directory will cause the party bug. Essentially every script and many other kinds of resources indirectly reference the party plot resource, and the toolset export will write a bad version.



If you want to modify your save file to fix the problem, look at my first 2 posts in this thread, on page 2.

#70
AlphaMagnum

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I have to get to class now, but I'll try to load an earlier save and see if that helps.



But you're saying that the toolset would write a bad version of the spell scripts? I might have to re-do the mods once they fix the toolset, then. That, or experiment with and without my mods to see how they affect the game.



The spells are changed, at least, so I know I can do that much, it's just that my changes may have inadvertently changed other things, like the party plot resource, I guess.

#71
BryanDerksen

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Smakit wrote...
All I saw on the wiki was:
Certain types of file are not packaged into ERFs and may be omitted
from the DAZIP file by the current builder-to-player packaging process.
Known examples include TGA files and BIK files. If you're using these
sorts of resources you can manually insert them into the DAZIP file
using any standard ZIP-editing program.


Anyhow, now that I have a bit - not a lot, but a bit ;) - of free time, I planned on jumping back and messing with the toolset, so just thought I would confirm.


That's an old bug that's been fixed now, actually. I'll go remove that from the wiki.

#72
BryanDerksen

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As for the plot flag issue, I'm going to have to follow up on that with people more knowledgeable than I about how plot flags work. The version of the core resources included with the toolset was taken out of our database some time after the version that shipped on disk but I don't see why those particular flags would be different.

#73
emosicknesscom

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Eizneckam wrote...

Exporting virtually anything from the unmodified toolset database and continuing your game while the files are still in your toolsetexport directory will cause the party bug. Essentially every script and many other kinds of resources indirectly reference the party plot resource, and the toolset export will write a bad version.

If you want to modify your save file to fix the problem, look at my first 2 posts in this thread, on page 2.


The SQL UPDATEs worked almost perfectly on their own. After I ran your updates, I still didn't have party members at the camp though. However, upon talking to Sten out in the field, he was playing his party introduction dialog that goes when you free him and then he was back in. So it looks like those flags just need to be reset in the save, but there are so many entries under that SAVEGAME_PLOT_LIST tree, the 788 GUID didn't match up in my save and that utility to find them didn't seem to work. The EXE you posted looks like it was built with a lesser version of .NET than I had so it kept crashing on me and complaining it couldn't find the assemblies it needed. Thank you for your help in this, it made my game playable again!

EDIT: I'm also wondering if maybe the different versions of the game (Digital Distribution, Retail PC, Retail 360, Retail PS3) might have been developed using different databases and the GUIDs from the toolset might have been from a particular version? I could be way off though. For the record, I bought it through Steam.

Modifié par emosicknesscom, 10 novembre 2009 - 08:42 .


#74
Eizneckam

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emosicknesscom: did you get the .exe or the .zip? I forgot to include the interop library to talk to the Eclipse engine, hence the new file.



My guess on the GUID thing is that the process which extracts the 'public' subset of BioWare's internal toolset database lost the IDs somewhere along the way. If you look at core.dadbdata in tools\\DatabaseUtilities, it has yet another different set of GUIDs, which seems rather odd to me. But that's just idle speculation. =)

#75
Smakit

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BryanDerksen wrote...

Anyhow, now that I have a bit - not a lot, but a bit ;) - of free time, I planned on jumping back and messing with the toolset, so just thought I would confirm.

That's an old bug that's been fixed now, actually. I'll go remove that from the wiki.


Ah, good to know. I guess then for the time being using that method would be the simplest and possibly least risky. Thanks for letting us know, and for looking into the DB stuff.