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Click Here if the Toolset Broke your DA:Origins Game


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#76
emosicknesscom

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Eizneckam wrote...

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.


Oh, didn't notice the new file. Thanks, I'll check it out when I get home from work.

#77
AlphaMagnum

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Okay, I came up with the following procedure to fix my game and try to salvage the mods:

1) Back up, then delete spell mods in Override.

2) Start DA:O, find an entirely unbugged save. (no party camp crap, no allies no longer fight, no screwy cutscenes, etc)

---->Turns out that for me, this save was 3 hours of playtime ago. That's not bad, compared to other posters.

3) Save in Party Camp, twice, using actual save function, not Quicksave.

4) Exit DA:O, restore Override.

5) Load one of the two Party Camp saves, and see if it gets bugged. If not, we're done. If it does bug out, proceed to the next step:

---->Combat works fine, my spell mods are functioning, and the party camp/conversations are unbugged.  Methinks all is well.

6) Exit DA:O, delete Override, and play using the other unbugged save made in step 3. Forget about modding for awhile.

EDIT:  So everything (mods and all) is working fine, and I think I understand why it's okay. 

You said most of the scripts reference resources, and that the toolset would export bad versions of the resources along with the spellscripts because the latter are dependent on the former.  What I did initially, when I first began playing with the Toolset, was go into the toolsetexport folder and pull out *only* the spell scripts I wanted, deleting all the rest when I realized that they were causing problems.  But by that time my game was bugged.

Reverting to an old save took me back before the bugs caused by bad resources came into play, and now the only modifiers to the core game are some modded  spell damage scripts, thanks to the clean re-install before the override was restored to *only* contain the spellscripts.  No bad resources + safe spell damage mods = good to go, I think.

Modifié par AlphaMagnum, 10 novembre 2009 - 11:18 .


#78
RavenNightsight

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My girlfriend and I have made new faces, new creatures, and altered our stats. When we had first imported a new face, if did indeed import it to said character, however, we could not create and new game, nor level up our characters. Our characters also would not participate in combat nor would the main character unless I clicked the enemy for every attack.



Our game is now fixed and running better than ever. We used number one and two on this:http://social.bioware.com/forum/1/topic/8/index/134178



Also, if anyone is curious, we used this http://social.biowar.../8/index/115064 and this:http://www.gamefaqs.com/boards/genmessage.php?board=920668&topic=52130615 to change the faces after we made them in the toolset. so...yeeeah...have fun!

#79
Snarf95

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Thanks for the post, helped me out! :) (had the same problemd)

#80
maikanix

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I liked the comment about "it allows them to break the game too." but even if we don't touch the single player - and we're honestly not able to touch all of the campaign - it breaks. Incredibly touchy. Try to make a new mod, it breaks. If I disable the mod, it should be back to the way it was - it shouldn't persist, cause that's crazy talk.



But I guess I am just learning - just seems like that's common sense. A mod shouldn't change things independent of it's being activated. Just seems dangerous, no matter how knowledgeable you are.

#81
Proleric

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I'm pleased to see this has been made a sticky.

However, I'd suggest that Bioware needs to make a high-profile statement about this, to restore confidence in the toolset (assuming a fix isn't likely in the next 24 hours).

There is some good advice to be found in the 4 pages of this thread, but a definitive summary would be very helpful.

The questions that need to be answered are
a) Can I use the toolset without corrupting the OC? If so, how?
B) If the OC is corrupted, how do I recover?

Fernando Melo's announcement about the social site was very well received, so I think something similar is in order here.

Modifié par Proleric1, 11 novembre 2009 - 09:15 .


#82
bebe86

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FollowTheGourd wrote...

Well, that's a drag. My game doesn't seem broken, but I guess we'll see. Just to be sure: you're saying that it wasn't broken after installing it (at least didn't seem to be), but became so some time after using it for a while?


umm. no he's talking about the toolset. U change something in the tollset ie: game, it affects the game unless u save it somewhere else. That's essentialy  what he's saying.     

#83
Arcainium

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Installed but did not use the toolset and it fubard my game. Followed suggested "fix's" none that I could do worked, tempted to reinstall but I dont wish to love a 60 + hour save....

Problems are all npc's treat me like meeting them for the 1st time...over and over and over.... be it party dialog or just normal npc.

I can start a new game but they all treat my sex as male never female, and again dialog is liek they hav enever met me.

Dog teleports me to  some glitche dplace when I talk to him.

Chest from DL content is gone..ala warden keep.

Warden keep is partially reset outside is like it was finished but inside has mobs, who all respawn as if not dead if i leave and re enter.

Myraid of other problems. None of teh fixes like deleting the overide folders  or removing teh single player folder in the document tree have worked. Already telling my freinds to not even download the toolset. I'm tempted to toss this game if I lose  all that gameplay, not fond of redoing so much.  I backed up my saves when I read this thread hopefully that will be enough....if not...Might want to take down the download so you dont end up killing the game with so many disenfranchised players watching there time getting wasted.

If anyoen else has a fix not mentoned that a laymen can do pls let me know. I've uninstalled the toolkit with no intention of reinstalling it.


{edit}  When I wrote this post I had done damm near everythign I coudl think of, which let me brainstorm.. I found a fix.

I reinstalled the toolset..ick...
Deleted All the overide's it created upon installation.
Turned it on, which oddly does NOT create the overide folders at that time.
Clicked the export tab.. and hit the clear all export files.
Closed the toolset and then ran the reinstall/repair option for the game.

That Actually worked.Posted Image

Did all of the above but not in that specific order with no apreciable effect..so I guess the order of repairing things matters in this case.Posted Image

Modifié par Arcainium, 11 novembre 2009 - 01:33 .


#84
ziphnor

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Could someone clarify exactly when the toolset writes things to the export/override etc folders?(and potentially causes problems).

I installed it just out of curiosity to see if could have a look at the spell scripts so i could get a better idea of the game mechanics. For now i just installed it and started it up. I dont think i opened any modules (actually couldnt figure out how :), and now i certainly dont dare to do so.

I havent observed any issues yet, but i would like to understand what to avoid.

Modifié par ziphnor, 11 novembre 2009 - 01:58 .


#85
Proleric

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ziphnor wrote...

Could someone clarify exactly when the toolset writes things to the export/override etc folders?(and potentially causes problems).

I'm hoping Bioware will tell us that, as part of a definitive response.

The folders at the heart of the problem are written by the Tools > Export menu in the toolset, and when you compile a script. Whether anything else writes to them, I don't know.

My advice would be to leave the toolset alone until Bioware has resolved this.

If you've already introduced a problem to the OC, do what Brian Derksen (Bioware) advised a few pages back - use the toolset option to empty the export directories. You may have to revert to an OC save before the corruption occurred.

If you know exactly what you're doing, there are things you can finesse, but I'd humbly submit that few of us know enough at this early stage to take the risk of corrupting the OC.

Modifié par Proleric1, 11 novembre 2009 - 02:58 .


#86
JasonNH

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ziphnor wrote...

Could someone clarify exactly when the toolset writes things to the export/override etc folders?(and potentially causes problems).

I installed it just out of curiosity to see if could have a look at the spell scripts so i could get a better idea of the game mechanics. For now i just installed it and started it up. I dont think i opened any modules (actually couldnt figure out how :), and now i certainly dont dare to do so.

I havent observed any issues yet, but i would like to understand what to avoid.


Anytime you start the toolset, it automatically opens the last module you were working on. The first time you open the toolset, it defaults to "Single Player", and this will create a "Single Player" module in your Documents->Bioware->Dragon Age->Modules directory. This is rather unfortunate since this is the one that conflicts with the OC. I'm not sure if simply opening the toolset will cause problems if you didn't do an export, but if it does, try deleting the "Single Player" folder from the path given above.

The toolset can write data to the override folders when you post information to the database, or perform an explicit export for your module. As Proleric said, there may be other times too as we just don't know enough yet about all the mechanics of the toolset.

Modifié par JasonNH, 11 novembre 2009 - 03:12 .


#87
AlphaMagnum

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My understanding is that almost any use of the 'export' function in the toolset causes it to export:

1) Whatever scripts you're editing. (in my case, spell scripts)
2) *BAD* versions of various resources which the scripts in #1 reference (ie buggy plot/party stuff).

Playing the game and saving after both #1 and #2 are in my override corrupted my save. But the point is that it's the items in #2 which screwed the game up, since spell scripts themselves have *no* influence on the plot resources directly. So deleting my override but backing up the "safe" scripts I edited (aka #1, spell scripts), and then getting to an uncorrupted save let me play from that point with the "safe" scripts in your override, mods working.

At least, that's how it worked for me. I did do a full uninstall of both game and toolset followed by a reinstall of just the game at first, but my saves were still corrupted, leading me to believe that there were issues in the save files themselves, which is what everyone's agreeing to.

So I had to find an uncorrupted save and *then* reintroduce the modded spellscripts to my override to make things work.

Modifié par AlphaMagnum, 11 novembre 2009 - 03:17 .


#88
ziphnor

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JasonNH wrote...
Anytime you start the toolset, it automatically opens the last module you were working on. The first time you open the toolset, it defaults to "Single Player", and this will create a "Single Player" module in your Documents->Bioware->Dragon Age->Modules directory. This is rather unfortunate since this is the one that conflicts with the OC. I'm not sure if simply opening the toolset will cause problems if you didn't do an export, but if it does, try deleting the "Single Player" folder from the path given above.


I do have the Single Player folder in question, but all the folders are completely empty. I guess the toolset creates the folder when you open it, but only populate it with data when you do some kind of export?

I guess that means im in the clear? (i also didnt notice any issues). Anyway i wont be opening the toolset again until i know whats going on!

#89
Eizneckam

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I've received a number of private messages from folks looking for the GEN_*_RECRUITED values to fix their saves. These are located in the gen00pt_party resource in the toolset, but for convenience, here's a complete list:



GEN_ALISTAIR_RECRUITED 0

GEN_DOG_RECRUITED 1

GEN_LELIANA_RECRUITED 4

GEN_MORRIGAN_RECRUITED 5

GEN_OGHREN_RECRUITED 6

GEN_SHALE_RECRUITED 7

GEN_WYNNE_RECRUITED 8

GEN_ZEVRAN_RECRUITED 9

GEN_LOGHAIN_RECRUITED 10

GEN_STEN_RECRUITED 13

#90
AlphaMagnum

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danien.grey wrote...

I have the toolset installed, and am actually in the process of learning it so I can make mods.  I have encountered none of the errors people have mentioned.  However this may be because I have previous experience with other toolsets.

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.


Just to confirm, does using the quoted fix along with choosing to use DAZIP files as opposed to exports protect us from any plot bugging?

#91
dark4825

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Now.. I'm re-installing my DA:O. The toolset ruined my game too.

#92
Napscallion

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I have not touched the Single Player Campaign, only gone through the steps listed in Bug.Bear's module tutorial found here: http://social.biowar...discussion/162/



Now my game bugs out whenever I talk to Sten or the Dog, with everything dropping out and their dialog resetting to before they joined my party. I don't understand why creating a brand new module separate from the campaign would have any affect on it at all. Using the NWN tools, though scarcely, I never saw any bugs similar to this. We shouldn't have to tip toe around our separate modules in order to make something. I understand that editing the Single Player module can and most likely will break your game, that's why I'm not touching it, but seriously? This much hassle just from making a separate module?

#93
Lathaon

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So much for "the toolset does not corrupt data"... I'm hesitant to even try it until stuff gets fixed or clarified properly.

#94
Lycoris81

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i thought my game was bugged

#95
Proleric

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JasonNH wrote...

...Anytime you start the toolset, it automatically opens the last module you were working on. The first time you open the toolset, it defaults to "Single Player", and this will create a "Single Player" module in your Documents->Bioware->Dragon Age->Modules directory. This is rather unfortunate since this is the one that conflicts with the OC. ...

Unfortunately, exporting designer resources in the toolset can (and usually does) corrupt the OC, even if you make a new module. So, while it is important to start a new module unless you're trying to change the OC, this won't prevent the bug.

#96
The Angry One

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It's somewhat irritating but simple enough to fix when you know how, you just have to remember to keep getting rid of that folder.

Still I hope it's fixed soon.

#97
Hrid

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Okay, I followed some advice from another source to delete the Bioware folder in Documents (I use Vista) in order to get fresh files, and I downloaded all my DLC again. My saves depend on the DLC, but after six hours none of the DLC has installed. What does it take?

#98
stuntpope

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It seems to me like there is a fundamental problem with the way this is all set up. As Eizneckam has discovered, doing any kind of export (from any module that uses any of the core resources it would seem) will place shared core resources in your packages/core/override folder. Why?



Why is the toolset using different resources to the game? Surely this will create a nightmare for patching. Shouldn't these resources only be different if I explicitly change them? Otherwise the toolset should be using the exact same resources as the game.



And what of deploying modules? Surely we don't want to be overiding other peoples core resources that will affect all their games. I know I would only want to be modding the games that include my module. Shouldn't any changes be kept to within the addin directory and not be overriding the packages core folder at all?



I had been dilligently clearing out my override folders before playing but then forgot to a couple of nights ago. I noticed that my female character was being referred to as 'sir' by some npcs and the shopkeeper in redcliffe seemed to keep having the same lengthy conversation with me. I am hoping that deleting my overide contents has fixed these issues.



Bioware - please provide some definitive response to this beyond just telling us that we need to be careful. There is clearly something fundamentally broken with the way this works.

#99
The Angry One

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They're not calling you sir, they're calling you "ser".
I'm not sure but I think it's a non-gender specific title of respect usually given to knights.
While it's mostly used for men I don't think it's a bug that it's used for women now and then.

Hrid: Try disabling all your DLC then force loading a save. Save that file, exit and enable the DLC again.

Modifié par The Angry One, 12 novembre 2009 - 11:53 .


#100
Athnamos

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"ser" is likely a title. I've seen female knight called ser also in game.