Click Here if the Toolset Broke your DA:Origins Game
#101
Posté 12 novembre 2009 - 02:49
#102
Posté 12 novembre 2009 - 04:43
Proleric1 wrote...
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's been an unfortunate confluence of people being sick, me being handed other assignments, and BioWare being shut for Remembrance Day that took me away from this at a bad time. But this does seem quite serious indeed, and I don't fully understand what's gone wrong to cause this problem, so I'm going to be doing a bunch of emailing now to try to catch up.
#103
Posté 12 novembre 2009 - 05:14
BryanDerksen wrote...
There's been an unfortunate confluence of people being sick, me being handed other assignments, and BioWare being shut for Remembrance Day that took me away from this at a bad time. But this does seem quite serious indeed, and I don't fully understand what's gone wrong to cause this problem, so I'm going to be doing a bunch of emailing now to try to catch up.
Thanks Bryan, I knew it would only be a matter of time before you swooped down for an epic rescue.:happy:
#104
Posté 12 novembre 2009 - 05:56
Modifié par BryanDerksen, 12 novembre 2009 - 05:58 .
#105
Posté 12 novembre 2009 - 06:47
I just worry what chance regular folks have with all this if it flummoxes the professionals.
Modifié par Arkenor Oakshadow, 12 novembre 2009 - 06:50 .
#106
Posté 12 novembre 2009 - 07:35
Possible solutions:
- update the old resources so that they match the new ones
- don't automatically add those resources to a new module
- let the builder decide whether he wants to export core resources to the core packages override folder or (preferably) to the module's own override folder
Maybe this could help, but of course that's only guessing
#107
Posté 12 novembre 2009 - 08:11
#108
Posté 12 novembre 2009 - 08:12
We have one of BioWare's finest digging deep into this issue now. When we have something substantial to tell you about, we will let you know.
#109
Posté 12 novembre 2009 - 08:13
BryanDerksen wrote...
I wish. So far everyone I've talked to have been "plots have GUIDs? Didn't know that." And I'm completely out of my league on it myself. But I'm spamming the issue around and hopefully it'll hit someone that'll figure it out soon. The workarounds you guys have been coming up with in the meantime are likely going to be invaluable in giving us a leg up.
Thanks for getting on top of this, Bryan. I uninstalled the toolset after it messed up my game and I'm hesitant to reinstall it and start playing with it again until I know there is a definite fix available. I'm really looking forward to working with it.
#110
Posté 12 novembre 2009 - 08:17
For anyone who isn't so great deciphering techno babble, Here's what I did. I opened up my save in the toolset, found the plot item key from the program Eizneckam provided; in my case it was 800. I put the first value into Windows calculator. In Vista and XP you have to switch it to scientific, I think. Windows 7 has a programmer calculator option. You can change the display between decimal and binary. After the conversion I saw it was indeed wrought with 0s where there should be 1s. So I copied the binary string into notepad and using the handy list he provided I set the value in the corresponding position to 1 e.g. Alistair is the last number in the string, Morrigan is the 6th from the end (0,1,2,3,4,5). After all that is done you can paste the resulting back into Windows calculator and convert it back to decimal. It is a little work to do, but it is satisfying when you get everything working again. Isn't that the fun of PC gaming? Fiddling with things to get them to work? I understand we wouldn't have to if it worked the first time, but it doesn't bother me if there is a fix.
#111
Posté 12 novembre 2009 - 08:21
Modifié par emosicknesscom, 12 novembre 2009 - 08:27 .
#112
Posté 12 novembre 2009 - 08:47
#113
Posté 12 novembre 2009 - 10:37
BryanDerksen wrote...
I've been told that the root cause of the problem has been found, something to do with the builder-to-builder process (which was used when making the database that was included with the toolset). I don't know what the exact details are or just how quickly to expect a fix, but I figured I should post that progress is being made on this now.
Thanks for the update. I am now almost done reinstalling the game ... other than moving my saved games back into the correct directory, is there anything else (besides not touching the toolset) I need to do to start where I left off?
Thanks
#114
Posté 12 novembre 2009 - 11:15
Also, make sure all override folders (both in MyDocs/Bioware/DA/packages/core/ and in your install directory) are empty, and that the singleplayer folder located in MyDocs/Bioware/DA/?? folder (one of the subfolders in the DA folder contains it, not sure which) is also deleted.
#115
Posté 13 novembre 2009 - 12:36
AlphaMagnum wrote...
If you saved *after* getting bugged out (due to screwy exports affecting your game), those bugs may remain.
Those bugs DO remain, sadly. The easiest fix was to take my save game files that were clean, put them in a safe place, uninstall the game and toolset entirely - reinstall, play from the safe savegame from v1.00. The patch seems to work now though - so I guess the only really big problem is the toolset. That's why I save often with seperate save files.
#116
Posté 13 novembre 2009 - 12:54
Going to have to train myself to use regular saves more often.
#117
Posté 13 novembre 2009 - 02:01
#118
Posté 13 novembre 2009 - 04:40
#119
Posté 13 novembre 2009 - 05:33
Edit: Also I had an interesting break after creating a module: It made my characters refuse to stay in combat. I would attack once then stand there, and if I gave any non-combat oriented action (like moving) the blades would go away etcetera etcetera. I used the database utility to restore it to a previous state, and everything seems to be fine now with a pre-module load.
If there is anymore information that I should provide, I would happily do so.
Modifié par Gaviteros, 13 novembre 2009 - 07:53 .
#120
Posté 13 novembre 2009 - 07:15
Eizneckam wrote...
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.
It seems I have broke my save games again, and as I have lost 8 hours of play already once, is there any way to just fix the camp problem? if I wanted to add all the companions (havent got the dwarf yet), what would be the number to put on FLAGS_1? Thanks.
#121
Posté 13 novembre 2009 - 09:58
The game worked almost perfectly for me after installation. I wasn't actually able to use it, as steam and MSSQL didn't get along, etc. The only issue was the fact that I could not advance character plots with anybody. No matter how much Morrigan, Sten, and Leliana liked me, their plots would not advance in dialogue. Morrigan had 100% approval and would not even teach me to be a shapeshifter........
I've essentially decided to just delete every remnant of the game and reinstall...having preserved my save games that is....
#122
Posté 14 novembre 2009 - 04:45
If I install, but I immediately create a new mod seperate from the Single one, and access that only, I should be fine right?
#123
Posté 14 novembre 2009 - 04:46
#124
Posté 14 novembre 2009 - 06:07
Luchaire wrote...
I ran into a similar issue. It was easy to fix.
Go to "My Documents/Bioware/Dragon Age/Modules" and rename (or delete) the "Single Player" folder there.
Did this, and it did NOT fix my game. I cannot believe how broken the builder toolkit is. First they don't lett you edit the main game, that's fine. But then it BREAKS the main game even when you aren't trying to load any new content to it!
I deleted the Single Player folder in that path, and I still cannot start a new game, I get crash to desktop.
EDIT: After searching by DATE to find the most recent files, I found that the toolset had exported files to the directory ....\\Documents\\Bioware\\Dragon Age\\packages\\core\\override
... So my fault? Maybe, I might have button pushed wrong in the toolset. Howerver, I think the fault lies with the HORRID documentation on the toolset wiki that does not in any way whatsoever give ANY direction in how to use the toolset which leaves random button-pushing as the only ways to see what happens.
I bought the game based not only on the content, but also on the toolset. It is an "added-value" feature.... I feel ripped off by the lack of documentation. If this is the toolset that they used to build the game, then there had to be training materials to train the staff, right? Or at least someone knowledgable enough to write a toolset manual and some basic tutorials that tell you how to use it? Rather than an incomplete, half-incorrect, user edited wiki.
So... again... check the override directory ALSO for more toolset breakage if this happens to you.
Modifié par Lothinator, 14 novembre 2009 - 06:12 .
#125
Posté 14 novembre 2009 - 06:52
After doing any kind of export with the toolset go to .\\\\\\\\Documents\\\\\\\\Bioware\\\\\\\\Dragon Age\\\\\\\\packages\\\\\\\\core\\\\\\\\override and delete the - toolsetexport - folder.
Doing this restored my game to normal functionality and I also get to keep what I've created with the toolset.
Modifié par griffmetalchibi, 14 novembre 2009 - 06:53 .





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