The module I'm playing around with is not loading in game, and I believe I have found the reason: it is defined as an addin rather than a module in the module's properties, under the Type property. The problem though, is that this option is greyed-out, refusing to let me change it. It's the same way when I attempt to make a new module and look at the properties. The pictures on the wiki all show this option set to Module. Does anyone have any idea why this would occur?
Module Property 'Type' Stuck
Débuté par
Nalencer
, nov. 07 2009 02:52
#1
Posté 07 novembre 2009 - 02:52
#2
Posté 07 novembre 2009 - 02:57
This occured in the beta test as well and for a variety of reasons we wee told that they should indeed be 'addins'.
The problem is that you have created a module and when you try to test it it will not load in game? Is that what is causing people problems?
The problem is that you have created a module and when you try to test it it will not load in game? Is that what is causing people problems?
#3
Posté 07 novembre 2009 - 03:12
That's what is causing me problems, yes. I choose Other Campaigns, select the module, click Play, and it begins to go to the loading screen, then the loading screen just fades back into the menu and I get the 'unable to load module' error. I assumed that as an addin it required a parent module (something to be added in to), and couldn't load independently. If this is not the case, are there any other suggestions?
#4
Posté 07 novembre 2009 - 03:14
Can you try the following?:
Go to 'File...manage modules' then look at the 'properties' of your module. There will be a field named 'Priority' if it is a negative number set it to 1.
Open up your module and do a full export then see if you can run the module.
Go to 'File...manage modules' then look at the 'properties' of your module. There will be a field named 'Priority' if it is a negative number set it to 1.
Open up your module and do a full export then see if you can run the module.
#5
Posté 07 novembre 2009 - 03:19
Nalencer wrote...
The module I'm playing around with is not loading in game, and I believe I have found the reason: it is defined as an addin rather than a module in the module's properties, under the Type property. The problem though, is that this option is greyed-out, refusing to let me change it. It's the same way when I attempt to make a new module and look at the properties. The pictures on the wiki all show this option set to Module. Does anyone have any idea why this would occur?
The information in the wiki is outdated then. The toolset only supports add-ins at this time. As Beerfish mentioned, after you are done exporting a module you created with the toolset, you need to select "Other Campaigns" from the game in order for it to play.
If it's not loading, there may be another problem with the module. Did you specify a starting area with a starting waypoint in the module properties for your new module?
#6
Posté 07 novembre 2009 - 03:32
Beerfish: the Priority field was already set to 100. I tried changing it to 1 anyway, but got an error claiming that 100 was the minimum value allowed.
JasonNH: Yes, the area has a valid starting area and waypoint.
JasonNH: Yes, the area has a valid starting area and waypoint.
#7
Posté 07 novembre 2009 - 03:38
Hmph weird, someone in another thread declared theirs was set to -1.
#8
Posté 07 novembre 2009 - 03:42
Can you look to see the path to your module? Do you find the name of your module inside one or both of the paths below?
C:\\My Documents\\BioWare\\Dragon Age\\AddIns
C:\\\\My Documents\\BioWare\\Dragon Age\\modules
C:\\My Documents\\BioWare\\Dragon Age\\AddIns
C:\\\\My Documents\\BioWare\\Dragon Age\\modules
#9
Posté 07 novembre 2009 - 04:35
Yes, it has a folder in the 'addins' folder, which contains a modulename.cif file, as well as all the module's resources override/toolsetexport. All the other directories are empty.
#10
Posté 07 novembre 2009 - 04:43
Okay, so I tried a 'full export' instead of the 'export with dependent resource,' and that worked. Hopefully I won't need to do this every time, as it took 4 or 5 minutes...
#11
Posté 07 novembre 2009 - 07:14
This is so strange... I dont have these options in the export menu :/
Export all doesnt show up at all. Just "Empty export directories", "Create Module XML" and so on. I have a module in custom campaigns, but it refuses to load due to a missing "campaign.cif" file.
*sigh*
Export all doesnt show up at all. Just "Empty export directories", "Create Module XML" and so on. I have a module in custom campaigns, but it refuses to load due to a missing "campaign.cif" file.
*sigh*
#12
Posté 07 novembre 2009 - 09:31
Ticla are you looking just at the level in the level editor? You need to create your level and then attach it to an 'area' are you perhaps still in the level editor when looking at the export options?
#13
Posté 08 novembre 2009 - 02:35
Yes, kind of figured it out.
didnt have an area loaded. Once you do that then the export options show up.
Thanks!
didnt have an area loaded. Once you do that then the export options show up.
Thanks!
#14
Posté 08 novembre 2009 - 02:40
Okay did a full export but the game still complain about the missing campaign.cif *sniff*





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