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[SOLVED] Background .GDA Issues


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#1
Qutayba

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I've created some custom backgrounds for my stand-alone module. For some context, I followed Stuntpope's great tutorial for how to do this.

social.bioware.com/wiki/datoolset/index.php/Backgrounds_tutorial

social.bioware.com/forum/1/topic/71/index/299781

I have six distinct backgrounds.  After working through some kinks, it seems to be working great.  The descriptions, icons, etc. work fine (For some reason it's allowing dwarf mages, but that's another issue!).  I am having some trouble with getting the default-equipped characters to spawn on the chargen screen (there are default characters at the gender and race level, but none are appearing at the background/class level).

When the player chooses a background, a default-equipped character is supposed to appear (such as those in the DO NOT TOUCH creature folder).  Which default appears is determined by a formula (Race * 1000) + (class * 100) + (Background Number).  So in the main campaign, a City Elf Warrior is 2103, and the background_defaults.gda (or chargen_preload.gda, which duplicates that data) tells it to load "default_elf_city_w.utc."

There are two cases when the default character does appear for my custom chargen, and in trying to figure out why, I discovered that in these two cases, a given ID number exists in both the base 2da and my custom GDA.  For example, I have a warrior elf with background 3, so the same default that would show up for a Dalish warrior appears.  However, I also have a 3101, a human warrior with background 1, which my GDA says ought to spawn the same default as the human noble warrior.  However, this number did not exist in the base 2da, so nothing appears.

As an experiment, I told my GDA to spawn a default mage for 2103, but it still spawns a city elf warrior.

As another twist, the background_defaults.gda also specifies default name strings for the character.  These work properly, and my custom names from the talk table appear when I move to the second chargen screen.  This leads me to think that the issue is with chargen_preload.gda and not background_defaults.gda.

Does this mean that my gda is not overwriting or supplementing the base 2da properly?  I've really zeroed in on where the crux of the problem seems to be, but everything at that point looks like I've done it technically correct, as far as I can tell.

Modifié par Qutayba, 27 février 2010 - 07:45 .


#2
ladydesire

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You need to make one for each race and origin that you wish for the class to be available to (this is how Bioware does it, if you look carefully at the various entries in the backgrounds.xls worksheets); name each one with the following abbreviations for race or origin: hm_noble, hm_mage, dw_comm, dw_noble, elf_city, elf_mage, or elf_dalish (gender is handled automatically by the game, based on race). Making different versions of the template allows each version to have different armor and weapons available to them, which helps them blend into the base game (if you are using it in a module that extends Single Player). Be sure to use the proper names in each location in the backgrounds.xls worksheets or the template will not be displayed when you select the background in the game.

(I just posted this information in the class tutorial on the wiki last night; that's how I was able to get it to you so quickly.)

Modifié par ladydesire, 27 février 2010 - 01:16 .


#3
TimelordDC

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However, both Human and Elf mages have default_mage.utc in the game. So, if we have want to have just one utc, it should be the same for all race/class combinations across origins?

#4
ladydesire

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It's because there are only two races that can take that class/origin combination; all the others are set up with separate templates for race, origin, and class.

#5
gordonbrown82

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when following this mod and putting the gda files in the override folder my game crashes. anyone have an idea why?

#6
Qutayba

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I come bearing good news.  Apparently, the problem was caused by adding a suffix to the chargen_preload,gda.  I guess I don't want it to be a contribution to the M2DA, but simply an overwrite (I think it ought to work either way, but apparently is doesn't).

I have good news for you, too, Gordon, because I had exactly the same problem last night.  You need to go back and generate new string numbers for your background descriptions that are not above 109 912 680 and put them into the gda.  This is the only column you need to change, and it's the only one that causes a crash.  Go figure.  Here's the text from StuntPope's tutorial on the wiki:

"IMPORTANT! There is currently a bug in the game that causes it to crash
if a background description ID has a value greater than 109 912 680. To
get around this you can go into your module’s properties and change the
start and end IDs for strings to be less than that. After that the
string editor will generate IDs in a range that won’t crash. You can
always put those values back again after you create the background
descriptions (that way you have less to alter once Bioware fix this).
Hopefully Bioware will fix this bug soon as the official string range
for non-Bioware / certified modules is over 610 000 000."

Thanks, LadyDesire, for your help.  Now new character classes in this module, but maybe the next one.  Now to figure out how to get rid of my dwarf mages (or do I really want to . . .?).

#7
gordonbrown82

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that should be it. thanks.

#8
gordonbrown82

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awww f**k



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#9
gordonbrown82

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i don't have a suffix on the chargen_preload.GDA in the override folder.