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[SOLVED] DAzip creation method


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#1
Charsen

Charsen
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I am trying to make a DAzip of a small change in a single script.

The override seems to work without fail, but the DAzip seems to have problems with some folks. I want to make sure I built my DAzip properly to rule this out as a potential source of concern. Any help is truly appreciated!

Here are the steps that I took written with as much detail as I could provide.

1. Eliminate all previous installations of my DAzip and overrides associated with this mod:
*removed erf from Bioware/Dragon Age/packages/core/data
*removed mod folder from Bioware/Dragon Age/AddIns
*removed lingering exports from  Bioware/Dragon Age/modules/Single Player/override/toolsetexport
*removed lingering exports from Bioware/Dragon Age/packages/core/override/toolsetexport

2. Opened Toolset
Manage Modules -> MyMod -> Properties
* Name/UID set to ZevranASAP (the name of my mod)
* Extended Module is Single Player
* Module Hierarchy is set to Single Player only
Module Inspector image

3. Compiled Script
* I edited a header (map_events_h) that is included by only one script (sp_module_travel)
* Checked out and opened the script (sp_module_travel)
* Compiled script, no errors.

4. Deleting excess exports
* My ncs was not in the folder, so I deleted everything in Bioware/Dragon Age/packages/core/override/toolsexport/
* My ncs was in the folder, so I deleted everything EXCEPT my compiled script sp_module_travel.ncs in Bioware/Dragon Age/modules/Single Player/override/toolsexport

5. Module & Manifest
* Tools -> Export Module
* Tools -> Export Manifest

Executed successfully. Manifest.xml was put in: 
Bioware/Dragon Age/AddIns/ZevranASAP/module/override/toolsetexport/Manifest.xml

6. Export to Player
* Tools -> Export -> Builder to Player
* Browsed for the Manifest.xml that it just generated for me
* Also tried this step by hitting cancel and selecting my files manually, but the result is the same.
* My .ncs file is not available to include in the mod. 
Manifest tree

7. Adding my compiled script
* Closed the window
* copied my compiled script from the Bioware/Dragon Age/modules/Single Player/override/toolsetexport/
* pasted my compiled script in Bioware/Dragon Age/packages/core/override/toolsexport/
* Generated a new Module.xml and Manifest.xml using the previous method

8. Export again via Builder to Player Package
* This time my compiled script ncs was visible, so I selected the Tree for my mod
* Saved the DAzip
* I did not save the Manifest again

9. Clean up the files so the game uses the DAzip files
* Closed toolset
* Removed the entire mod folder in AddIns
* Removed my ncs from Bioware/Dragon Age/modules/Single Player/override/toolsexport/
* Made sure nothing was in Bioware/Dragon Age/packages/core/override/toolsexport


However, testing the DAzip vs. the Override still shows that my DAzip is causing issues. My override has no problem whatsoever, but the DAzip causes lag and eventually freezes/crashes the game during the particular event.

What am I doing wrong with my DAzip creation?

Thanks for reading this. I hope to turn it into a tutorial for making DAzips when I figure out what I'm doing wrong. <_<

Modifié par Charsen, 09 mars 2010 - 07:36 .


#2
ladydesire

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Remove the module_core script entry from your module properties, and it should fix that problem.

#3
Charsen

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Thanks Ladydesire, that works like a charm. I think I also had my ncs in the wrong folder for the tree also. Between the two of those problems, the case of the terrible lag/crash has been solved. Hoorah!



I'll turn this into a tutorial for others who are as annoyed with dazips as I was.