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Things to definetly not do under any circumstances in the toolset


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#1
uberdowzen

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Hi,

I'm wanting to get into modding with the toolset but my problem is I kinda just want to get in there and experiment but I'm scared of screwing up the game. It'd be great if someone could list the things you shouldn't do in the editor. Also if there's any better tutorials than the ones in the toolset wiki (which are a little bit all over the place) that'd be much appreciated.

#2
TimelordDC

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You can do everything you want...feel free to experiment :)

Just make sure you don't export anything. If you are exporting anything to test in-game, you can disable that add-in later from the Downloadable Content menu (if you have a save with an add-in enabled and then you disable it, you can force-load the save)

Saves getting corrupted that used to happen previously won't happen and that is the only bug I know of that can screw up the game permanently.

#3
FollowTheGourd

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Do not press the red button. Ever.

Also, I found that running the toolset (and game to test changes) as a different Windows user than the one I otherwise play the game as seems to be an OK way of keeping things separate.

Modifié par FollowTheGourd, 11 mars 2010 - 03:07 .


#4
TimelordDC

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FollowTheGourd wrote...

Also, I found that running the toolset (and game to test changes) as a different Windows user than the one I otherwise play the game as seems to be an OK way of keeping things separate.

That is a very useful tip. Thanks!

#5
uberdowzen

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So anything I've exported to test in-game I should disable?

#6
Proleric

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This isn't a big problem these days, as long as you create a new module before you do anything else - by default, you are changing the official campaign.

For good order, if you duplicate an official resource, set the Owner Module property to your module, to prevent the game using it for anything else. That happens automatically when you create a new resource from scratch.

For additional comfort, you can disable your add-in after testing (though it's not strictly necessary).

I always take a moment to run the packages override bug fix after export, before testing.

#7
uberdowzen

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Well that's all good because I did create a new module.

#8
JackFuzz

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Make sure you create and work from your own module, not the single player campaign module. If you need access to the single player campaign module then extend it into your own module.

Modifié par JackFuzz, 11 mars 2010 - 11:35 .


#9
uberdowzen

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So please forgive my ignorance but I've only just started working with the toolset. If I can access anything from the Dragon Age main campaign without having linked them, I'm editing the main campaign not another module? It's been a while since I was fiddling with it so I may have done this and forgotten.

#10
Proleric

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The title bar will tell you which module you're working on, when you open the toolset again.

Every module has access to the "core resources" (a big selection of useful material), but only the Single Player module has all of the official campaign material that's been released to builders.

#11
uberdowzen

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ok gotcha.

#12
uberdowzen

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ok, another question. I downloaded Kal Sharok, and tried disabling it see whether it made me do the force load thing that my module made me do. It did. Is there some way of making it so that modules don't interact with each other in this way. I know it's not a problem but it's irritating.

#13
Proleric

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uberdowzen wrote...

ok, another question. I downloaded Kal Sharok, and tried disabling it see whether it made me do the force load thing that my module made me do. It did. Is there some way of making it so that modules don't interact with each other in this way. I know it's not a problem but it's irritating.

Unfortunately, the DLC check on saved games is very simple, so it complains even when a standalone campaign is disabled.

More generally, the wiki explains how to improve compatibility between modules.