With the toolset, we now have access the 2DA files (tools\\Source\\2DA).
If I wanted to create a small test mod that simply overrode--oh, I don't know--AOE.xls, for instance, is that something we can do under this semi-new scheme used for DA:O? And if so, how?
Mind you, I only installed the toolset a couple of hours ago, but from reading things here and in the Wiki, it seems a lot more complex to add stuff to the game as opposed to previous BioWare games where you just threw stuff in the override folder. (Note: I prefer complexity over simplicity since complexity generally allows for greater control, so that's not a complaint!!)
Overriding 2DA Files
Débuté par
Talian Kross
, nov. 07 2009 11:31
#1
Posté 07 novembre 2009 - 11:31
#2
Posté 08 novembre 2009 - 12:43
That's possible. I think what you'd do is copy the excel file, rename the workbook to create a new M2DA extension to the original (see the 2DA page on the wiki for an explanation of M2DAs), delete all the rows except the ones you'd like to modify, modify those rows, and then export the 2DA to the appropriate override directory (again, see the 2DA page on the wiki for instructions on how to export a 2DA). For something like AOE that'd probably be the core override directory for your mod.
#3
Posté 08 novembre 2009 - 02:27
Could be that it was left out of the toolset download. It wasn't the greatest tool, though - we used it internally and it worked for us, but the macro in it blew up when presented with a path that had spaces in it (such as ones containing "My Documents" or "Program Files".) So perhaps it's for the best, the alternatives are superior in this case.





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