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Starfang and WKA imported due to mods?


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#101
Hellfurian

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a friend just called and said if you used the (tilde) interface with (runscript zz_den_debug) to fix the armor bug from Captured in Fort Drakon that his dlc items all transferred over. I don't have the proof but he is a person of his word. I did use that myself but have yet to implement the patch or expansion...abit scared of the ruination of origins due to patchy glitches...the wait is on

#102
Hellfurian

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and he used , runscript zz_economizer as well to make the armor vanish

#103
Dubidox

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Cuddlezarro wrote...

WOW it didnt take modders long at all to get WK and Shale DLC to transfer over

http://www.dragonage...file.php?id=874


To be fair to Bioware, it may be easy for a modder to put together a quick mod that allows the import of the DLC items.  They don't have ot test it to the same level as Bioware does since if it breaks somewhere down the line then, well it's a "use at your own risk" piece of code, whereas if Bioware did it then it would have to do "due diligence" levels of testing.

#104
KigenBarzhad

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Dubidox wrote...

Cuddlezarro wrote...

WOW it didnt take modders long at all to get WK and Shale DLC to transfer over

http://www.dragonage...file.php?id=874


To be fair to Bioware, it may be easy for a modder to put together a quick mod that allows the import of the DLC items. They don't have ot test it to the same level as Bioware does since if it breaks somewhere down the line then, well it's a "use at your own risk" piece of code, whereas if Bioware did it then it would have to do "due diligence" levels of testing.


Hahahaha, *bows* Thats me! =p

This wasn't really a mod issue. It was the way BioWare structured their data pre-Return to Ostagar.

http://social.biowar...m/project/2310/ - thats the project link

Modifié par KigenBarzhad, 16 mars 2010 - 07:37 .


#105
Schwinni

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On the nexus I asked you for some technical details. If you like to answer my question, you can do it here as well, if you prefer that. :)
I read it anywhere. :P

#106
KigenBarzhad

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Really the only problem is the way the data is structured.



Any assets that a modder/bioware wants to the player have access to at any time (in this case Items and any scripts associated with the item) should be in the Core folder and not the Module folder. Module means (for now anyway) only access this were my mod can go.

#107
Schwinni

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So your patches move the stuff from the module "Single Player" to core, right?

#108
KigenBarzhad

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my patches really only move data from module\\data of the DLC to that DLC's core folder.



So modders out there, any items (uti) and scripts associated with the item should be in your core folder if you wish to make them import.

#109
ayorkovich

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All of my Stone Prisoner items carried over successfully. I have no mods installed.

#110
Kurt M.

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KigenBarzhad wrote...

my patches really only move data from module\\\\data of the DLC to that DLC's core folder.

So modders out there, any items (uti) and scripts associated with the item should be in your core folder if you wish to make them import.


Great mod, thx! I'll test it when I beat Origins again and start Awakening.

Do you think you'll be able to polish the actual known issues? (especially 3, as I use a localized version of the game).

#111
i_nemetz

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>DLC items are not imported into Awakening as stated in the FAQ.



>It may be possible to use a mod from a fan to import items from past DLC, but we have not tested >those and cannot guarantee the results. You are welcome to try, but we are not sure what effect >using mods not designed to work with Awakening may have on Awakening, so you do so at your >own risk.



Chris,

With all due respect, your statement contradicts the facts. I use no mods. Nevertheless, SP items are present and fully functional in DAA. Unless by 'mods' you mean absolutely anything contained in /override folder, not just mods per se. Admittedly, I do use some scripts for dumping mechanics data (mainly properties and threat) into the log directly from the developer console. Mind you, I'm not complaining: if anything, it was a nice surprise :) However, I do want to understand how and why it works this way.

Thanks in advance!

#112
JaegerBane

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Dubidox wrote...

Cuddlezarro wrote...

WOW it didnt take modders long at all to get WK and Shale DLC to transfer over

http://www.dragonage...file.php?id=874


To be fair to Bioware, it may be easy for a modder to put together a quick mod that allows the import of the DLC items.  They don't have ot test it to the same level as Bioware does since if it breaks somewhere down the line then, well it's a "use at your own risk" piece of code, whereas if Bioware did it then it would have to do "due diligence" levels of testing.


I was thinking the same. I'm guessing that actually transferring them over was going to be awkward from a policy point of view or something, whereas modders can just get on with things.

It's great to know WK stuff is now available.

That said, it's hard to feel that much sympathy for Bioware on the matter. As much as I like their games and the level of interaction with the community, they made such a big song and dance of the issue about how not bringing the DLC gear over was going to be such a time-consuming issue... to see it sorted in a matter of hours by some guy who did it for kicks just comes across as a bit of hot air.

#113
Cloud1995324

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ok now im even more confused i guess i will just keep everythng and see what happens in awakening

#114
KigenBarzhad

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Gladiador2 wrote...

KigenBarzhad wrote...

my patches really only move data from module\\\\\\\\data of the DLC to that DLC's core folder.

So modders out there, any items (uti) and scripts associated with the item should be in your core folder if you wish to make them import.


Great mod, thx! I'll test it when I beat Origins again and start Awakening.

Do you think you'll be able to polish the actual known issues? (especially 3, as I use a localized version of the game).


I'll be able to fix the issues within the next few days. I've yet to figure out the issue where "Convert all damage to X" not showing up yet.

#115
dbkkk

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Cloud1995324 wrote...

ok now im even more confused i guess i will just keep everythng and see what happens in awakening


I wouldn't worry about it too much. The modding community has already figured it out whether dircetly or indirectly.

I had a similar experience as the OP. Improved Atmosphere gets put in the override directory. I too had forgot to remove it. I can't say much to i_nemetz's experience with no mods (and apparently no override material) and still keeping Helm of Honnleath from SP. IA also alters the Helm of Honnleath so that could be why that transferred too in addition to WK stuff in my case.

I can'y say much for RTO items since I didn't get RTO but downloaded a mod that included armor identical in stats to Cailan's set. So that armor (controlled by that particular mod) also transferred too. As an aside not sure why I bothered since I felt Cailan's armor was too op anyways with all the dodge / missile deflection and never wore it in-game, but I am just a packrat collector by nature I guess. Waiting to see what new goodies drop as I get further into Awakenings anyways.

Personally I would take what Bioware is saying about transferring DLC items at face value. Though I agree with the previopus poster that it was likely a silly policy decision.  But in the end I don't really care. If you want to ensure that all DLC is brought with you, then use one of the newer mods that are cropping up specifically for this. For me (and I am guessing the OP), Improved Atmosphere did this for us by accident. And my mama didn't raide me to look a gift horse int he mouth :)

Modifié par dbkkk, 17 mars 2010 - 02:10 .


#116
Kurt M.

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KigenBarzhad wrote...

Gladiador2 wrote...

KigenBarzhad wrote...

my patches really only move data from module\\\\\\\\\\\\\\\\data of the DLC to that DLC's core folder.

So modders out there, any items (uti) and scripts associated with the item should be in your core folder if you wish to make them import.


Great mod, thx! I'll test it when I beat Origins again and start Awakening.

Do you think you'll be able to polish the actual known issues? (especially 3, as I use a localized version of the game).


I'll be able to fix the issues within the next few days. I've yet to figure out the issue where "Convert all damage to X" not showing up yet.


Thx, and good luck with the mod!

#117
Kurt M.

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Bump cos it deserves :D