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toolset, Awakening and projects


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70 réponses à ce sujet

#26
Templ

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Well, I hope they release core and SP awakening resources because I want my mod to cover Awakening as well.

#27
jsd313

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Yeah I'd love to add the new followers to my mod, have them replace some that I made.

#28
DLAN_Immortality

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Phew!!! Thanks, ladydesire!! :-)

#29
ladydesire

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DLAN_Immortality wrote...

Phew!!! Thanks, ladydesire!! :-)


You're welcome.

#30
-Semper-

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it ain't that hard to find out with the expansion installed :P

#31
ladydesire

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-Semper- wrote...

it ain't that hard to find out with the expansion
installed :P


True, but then I know that Bioware let us have access to everything but the Premium Modules in the Neverwinter Nights Toolset, so them locking the expansion for DA didn't make sense.

#32
-Semper-

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then i wonder why they crypted the content of the dlc. doesn't make any sense right now... who cares. i'm just waiting for the toolset update. in the meantime i play awakening^^

#33
ladydesire

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-Semper- wrote...

then i wonder why they crypted the content of the dlc. doesn't make any sense right now... who cares. i'm just waiting for the toolset update. in the meantime i play awakening^^


DLC  =  NWN Premium Modules.

#34
-Semper-

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yeah, but yet i don't get it. why to block the dlc? the expansion is nothing more but a bigger dlc. maybe it's just because of the time consuming work to extract and compile all the awakening stuff. don't get me wrong, i like how it is^^

#35
Magic

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Thanks all for the info.

#36
ladydesire

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Ok, I got sucked into Awakening and didn't get the list made yet, but I found a solution to the gear import issue; make any items for your module core game resources owned by your module and your scripts will add them to your inventory, or allow them to be imported if you have them equipped or in your inventory already.

#37
DLAN_Immortality

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Okay, I'm backing everything up to install awakening. If something breaks, I'll be super pissed!!! X-D



Will report back.

#38
Guest_templarioseco_*

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nothing breaks!! i installed awakening and my mods were okay :)

thanks the maker for this :P:P:P

hahahaha....well at least on my computer nothing messed up

#39
Petehog

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DLAN_Immortality wrote...

Ehm... for those saying that the resources won't be available... is there evidence or are you just speculating, as Sunjammer says?

I want to make a continuation of my mod for Awakening, and if Bioware doesn't release the resources then I won't be able to make it at all, so, yeah, I'd like to know.

But if it's all just assumption then we should just wait until we have an official response...

You guys worry me. :-(


They haven't released one for Return to Ostagar.
They haven't released one for Warden's Keep.
And I doubt they would release one for Awakening. It wouldn't make financial sense.

But anyways..all my previous mods seem to work just fine.

Modifié par Petehog, 18 mars 2010 - 09:57 .


#40
ladydesire

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Petehog wrote...

They haven't released one for Return to Ostagar.
They haven't released one for Warden's Keep.

And I doubt they would release one for Awakening. It wouldn't make financial sense.



They never allowed us to directly modify any of the Neverwinter Nights Premium Modules but they did let us do so with the three Neverwinter Nights campaigns, so for them to not allow us access to the raw resources from Awakening would be a step backwards from what the Neverwinter Nights portion of the DA custom content community is used to from Bioware.

#41
DLAN_Immortality

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Okay, yes, Awakening did not destroy my toolset or my project. And my mod works fine. Awesome.

#42
-Semper-

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DLAN_Immortality wrote...

Okay, yes, Awakening did not destroy my toolset or my project. And my mod works fine. Awesome.


how should it? in the end it's just a simple custom module^^

#43
jsd313

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patch 1.3 is doing all sorts of weird things to my standalone mod. Most obvious was that there was no visible character during character creation lol. Anyone else seeing that or other things with standalone playables?

#44
wyvern14

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jsd313 wrote...

patch 1.3 is doing all sorts of weird things to my standalone mod. Most obvious was that there was no visible character during character creation lol. Anyone else seeing that or other things with standalone playables?


Yup, same issues here. The content works great, but the character dissapeared in chargen and ends up looking funny ingame.

#45
ladydesire

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wyvern14 wrote...

jsd313 wrote...

patch 1.3 is doing all sorts of weird things to my standalone mod. Most obvious was that there was no visible character during character creation lol. Anyone else seeing that or other things with standalone playables?


Yup, same issues here. The content works great, but the character dissapeared in chargen and ends up looking funny ingame.


Me three, and at least one other makes four; of course, the fourth party is making absurd claims that Bioware did it to prevent "monitary losses" for supposed future base classes, not to mention the fact that he thinks making specializations that work in the game interface is hard. :huh:

#46
jsd313

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They must have redid a bunch of GDA's cause once I go in further there are several other issues, all things determined by the xls sheets. So I hope we get all that stuff. I have decided to stop working on my mod for now cause everything I need to change doesn't work in 1.3 so maybe I can save myself some time.

#47
wyvern14

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Well here's the funny thing... My custom classes work ok, but it's as if the chargen can't load up the appearance anymore. The toon on the paperdoll and ingame are completely different, what the hell.

#48
ladydesire

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The gda's appear to be the same as before; the only thing I noticed while poking through the ones from Awakening is that there is a "classes_filter.gda" that seems to handle what race can take what class. There is not one in DA:O that I can find.

#49
jsd313

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ladydesire wrote...

The gda's appear to be the same as before; the only thing I noticed while poking through the ones from Awakening is that there is a "classes_filter.gda" that seems to handle what race can take what class. There is not one in DA:O that I can find.


Yeah that could be it, something is messing with default characters and what not like background.gda would. Also something messes with guitypes.gda cause once in game even with the default player which is a warrior he had access to all weapon talent trees. I have customized all this and a base warrior should see no weapon talents until he picks a specialization. And then they only see 1 weapon talent tree then a bunch of new abilities I have made.

So this class_filter may contain more links to all that or even take over from some other files for certain data. I hope we find out soon, I am getting bored.

#50
ladydesire

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It shouldn't affect Origins, as it only controls what race can take the three default classes in Awakening. I will continue investigating the issue.