toolset, Awakening and projects
#26
Posté 17 mars 2010 - 12:53
#27
Posté 17 mars 2010 - 01:36
#28
Posté 17 mars 2010 - 09:50
#29
Posté 17 mars 2010 - 03:43
DLAN_Immortality wrote...
Phew!!! Thanks, ladydesire!! :-)
You're welcome.
#30
Posté 17 mars 2010 - 03:56
#31
Posté 17 mars 2010 - 07:37
-Semper- wrote...
it ain't that hard to find out with the expansion
installed
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
Posté 17 mars 2010 - 09:33
#33
Posté 17 mars 2010 - 10:01
-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
Posté 17 mars 2010 - 10:07
#35
Posté 17 mars 2010 - 10:16
#36
Posté 18 mars 2010 - 12:58
#37
Posté 18 mars 2010 - 10:04
Will report back.
#38
Guest_templarioseco_*
Posté 18 mars 2010 - 06:15
Guest_templarioseco_*
thanks the maker for this
hahahaha....well at least on my computer nothing messed up
#39
Posté 18 mars 2010 - 09:54
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
Posté 18 mars 2010 - 10:00
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
Posté 19 mars 2010 - 10:39
#42
Posté 19 mars 2010 - 05:42
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
Posté 20 mars 2010 - 01:45
#44
Posté 22 mars 2010 - 07:45
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
Posté 22 mars 2010 - 08:47
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.
#46
Posté 22 mars 2010 - 09:17
#47
Posté 22 mars 2010 - 09:39
#48
Posté 22 mars 2010 - 10:11
#49
Posté 22 mars 2010 - 10:24
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
Posté 22 mars 2010 - 10:38





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