toolset, Awakening and projects
#51
Posté 22 mars 2010 - 10:43
#52
Posté 23 mars 2010 - 09:41
#53
Posté 24 mars 2010 - 12:14
wyvern14 wrote...
I keep hammering at it to get the PC to show up correctly, no luck so far. Even modified the chargen to comment every appearance change and every little step related to visuals, log confirms it procs, but it won't do anything. Anyone has a clue?
Hmm... I wonder if there is something new in the core chargen script that changes how it works, which we won't have until Bioware updates the toolset. That's the only thing I can think of that might be different between 1.02 and 1.03.
#54
Posté 24 mars 2010 - 12:46
#55
Posté 24 mars 2010 - 06:19
#56
Posté 24 mars 2010 - 09:31
#57
Posté 24 mars 2010 - 09:32
#58
Posté 24 mars 2010 - 10:03
#59
Posté 24 mars 2010 - 10:10
jsd313 wrote...
Hmm, well I just extracted all the gda files from my 1.3 patched system then put them in with my mod, leaving the ones I created. Made a b2p build loaded on test box and still nothing. Then I did it again with all the gda's none of mine and still didn't work. I'm thinking it has to be in the scripts lol.
It's not the scripts; it's the way we are doing our 2da files. I replaced my original overwriting 2da files with M2DA's and it started working; it even shows up unselectable in Awakening.
#60
Posté 24 mars 2010 - 10:13
ladydesire wrote...
It's not the scripts; it's the way we are doing our 2da files. I replaced my original overwriting 2da files with M2DA's and it started working; it even shows up unselectable in Awakening.
What do you mean exactly?
#61
Posté 24 mars 2010 - 10:20
#62
Posté 24 mars 2010 - 10:35
#63
Posté 25 mars 2010 - 01:26
New version of Warden's Arena about to pop up in 10 minutes, lots of new abilities and specilazations
#64
Posté 25 mars 2010 - 05:48
Several of my self-created and/or downloded addins aren't functioning, some not at all & others not fully. My self-created stuff I'm not terribly worried about, I've jurry-rigged most of it to function as needed, if not 100% like I'd like.
Other people's mods are harder to make function since I didn't create them in the first place. Several of them I've gotten to work on a basic level by extracting their erf resources (the scripts & GDAs) and placing them in the core override folders. However, this doesn't seem to make them work nearly as well since they're missing their custom tlk files and such, and no matter where I try putting the tlk files there's no affect in game. Anyone have ideas on what to do different to make this function?
Other problem I'm having that doesn't make a lot of sense to me, I was using the bitm_base mod that allowed ranged weapons & mage staves to have Runes inserted, but this then made armor runes un-useable in Awakening since it over-wrote the fields for armor runes. Long story short, I tried making my own bitm gda by changing the different fields I could find between the 2, but this made armor work and ranged/staves not work, so now I'm stuck.
Lastly, can anyone point me in the direction of the new spell/ability scripts? I think I've found everything else in the Xpac that I'm looking for, but can't find the scripts for abilities, just the ABI gdas & plot-related scripts.
Thanks for any response, if you feel this de-railed the current thread I can start my own, just seemed like there was a lot of knowledgeable folks here discussing the toolset.
#65
Posté 25 mars 2010 - 11:21
#66
Posté 25 mars 2010 - 02:44
#67
Posté 25 mars 2010 - 03:13
Xenoseroster wrote...
Other problem I'm having that doesn't make a lot of sense to me, I was using the bitm_base mod that allowed ranged weapons & mage staves to have Runes inserted, but this then made armor runes un-useable in Awakening since it over-wrote the fields for armor runes. Long story short, I tried making my own bitm gda by changing the different fields I could find between the 2, but this made armor work and ranged/staves not work, so now I'm stuck.
It sounds like you had overwritten the 2DA file rather than add a new 2DA file (which is more compatible with Other Mods including your own ).
Here is a link that might help: dragonagemodding.wordpress.com/2009/11/11/2da-or-not-2da-overriding-2da-files/
I haven't written my own 2DA file yet, since what I'm looking to do requires more research.. but post here if this fixes your problem, because I am very sure I will be digging into that area soon enough, and I'd like my Mod to be compatible with others.
#68
Posté 26 mars 2010 - 12:36
#69
Posté 26 mars 2010 - 01:02
wyvern14 wrote...
OMG my stuff works again, YES!!!!!!!!!!
Thank you, since it was your script checking that made me try redoing my 2da files.
#70
Posté 26 mars 2010 - 01:00
ladydesire wrote...
wyvern14 wrote...
OMG my stuff works again, YES!!!!!!!!!!
Thank you, since it was your script checking that made me try redoing my 2da files.
Community teamwork for the win!
#71
Posté 15 décembre 2010 - 12:58
I just want to see an item list of the codes to experiment with Items and can not find that posted anywhere either.
Ay Assist is appreciated especially a link that works for a ToolSet copy that works in XP at the install.





Retour en haut






