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Why wouldn't you support DLC from the past game to transfer into Awakening? I don't understand!


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#51
sdkjnaslkdjas

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See I'm glad I looked at this thread before wasting money, I was disapointed with how utterly broken and buggy the origional game was but was suckered in by the story, I'm not going to be fooled again. If all they have produced is more unpolished crap I'm not going to waste my time other then to point out that; you didn't get me this time Bioware!

#52
Mr. Rich

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Based on the way modules work in the toolkit, I think the reason DLC content didn't work was because of the inheritance setup used for content and resources. The DLC and expansion content/resources are on the same tier together-- so Awakenings didn't inherit the resources and content from the DLC. This might be because Awakenings was created/developed at the same time as the DLC. Why did Ostigar work? Wasn't it the first DLC -- ready almost the same day as DA:O?



From the toolset wiki---

----------------------------------------

All resources are marked as belonging to specific modules or packages (such as the single-player module that's the main campaign of Dragon Age: Origins).



Modules and packages can be set to inherit resources from other modules (called their 'dependencies' since they depend on the resources in them). This allows modules to build on each other and interact in an organized manner; each level in a module hierarchy can add to or supplant the contents of previous levels. At the root of this hierarchy is a special group of resources called "core" resources that all modules inherit from, consisting of basic features such as the game's combat scripts and the default behavior of interactive objects.



Each module or package will also have an "override" directory that can supplant the contents of that package. This is the directory where the toolset exports playable content during development.



As an example, you could create a module named "Dwarven Madness" that takes place in an area that the player visited in the main single-player campaign. You want to make use of the same area layout that was used in the single-player campaign, but add your own resources in the form of different creatures to fight and a new plot to follow. You would therefore set your module to inherit the resources of the single-player campaign, which itself inherits core resources. When the game starts and tries to load a resource it looks in the following places, in order:



1. Dwarven Madness' override directory

2. Dwarven Madness' module directory

3. Single Player's override directory

4. Single Player module directory

5. Core resources override directory

6. Core resources directory

----------------------------------------



This is just a guess of course.

#53
Mr. Rich

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Sorry for the two posts in a row--but I screwed up.

Anyway, because of the inheritance system, I'm not sure one expansion can inherit from multiple, equally tiered, parent modules at the same time.

That really cool fix/hack that guy made is actually unlocking the modules containing the DLC content as a sibling of the Awakenings resources... in other words, the DLC is inheriting from Awakenings instead of the other way around.

Modifié par Mr. Rich, 18 mars 2010 - 08:43 .


#54
lynxxyarly

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Just to clarify. There is a mod that allows the DLC to work. Ive got it and it works.



Regardless...bad coding.

#55
Pious_Augustus

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MelodicCure wrote...

I don't understand why it matters so much since I already replaced all my equipment (Except for the rings) with Tier 8+ stuff. The expansion out-dates the DLC equipment fast.


Because they bought it and prefer to use it over the current armor. Some reasons are purely cosmetic, instead of trying to fix how we talk to our companions by clicking on objects instead of just talking to them (Doesn't make sense at all) they should have worked to make all armor and weapons in game upgradable or being able to change how they look.

Seriously, so to get to know my companion, I can't simply talk to him, I must find an object so I can talk to them. Great, so now I have to find a painting, or a wall just too see how my team mate is doing. This is a worse idea then NWN2 expansion 3 where it changed and forced a new camera view on you which led people to stop playing in general.

Let us be able to edit our armor, change how it looks same with our swords! Next expansion dump your Jar Jar Binks character Oghren and bring back the old way to chat with your team mates. Again, I don't want to travel half way around the map to click on an object just too see how he or she is doing.

#56
DiatribeEQ

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I feel that I should have access to what I paid for in the game. The expansion is just that: An expansion upon current content. It should've never been an expansion at the exclusion of content that was an added perk that the users paid for externally. Yes, I know there's better gear in the expansion than what we're talking about wanting to carry over, but, that's not the point: We paid for it. Let us have access to it.

#57
Pious_Augustus

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DiatribeEQ wrote...

I feel that I should have access to what I paid for in the game. The expansion is just that: An expansion upon current content. It should've never been an expansion at the exclusion of content that was an added perk that the users paid for externally. Yes, I know there's better gear in the expansion than what we're talking about wanting to carry over, but, that's not the point: We paid for it. Let us have access to it.


I guess Bioware is telling us to buy and then download at our own peril that what we buy will not longer be able to use in future expansions because Bioware said it would take too long to code so they just didn't do it which is pretty much telling us they were to lazy to give access to everything we paid for the but the new content will have better armor, yes...

I think we need to e-mail EA's Corperate Staff and ask them why are they going to let Bioware get away with this? You think people are going to trust Bioware to buy any DLC? DLC should be coming but why get it when you might not be able to use it later because they are too lazy to update everything.

#58
Gaddmeister

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Petsura wrote...

It's not a rant if it's true and I agree in all points made.

There is absolutely no excuse to disregard previous DLCs for Origins in Awakening.


You need to look up the definition of rant.

That said, I agree as well. B)

However, now that I know of the issue, I won't dwell on it any further. It's not like it's game breaking or anything.

#59
gulegule

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Mr. Rich wrote...

Sorry for the two posts in a row--but I screwed up.

Anyway, because of the inheritance system, I'm not sure one expansion can inherit from multiple, equally tiered, parent modules at the same time.

That really cool fix/hack that guy made is actually unlocking the modules containing the DLC content as a sibling of the Awakenings resources... in other words, the DLC is inheriting from Awakenings instead of the other way around.


I think the mod actually works by moving the item data from the DLC into the addins directory, which gets it loaded by the core game.

Has anyone dug into why RTO works without a mod?  Does it have a different structure than WK?

#60
rpgplayer1

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Actually, it moves content from module folder to core folder. Things in core folder can be used in every module, while things in module folder can only be used in module for which DLC is designed for.

#61
gulegule

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Were the RTO items not stored under it's respective modules folder?

#62
lynxxyarly

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Just wanted to get the word out, again, that there is a mod that actually works in restoring the DLC for awakening.



It's called "dlc to work in awakening' Here is the link:



http://social.biowar...m/project/2310/