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[Plz Sticky] To All Modders: Getting Stuff to Work in Awakening


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#1
KigenBarzhad

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Heya guys and gals. Since everyone is asking me about how to get items to import over from Origins to Awakening, I'll spill my "secret."

Simply put, its all in how you structured your data.

=== WHEN BUILDING A MOD ... ===
Make sure all data that you want the entire game to see such as items to have MODULE: Core Resources and keep OWNER MODULE: Whatever-your-module-is. If you do this, when you export, you do not need to follow the rest of the steps below.


=== THE OTHER METHOD ===
== ON DATA ==
Everything found in the CORE folder of your module will be accessible/visible to anything in the game. So please your UTI (item files) and your item scripts in that folder. (Of course this applies to anything else you want the game to see such as UI mods, etc.)

Everything in MODULE folder can only be seen where the module is seen.

== ON TALKTABLES ==
Make sure you copy over your talktable otherwise you'll only see the
item file name in paranthesis like (gen_im_wtvrwtvr). The talktable must also be in the CORE\\\\data folder or else the when the game cannot fully access the module, it will not read.

When copied over make sure you change your file name. For core talktables the struct. must be
PROJECT_UID + _C _ + _LANG_UAGE

for example your project UID is WOLF_SHOP, your project's language or the language of your talk table is english so it would be EN-US. So all together it would be wolf_shop_c_en-us.tlk

Modifié par KigenBarzhad, 19 mars 2010 - 03:40 .


#2
Xrd8o

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Hmm... Doesn't work. I made a custom set of clothes added via script like with the official DLC items and it was working alright in the main campaign, but refuses to run after creating an Orleasian Warden in Awakening. I found your solution, but it didn't help; apparently, I'm doing something wrong, so let's assume I'm a total noob who's just learned how to handle PC power button. Could you explain step-by-step how to do this?



Let's start with this:

+ \\AddIns\\<UID>\\

- \\core\\data\\<UID>_modcore.erf

- \\module\\data\\<UID>_module.erf

- \\module\\<UID>.cif

Compiled, normally working - where do we go from here?



If wrong, should I have done something before compiling?

#3
ladydesire

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If you want the stuff to work in both, for right now you need to make the items Core Game Resources owned by your module.

#4
Xrd8o

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Done as you said, but still doesn't work. Or maybe it does but the script just doesn't want to fire, though this is rather unlikely since everything runs flawlessly in the main campaign.



Oh, well, guess I'm a hopeless case.

#5
vempare

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I have the same problem the items work in both but the script refuses to work in awakening.

#6
KigenBarzhad

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LadyDesire is correct. When you build a mod, check your properties. If it is in the Core Resource but owned by your module, it should also work.

Edit: It does sound like something is not firing or seeing the data. It's hard to tell without seeing your module/code/wtvr.

Modifié par KigenBarzhad, 19 mars 2010 - 12:33 .


#7
Xrd8o

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Hmm... Okay, I've sent you the source files, so I'd be grateful if you could take a peek.

#8
Proleric

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These findings seem to be supported by a long-standing dev hint.

I hope everyone appreciates that it's not good for compatibility to put unnecessary stuff in core (though, by itself, an item template with a unique name should be harmless enough).

#9
JaegerBane

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KigenBarzhad wrote...

Heya guys and gals. Since everyone is asking me about how to get items to import over from Origins to Awakening, I'll spill my "secret."

Simply put, its all in how you structured your data.

=== WHEN BUILDING A MOD ... ===
Make sure all data that you want the entire game to see such as items to have MODULE: Core Resources and keep OWNER MODULE: Whatever-your-module-is. If you do this, when you export, you do not need to follow the rest of the steps below.


=== THE OTHER METHOD ===
== ON DATA ==
Everything found in the CORE folder of your module will be accessible/visible to anything in the game. So please your UTI (item files) and your item scripts in that folder. (Of course this applies to anything else you want the game to see such as UI mods, etc.)

Everything in MODULE folder can only be seen where the module is seen.

== ON TALKTABLES ==
Make sure you copy over your talktable otherwise you'll only see the
item file name in paranthesis like (gen_im_wtvrwtvr). The talktable must also be in the CORE\\\\\\\\data folder or else the when the game cannot fully access the module, it will not read.

When copied over make sure you change your file name. For core talktables the struct. must be
PROJECT_UID + _C _ + _LANG_UAGE

for example your project UID is WOLF_SHOP, your project's language or the language of your talk table is english so it would be EN-US. So all together it would be wolf_shop_c_en-us.tlk


Great advice. I've modified my modded items to have 'Core Game Resources' as MODULE and I'll see if it works when I get Awakening.

#10
-Semper-

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Xrd8o wrote...

Done as you said, but still doesn't work. Or maybe it does but the script just doesn't want to fire, though this is rather unlikely since everything runs flawlessly in the main campaign.

Oh, well, guess I'm a hopeless case.


that has to do with the script offered in the tutorial and happens also in origins when you create a new character. a workaround i found is to restart the initial script: you have to deactivate your custom dlc (if necessary log in to your account), load your game, save your game, quit and close awakening. now restart awakening, activate your custom dlc and load your game. at least now your custom items appear in origins.

perhaps bioware adds a special safety loop to their item scripts because the tutorial script always gets problems with character creation.

Modifié par -Semper-, 19 mars 2010 - 05:38 .


#11
Eshme

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Hmm i must get awakening , but good to know how you do that.

#12
JaegerBane

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-Semper- wrote...

Xrd8o wrote...

Done as you said, but still doesn't work. Or maybe it does but the script just doesn't want to fire, though this is rather unlikely since everything runs flawlessly in the main campaign.

Oh, well, guess I'm a hopeless case.


that has to do with the script offered in the tutorial and happens also in origins when you create a new character. a workaround i found is to restart the initial script: you have to deactivate your custom dlc (if necessary log in to your account), load your game, save your game, quit and close awakening. now restart awakening, activate your custom dlc and load your game. at least now your custom items appear in origins.

perhaps bioware adds a special safety loop to their item scripts because the tutorial script always gets problems with character creation.


I just found that saving and reloading a game without touching the DLC sufficed. Are you saying this won't work in Awakening?

#13
Xrd8o

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-Semper- wrote...

Xrd8o wrote...

Done as you said, but still doesn't work. Or maybe it does but the script just doesn't want to fire, though this is rather unlikely since everything runs flawlessly in the main campaign.

Oh, well, guess I'm a hopeless case.


that has to do with the script offered in the tutorial and happens also in origins when you create a new character. a workaround i found is to restart the initial script: you have to deactivate your custom dlc (if necessary log in to your account), load your game, save your game, quit and close awakening. now restart awakening, activate your custom dlc and load your game. at least now your custom items appear in origins.

perhaps bioware adds a special safety loop to their item scripts because the tutorial script always gets problems with character creation.

Hey, I may be an idiot, but not that much. I do this after every update to my mods.

#14
-Semper-

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I just found that saving and reloading a game without touching the DLC
sufficed. Are you saying this won't work in Awakening?


if you create your custom gear and want to add it to your core origins game then it won't work if you create a new character. saving and loading is not enough, at least it won't work for me. first i had to deactive, load, save, close, activate and load my game :D

Hey, I may be an idiot, but not that
much. I do this after every update to my mods


then i don't get your problem. custom items work fine in awakening.

Modifié par -Semper-, 19 mars 2010 - 08:28 .


#15
vempare

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I believe he was asking for a script which works in awakening and gives items he made to his character.

#16
Xrd8o

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Yes.

#17
-Semper-

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ah, now i get it :D

well, i think that's because you are not creating the module to be an addin to awakening. right now you can't choose to extend awakening with the toolset. at least i can't think of a way to do it. the script itself should work fine.

#18
xatmos2

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Yeah, you have to manually edit the Manifest.xml in the dazip you build (or just in Addins.xml if you aren't releasing it). Set the ExtendedModuleUID to that of Awakening, which is "DAO_PRC_EP_1", then you have to scroll down and find the Type element and set it to 1 instead of 2. That's how I got my Lock Bash mod to work in Awakening.

Modifié par xatmos2, 19 mars 2010 - 11:42 .


#19
KigenBarzhad

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Xatmos beat me too it =p I was just about to say that cus I'm trying to get GetPRCEnabled working.

#20
KigenBarzhad

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xatmos2 wrote...

Yeah, you have to manually edit the Manifest.xml in the dazip you build (or just in Addins.xml if you aren't releasing it). Set the ExtendedModuleUID to that of Awakening, which is "DAO_PRC_EP_1", then you have to scroll down and find the Type element and set it to 1 instead of 2. That's how I got my Lock Bash mod to work in Awakening.


I havent tested this out to the full extent but if the modder does change the ExtendModuleUID to "DAO_PRC_EP_1" the mod many *only* work in awakening.

#21
xatmos2

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That's right, you need 2 addins, 1 for Awakening ("DAO_PRC_EP_1") and 1 for "Single Player". That's what I had to do for Lock Bash.

#22
Ryndd

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mmmh so, how do I get something like no helmet hack to work in awakening, since there's no .xml file to edit?

#23
Xrd8o

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This... is... working! Finally. Thank you xatmos so much. I'm going to build an altar for you now. You prefer it gold or stone?

Edit@Up: Try going to Bioware\\Dragon Age\\Settings\\AddIns.xml, then find the line corresponding to No Helmet Hack and change ExtendedModuleUID="Single Player" to ExtendedModuleUID="DAO_PRC_EP_1"
I haven't tested the hack yet, but I did the same with my mod and it seems to be working fine.

Edit2: Tested. Yep. Works too.

Modifié par Xrd8o, 20 mars 2010 - 07:25 .


#24
EDUC8TR

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xatmos2 wrote...

That's right, you need 2 addins, 1 for Awakening ("DAO_PRC_EP_1") and 1 for "Single Player". That's what I had to do for Lock Bash.


How do you do 2 addins?  I want the mods like lock bash or no helmet to work but not for only origins or awakening if I am understanding this right.

Please feel free to correct me if I am mistaken.

#25
Nattfodd

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To make a custom mod playable to both Single Player and Awakening campaign i succesfully duplicated in Addins.xml all the code of my module between the <AddInItem UID= and </AddInItem> tags. So i have one entry with UID="Single Player" and the other one with UID=DAO_PRC_EP_1.