Jump to content

jwvanderbeck

Supporter
  • Posts

    127
  • Joined

  • Last visited

Everything posted by jwvanderbeck

  1. You can also use DAModder for installation and uninstallation of mods. It is a DA mod manager program.
  2. It isn't really a matter of too many mods, but rather you probably have some mods conflicting. In testing DAModder i've seen people with close to 50 mods installed, and i've heard of even more.
  3. It all depends on the mod. I'm biased, but I recommend using DAModder, which is a mod manager, to install your mods. It takes care of putting them where they belong and more.
  4. The bug is fixed in the latest toolset, but if a mod is old it would still be using the old GUIDs. Also if you saved a game with the bad flags, then the bad flags are baked into your saved game.
  5. You want to extend Single Player, not Core. Core isn't a campaign. The trick to making some of these events work is that the script being run need to be a core script. In other words, when you create the script resource, set the MODULE to Core. The OWNER MODULE should still be your module.
  6. Check out my blog in my signature which has tons of tutorials and other modding articles. It has helped a lot of people get started.
  7. With the paid DLC I don't think you can just copy the folder over. As you saw, it needs to be "authorized". I'm not positive how this works, but the latest DA patch says it added the ability to re-download previously installed DLC so I would just re-install it.
  8. This is caused due to bad plot flags caused by using the toolset before the bug was fixed. You can see more about this problem on the Toolset Wiki: http://social.bioware.com/wiki/datoolset/i...p/Plot_GUID_bug
  9. This is caused by improperly built mods. See my blog post here: http://dragonagemodding.wordpress.com/2009...of-module_core/
  10. The script attached to your module will run whenever the event happens.
  11. Nyphani You should try to use the core/override that is in your AddIn's directory whenever you can, but some things just don't work there and need to go into packages/core/override. So technically both are correct, but you should always try to make it work from your addin/core/override first.
  12. First off, the toolset will not do it. You have to do it by hand. You can open the DAZIP up in most any archive program. It is just a ZIP file renamed. Once you open it up, you just need to create some folders for the new content and then add your override files. The archive will alrady have a "packages/core" folder. In "core" just make a new folder, "override". If you want the package to be properly compatible with DAModder, then inside that "override" folder, create one more subfolder with the UID of your mod. So it will look like "packages/core/override/uid" Inside that, place your override files.
  13. Of often times it shows NOTHING at all. Its annoying, but if you open the console then can start typing without your character going crazy and moving around, then you know the console is there. Just have to type blindly.
  14. The mods may conflict, or conflict with other mods you have installed.
  15. The whole point of that warning that allows you to force load is to point out that you may have bugs if you dont 'load the mods.
  16. Anyone know what has changed from 1.02 to 1.02a? Really annoying that on the Bioware website it lists all the changes from every single patch, in every patch they release! I can't see any changes, yet they've released a 1.02A patch.
  17. I just released 2.2.5 on the support site. Give it a try. Load it up, uninstall one mod, and reinstall it. That will force a rewrite of the XML data. Of course there is always the SLIM chance that ALL of those mods just got broken with 1.02, though not likely.
  18. I just confirmed a bug in DAModder in the 2.2 series that does cause mods to not work when installed. Try uninstalling the mods and re-installing them with the Stable version of DAModder here on Nexus, which is 2.1.2 The bug in the beta version will be fixed today.
  19. Absolutely NONE of the mods work? Have you tried disabling all but one just to test? DAModder 2.2.0 had some bugs that would prevent the mods from working, but that was fixed in a later version. However you said you tried 2.0 as well, and I know 2.0 installs fine. If the files are physically present and they show up in game, then they should certainly work.
  20. This is something i've wondered as well. Here is my educated guess, but I haven't tested it. However, I believe that if you completely remove the column from the spreadsheet then it will keep its default value. That means you physically delete the column, not just leave the value blank. Like I said I haven't tested this, but it is what I think will happen based on the fact that the opposite works. You can make an m2da with NEW columns, and the game will see those columns. When the game loads a 2da it starts with the base 2da, then loads each m2da in turn, overwriting previously loaded values. It seems to do this on a row AND column basis. So if the column does not exist in the m2da, it should not overwrite the column data that already exists.
  21. Did you adjust the types to be correct for a Talent rather than an Item? When I was doing the open lock spells I know I had a problem with cooldowns when my types were incorrect, but I don't recall the exact field off the top of my head. UseType I think is what it was. EDIT: Just looked and it was "UseType" that affected whether the cooldown worked or not for me, with my spells.
  22. There is absolutely no need to replace the file from your installation CD. Just do as I said and delete the exported one from the toolset and thats it.
×
×
  • Create New...