HollownessDevoured Posted January 15 Share Posted January 15 (edited) I thought I backed up my toolset properly, but after doing a builder to builder load, all modules are missing and all the nss files are blank! I am ready to cry, I did a builder to builder export in case my computer died it did and now I have new one and when I did a builder to builder load, all modules are gone and all nss are blank (but many of my custom nss are there by name just blank!) Did I just import the load wrong? or I am out of luck and everything is lost? Update: Ok, i re-tried and got my nss files to import properly, but my modules are gone and the scripts within those. So what am I suppose to try to recreate the modules? I don't remember the settings/properties but I still have the files via addins, is there anyway to clone or re-create that way? Edited January 15 by HollownessDevoured Link to comment Share on other sites More sharing options...
Pasquale1223 Posted January 15 Share Posted January 15 Ruh-roh. That sounds terribly frustrating after all the work you've done. I don't know that I can be of much assistance, but let's try to work through this and get greater clarity about the nature of the issue in case someone can. I assume that the toolset was installed correctly and the sql database is pointing to the right place, yes? From the toolset interface - if you select File -> Manage Modules, do you see any of your modules listed? If you select "Single Player" at that point, are you then able to see - and open - all of the vanilla source code files? If you can't, there is an issue with the toolset installation. Quote Update: Ok, i re-tried and got my nss files to import properly, but my modules are gone and the scripts within those. I'm not sure what that means. Are your nss files living within the Single Player module and accessible when you have the Single Player module open? Do you have the nss files (source code) or only the compiled versions (ncs)? And on another note - besides the Builder to Builder backup, did you backup the contents of any of the directories where the toolset outputs files when you do an "export" from the toolset? Mine are located on documents -> BioWare -> Dragon Age -> Addins -> (my module name) -> (more subdirectories under that). If you have any of that, it would be a lot easier to recreate your modules in the toolset if you end up needing to do that. Link to comment Share on other sites More sharing options...
HollownessDevoured Posted February 12 Author Share Posted February 12 @Pasquale1223 I just had to do a fresh reinstall of the toolset and re-imported my builder to builder back up and it seemed to work the second time. It took me a while but I did manage to install the toolset for windows 11 to the sql database. The most of the nss that were in Single Player were present after the second import but all my other (custom) modules were missing. I lost all my nss for Demonology Specializations (Demonologist and Necromancer) for example, strings all missing for tlk files. Yes, I still have the add ins via "BioWare -> Dragon Age -> Addins -> (my module name) -> (more subdirectories under that)." I wish we could get the source back from ncs files X / Link to comment Share on other sites More sharing options...
Pasquale1223 Posted February 13 Share Posted February 13 Ouch. It's kind of a good news/bad news - it sounds like you did manage to successfully install the toolset on a Windows 11 system and got a lot of your mod source back - but not quite all of it. There is such a thing as a decompiler (to reverse engineer executables, IOW try to derive the nss from the ncs) though I don't know how helpful it would be for the toolset since it's... all based on a lot of includes and, once compiled, links to a lot of routines from the engine. Also - a lot of my source code lives under the Addins subdirectory. Right now, I'm looking at a bunch in Addins -> (my module name) -> module -> override -> toolsetexport, though I guess where it ends up depends on how you set up your module in the toolset and how (or if) you export. Do you really need all of the source code back though? You don't actually need the source unless you were planning to make some additional changes to it. Link to comment Share on other sites More sharing options...
HollownessDevoured Posted February 13 Author Share Posted February 13 TBH, I probably if motivated could make them again (like making monster abilities to skills/spells but it was over a year ago when I made it and I forgot how I did it), but it was a lot of work, and I did sort of update once in a while. But I may not need to change but it be nice to know I can. I tried to figure out reverse engineer ncs but it was above my pay grade, even someone tried to guide me and they gave up cause I was pretty lost to their explanation. Link to comment Share on other sites More sharing options...
theskymoves Posted February 13 Share Posted February 13 One way to safeguard NSS files, for released mods at least, is to include them in the uploaded mod archive. (It also has the additional benefit of adding to the the DAO modding knowledge base, by giving other modders access to the uncompiled scripts.) Link to comment Share on other sites More sharing options...
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