LadyHonor Posted October 9, 2014 Share Posted October 9, 2014 I'm trying to create a dazip for builder to player. I followed the directions here http://social.bioware.com/wiki/datoolset/index.php/Builder_to_player and here for the bug fix http://social.bioware.com/wiki/datoolset/index.php/Bug:_toolset_export_generates_files_with_names_that_can't_be_packaged_in_builder_to_player and even though they appear to install in the correct folder, the level fails to load when you click on the map pin. you get an error loading area thingie and it takes you out of the game to the menu screen. the files are there and in the right place. any idea what I'm doing wrong? Link to comment Share on other sites More sharing options...
WolfenWarden Posted October 9, 2014 Share Posted October 9, 2014 It sounds like the mod is installing but the mod fails when you attempt to reach the destination on the map. If you are absolutely sure that all of the files are in the correct location prior to packing, and 100% sure that they are Extracting to the correct locations, I would make a guess that perhaps a file is corrupt when unpacking. To rectify I would repack the archive, delete the previous version on your Target machine (where you are testing the extraction), and then try again. I would really double check to make sure that all the files are extracting to the proper location, and that nothing is missing. It could also be that the mod itself doesn't have whatever it is that it needs to transport the player to the location. It could also be that there's an error in the location that they are being transported to.So basically if all the files are in the correct location After extraction, the next step would be to double/triple check your transportation method. If that checks out, then there's something wrong with the area that you're transporting To. Hope this helps, and best of luck :) Link to comment Share on other sites More sharing options...
LadyHonor Posted October 9, 2014 Author Share Posted October 9, 2014 (edited) I have deleted and repacked of at least half a dozen times. ugh. I can see the files in all the correct places. it works fine under where I made the mod but when I dazip it and put under a different windows account to test the new area. the pin shows up on the map but it doesn't load the destination. everything else works. I just can't go to the map pin destination. when I get a chance I'll delete the old map and make a new one. maybe the map is the issue. thanks for the quick response! Edited October 9, 2014 by LadyHonor Link to comment Share on other sites More sharing options...
LadyHonor Posted October 9, 2014 Author Share Posted October 9, 2014 I have deleted the old map and created a new one, but am still having the are problem. it works in the account I build my mods, but crashes under the account I test them. I am using these two tutorials for it if it helps give an idea... http://social.bioware.com/wiki/datoolset/index.php/PRCSCR_Script_Templates and http://social.bioware.com/wiki/datoolset/index.php/Adding_a_Location_to_the_Single_Player_Campaign_Tutorial to give am idea of what I'm doing. instead of doing it with PRCSCR tho I am doing via plot flags. My script is this and apologies if it looks horrible...I'm doing this with a cell phone. const string WML_WOW_CUSTOM = "lh_dal camp_outskirts"; case LH_ALISTAIR_TALKED_TO_BELUMIR:{WR_SetWorldMapLocation(GetObjectByTag(WML_WOW_CUSTOM), WM_LOCATION_ACTIVE);WR_SetPlotFlag(PLT_ALISTAIR_QUESTS, LH_ALISTAIR_TALKED_TO_BELUMIR, TRUE);} Hope that helps. Link to comment Share on other sites More sharing options...
LadyHonor Posted October 9, 2014 Author Share Posted October 9, 2014 (edited) its fixed! yay! you were right wolfenwarden. ::scratches you behind the ears:: lol. I had duplicated an existing area. turns out the world map thingie doesn't like that. when I remade the area from scratch it worked like a charm. thank you soooooo much! Edited October 9, 2014 by LadyHonor Link to comment Share on other sites More sharing options...
WolfenWarden Posted October 18, 2014 Share Posted October 18, 2014 Hey, sorry for taking so long to get back in on this one I'm afraid I don't have a chance to get online very often. But I am really glad to hear that you got it sorted out, thats great! LOL A good scratch is always a good thing :)Happy modding! :) Link to comment Share on other sites More sharing options...
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